X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fscreen.cpp;h=40754b3e6e3efcc37bb88d22962c82eb5e3b072a;hp=9ee15b49dc1b2dd9f679d015aee780ea4468fd72;hb=a851cf197844a2eb15fd5ee2c350ee296e415dca;hpb=a269b3e29535918a390f448829a3459e4853425b diff --git a/src/screen.cpp b/src/screen.cpp index 9ee15b4..40754b3 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -1,11 +1,63 @@ #include "common.h" #include "screen.h" -#include "SDL_opengl.h" +#include "gl_core44.h" +#include // for access(2) +#include // for access(2) + +#include "shaderprogram.h" + +#define BASICTEX_VERT \ + "#version 140\n"\ + "#extension GL_ARB_shading_language_420pack : require\n"\ + "#extension GL_ARB_explicit_attrib_location : require\n"\ + "\n"\ + "layout(std140, binding=0) uniform Viewport\n"\ + "{\n"\ + "\tfloat width;\n"\ + "\tfloat height;\n"\ + "};\n"\ + "\n"\ + "layout(location = 0) in vec2 position;\n"\ + "layout(location = 1) in vec2 tex_coord;\n"\ + "\n"\ + "out vec2 fp_tex_coord;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\t// Transform to clip coordinates (-1,1, -1,1).\n"\ + "\tgl_Position.x = (position.x*2/width) - 1;\n"\ + "\tgl_Position.y = 1 - (position.y*2/height);\n"\ + "\tgl_Position.z = 0.0;\n"\ + "\tgl_Position.w = 1.0;\n"\ + "\tfp_tex_coord = tex_coord;\n"\ + "}\n" + +#define BASICTEX_FRAG \ + "#version 140\n"\ + "\n"\ + "in vec2 fp_tex_coord;\n"\ + "\n"\ + "out vec4 output_colour;\n"\ + "\n"\ + "uniform sampler2D tex;\n"\ + "uniform vec4 colour;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\toutput_colour = colour;\n"\ + "\toutput_colour.a = texture(tex, fp_tex_coord).r;\n"\ + "}\n" using namespace IPDF; using namespace std; +static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data) +{ + Error("OpenGL Error (%d): %s", id, msg); +} + + Screen::Screen() { SDL_Init(SDL_INIT_VIDEO); @@ -17,10 +69,60 @@ Screen::Screen() Fatal("Couldn't create window!"); } + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + m_gl_context = SDL_GL_CreateContext(m_window); - + + ogl_LoadFunctions(); + + // Why is this so horribly broken? + if (ogl_IsVersionGEQ(3,0)) + { + Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion()); + } + + if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack")) + { + Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required."); + } + + if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location")) + { + Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required."); + } + + glDebugMessageCallback(opengl_debug_callback, 0); + + GLuint default_vao; + glGenVertexArrays(1, &default_vao); + glBindVertexArray(default_vao); + + //TODO: Error checking. + m_texture_prog.AttachVertexProgram(BASICTEX_VERT); + m_texture_prog.AttachFragmentProgram(BASICTEX_FRAG); + m_texture_prog.Link(); + m_texture_prog.Use(); + + // We always want to use the texture bound to texture unit 0. + GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex"); + glUniform1i(texture_uniform_location, 0); + + m_colour_uniform_location = m_texture_prog.GetUniformLocation("colour"); + + m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform); + + m_debug_font_atlas = 0; + ResizeViewport(800, 600); + Clear(); + Present(); + + } Screen::~Screen() @@ -30,11 +132,20 @@ Screen::~Screen() SDL_Quit(); } +void Screen::Clear(float r, float g, float b, float a) +{ + glClearColor(r,g,b,a); + glClear(GL_COLOR_BUFFER_BIT); + DebugFontClear(); +} + void Screen::ResizeViewport(int width, int height) { glViewport(0, 0, width, height); m_viewport_width = width; m_viewport_height = height; + GLfloat viewportfloats[] = {(float)width, (float)height}; + m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats); } bool Screen::PumpEvents() @@ -71,7 +182,7 @@ bool Screen::PumpEvents() m_last_mouse_y = evt.button.y; if (m_mouse_handler) { - m_mouse_handler(evt.button.x, evt.button.y, evt.button.state, 0); + m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0); } break; case SDL_MOUSEWHEEL: @@ -80,6 +191,17 @@ bool Screen::PumpEvents() m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y); } break; + case SDL_KEYDOWN: + { + Debug("Key %c down", (char)evt.key.keysym.sym); + if (isalnum((char)evt.key.keysym.sym)) + { + char filename[] = "0.bmp"; + filename[0] = (char)evt.key.keysym.sym; + ScreenShot(filename); + } + break; + } default: break; } @@ -106,6 +228,247 @@ void Screen::SetMouseCursor(Screen::MouseCursors cursor) void Screen::Present() { + if (m_debug_font_atlas) + DebugFontFlush(); SDL_GL_SwapWindow(m_window); } +void Screen::ScreenShot(const char * filename) const +{ + Debug("Attempting to save BMP to file %s", filename); + + int w = ViewportWidth(); + int h = ViewportHeight(); + unsigned char * pixels = new unsigned char[w*h*4]; + if (pixels == NULL) + Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4); + + for (int y = 0; y < h; ++y) + { + glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]); + } + +#if SDL_BYTEORDER == SDL_LIL_ENDIAN + SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000); +#else + SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff); +#endif + if (surf == NULL) + Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError()); + + GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA; + Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", surf->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA); + + if (SDL_SaveBMP(surf, filename) != 0) + Fatal("SDL_SaveBMP failed - %s", SDL_GetError()); + + SDL_FreeSurface(surf); + delete [] pixels; + Debug("Succeeded!"); +} + +/** + * Render a BMP + * NOT PART OF THE DOCUMENT FORMAT + */ +void Screen::RenderBMP(const char * filename) const +{ + if (access(filename, R_OK) == -1) + { + Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename); + return; + } + SDL_Surface * bmp = SDL_LoadBMP(filename); + if (bmp == NULL) + Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError()); + + int w = bmp->w; + int h = bmp->h; + + GLenum texture_format; + switch (bmp->format->BytesPerPixel) + { + case 4: //contains alpha + texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA; + break; + case 3: //does not contain alpha + texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR; + break; + default: + Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel); + break; + } + + //Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA); + + m_texture_prog.Use(); + GraphicsBuffer quad_vertex_buffer; + quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); + quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex); + GLfloat quad[] = { + 0, 0, 0, 0, + 1, 0, ViewportWidth(), 0, + 1, 1, ViewportWidth(), ViewportHeight(), + 0, 1, 0, ViewportHeight() + }; + quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad); + quad_vertex_buffer.Bind(); + m_viewport_ubo.Bind(); + + glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f); + + GLuint texID; + glGenTextures(1, &texID); + glBindTexture(GL_TEXTURE_2D, texID); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float))); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(0); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + SDL_FreeSurface(bmp); +} + +void Screen::DebugFontInit(const char *name, float font_size) +{ + unsigned char font_atlas_data[1024*1024]; + FILE *font_file = fopen(name, "rb"); + fseek(font_file, 0, SEEK_END); + size_t font_file_size = ftell(font_file); + fseek(font_file, 0, SEEK_SET); + unsigned char *font_file_data = (unsigned char*)malloc(font_file_size); + fread(font_file_data, 1, font_file_size, font_file); + fclose(font_file); + stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects); + free(font_file_data); + glGenTextures(1, &m_debug_font_atlas); + glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + m_debug_font_size = font_size; + + m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw); + m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex); + m_debug_font_vertices.Upload(8192, nullptr); + m_debug_font_vertex_head = 0; + + m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw); + m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex); + m_debug_font_indices.Resize(500); + m_debug_font_index_head = 0; +} + +void Screen::DebugFontClear() +{ + m_debug_font_x = m_debug_font_y = 0; + if (!m_debug_font_atlas) return; + DebugFontPrint("\n"); +} + +void Screen::DebugFontFlush() +{ + + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas); + + m_texture_prog.Use(); + m_viewport_ubo.Bind(); + m_debug_font_vertices.Bind(); + m_debug_font_indices.Bind(); + glUniform4f(m_colour_uniform_location, 0,0,0,1); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnable(GL_PRIMITIVE_RESTART); + glPrimitiveRestartIndex(65535); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float))); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0); + glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0); + glDisable(GL_PRIMITIVE_RESTART); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(0); + + glDisable(GL_BLEND); + + m_debug_font_vertex_head = 0; + m_debug_font_index_head = 0; +} + +void Screen::DebugFontPrint(const char* str) +{ + if (!m_debug_font_atlas) return; + + float *vertexData = (float*)m_debug_font_vertices.MapRange(m_debug_font_vertex_head*sizeof(float), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float), false, true, true); + uint16_t *indexData = (uint16_t*)m_debug_font_indices.MapRange(m_debug_font_index_head*sizeof(uint16_t), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t), false, true, true); + while (*str) { + if ((m_debug_font_vertex_head*sizeof(float) + 16*sizeof(float) >= m_debug_font_vertices.GetSize() ) || + (m_debug_font_index_head*sizeof(uint16_t) + 5*sizeof(uint16_t) >= m_debug_font_indices.GetSize())) + { + m_debug_font_indices.UnMap(); + m_debug_font_vertices.UnMap(); + DebugFontFlush(); + DebugFontPrint(str); + return; + } + if (*str >= 32 && *str < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1); + *vertexData = q.s0; vertexData++; + *vertexData = q.t0; vertexData++; + *vertexData = q.x0; vertexData++; + *vertexData = q.y0; vertexData++; + *vertexData = q.s1; vertexData++; + *vertexData = q.t0; vertexData++; + *vertexData = q.x1; vertexData++; + *vertexData = q.y0; vertexData++; + *vertexData = q.s1; vertexData++; + *vertexData = q.t1; vertexData++; + *vertexData = q.x1; vertexData++; + *vertexData = q.y1; vertexData++; + *vertexData = q.s0; vertexData++; + *vertexData = q.t1; vertexData++; + *vertexData = q.x0; vertexData++; + *vertexData = q.y1; vertexData++; + + *indexData = m_debug_font_vertex_head/4; indexData++; + *indexData = m_debug_font_vertex_head/4+1; indexData++; + *indexData = m_debug_font_vertex_head/4+3; indexData++; + *indexData = m_debug_font_vertex_head/4+2; indexData++; + *indexData = 65535; indexData++; + + m_debug_font_vertex_head += 16; + m_debug_font_index_head += 5; + + } + else if (*str == '\n') + { + m_debug_font_x = 0; + m_debug_font_y += m_debug_font_size; + } + ++str; + } + m_debug_font_indices.UnMap(); + m_debug_font_vertices.UnMap(); + //DebugFontFlush(); +} + +void Screen::DebugFontPrintF(const char *fmt, ...) +{ + char buffer[BUFSIZ]; + va_list va; + va_start(va, fmt); + vsnprintf(buffer, BUFSIZ, fmt,va); + va_end(va); + DebugFontPrint(buffer); +}