5 #include <fcntl.h> // for access(2)
6 #include <unistd.h> // for access(2)
8 #include "bufferbuilder.h"
9 #include "shaderprogram.h"
11 #define BASICTEX_VERT "shaders/basictex_vert.glsl"
12 #define BASICTEX_FRAG "shaders/basictex_frag.glsl"
18 static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data)
20 // Don't print out gl Errors we generated.
21 if (source == GL_DEBUG_SOURCE_APPLICATION) return;
22 //Error("OpenGL Error (%d): %s", id, msg);
23 // Spams this message on fglrx, disabling for now because it's damn annoying.
24 // ERROR: opengl_debug_callback (screen.cpp:21) - OpenGL Error (1011): glObjectLabel failed because (depending on the operation) a referenced binding point is empty; a referenced name is not the name of an object; or the given name is otherwise not valid to this operation (GL_INVALID_VALUE)
28 Screen::Screen(bool visible)
31 SDL_Init(SDL_INIT_VIDEO);
32 uint32_t flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
34 flags |= SDL_WINDOW_HIDDEN;
36 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
41 Error("Couldn't create window!");
45 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
46 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
47 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
48 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
50 m_gl_context = SDL_GL_CreateContext(m_window);
54 // Why is this so horribly broken?
55 if (ogl_IsVersionGEQ(3,0))
57 Error("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
60 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
62 Error("Your system does not support the ARB_shading_language_420pack extension, which is required.");
65 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
67 Error("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
70 m_frame_begin_time = SDL_GetPerformanceCounter();
71 m_last_frame_time = 0;
72 m_last_frame_gpu_timer = 0;
73 glGenQueries(1, &m_frame_gpu_timer);
74 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
77 glDebugMessageCallback(opengl_debug_callback, 0);
81 glGenVertexArrays(1, &default_vao);
82 glBindVertexArray(default_vao);
84 m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
87 // We always want to use the texture bound to texture unit 0.
88 GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
89 glUniform1i(texture_uniform_location, 0);
91 m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
94 // We always want to use the texture bound to texture unit 0.
95 GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
96 glUniform1i(font_texture_uniform_location, 0);
97 m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
99 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
100 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
102 m_debug_font_atlas = 0;
103 m_no_quit_requested = true;
104 m_show_debug_font = true;
106 ResizeViewport(800, 600);
120 SDL_GL_DeleteContext(m_gl_context);
121 SDL_DestroyWindow(m_window);
125 void Screen::Clear(float r, float g, float b, float a)
129 glClearColor(r,g,b,a);
130 glClear(GL_COLOR_BUFFER_BIT);
134 void Screen::ResizeViewport(int width, int height)
136 glViewport(0, 0, width, height);
137 m_viewport_width = width;
138 m_viewport_height = height;
139 GLfloat viewportfloats[] = {(float)width, (float)height};
140 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
143 bool Screen::PumpEvents()
150 while (SDL_PollEvent(&evt))
155 m_no_quit_requested = false;
157 case SDL_WINDOWEVENT:
158 switch (evt.window.event)
160 case SDL_WINDOWEVENT_RESIZED:
161 case SDL_WINDOWEVENT_SIZE_CHANGED:
162 ResizeViewport(evt.window.data1, evt.window.data2);
166 case SDL_MOUSEMOTION:
167 m_last_mouse_x = evt.motion.x;
168 m_last_mouse_y = evt.motion.y;
171 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
174 case SDL_MOUSEBUTTONDOWN:
175 case SDL_MOUSEBUTTONUP:
176 m_last_mouse_x = evt.button.x;
177 m_last_mouse_y = evt.button.y;
180 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
186 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
191 Debug("Key %c down", (char)evt.key.keysym.sym);
192 if (isalnum((char)evt.key.keysym.sym))
194 char filename[] = "0.bmp";
195 filename[0] = (char)evt.key.keysym.sym;
196 ScreenShot(filename);
204 return m_no_quit_requested;
207 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
209 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
212 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
213 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
214 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
215 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
216 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
219 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
220 SDL_SetCursor(system_cursor);
221 //TODO: Check if we need to free the system cursors.
224 void Screen::Present()
228 if (m_debug_font_atlas)
230 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
231 glEndQuery(GL_TIME_ELAPSED);
232 SDL_GL_SwapWindow(m_window);
233 m_frame_begin_time = SDL_GetPerformanceCounter();
234 if (m_last_frame_gpu_timer)
235 glDeleteQueries(1, &m_last_frame_gpu_timer);
236 m_last_frame_gpu_timer = m_frame_gpu_timer;
237 glGenQueries(1, &m_frame_gpu_timer);
238 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
241 double Screen::GetLastFrameTimeGPU() const
243 if (!Valid() || !m_last_frame_gpu_timer)
245 uint64_t frame_time_ns;
246 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
247 return frame_time_ns/1000000000.0;
250 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
252 GLenum texture_format = GL_RGBA;
254 m_texture_prog.Use();
255 GraphicsBuffer quad_vertex_buffer;
256 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
257 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
258 //rectangular texture == 2 triangles
260 0, 0, (float)x, (float)y,
261 1, 0, (float)(x+w), (float)y,
262 0, 1, (float)x, (float)(y+h),
263 1, 1, (float)(x+w), (float)(y+h)
265 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
266 quad_vertex_buffer.Bind();
267 m_viewport_ubo.Bind();
269 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
272 glGenTextures(1, &texID);
273 glBindTexture(GL_TEXTURE_2D, texID);
275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
280 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
282 glEnableVertexAttribArray(0);
283 glEnableVertexAttribArray(1);
284 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
285 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
286 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
287 glDisableVertexAttribArray(1);
288 glDisableVertexAttribArray(0);
292 void Screen::ScreenShot(const char * filename) const
294 if (!Valid()) return;
295 Debug("Attempting to save BMP to file %s", filename);
297 int w = ViewportWidth();
298 int h = ViewportHeight();
299 unsigned char * pixels = new unsigned char[w*h*4];
301 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
303 for (int y = 0; y < h; ++y)
305 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
308 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
309 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
311 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
314 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
316 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
317 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);
319 if (SDL_SaveBMP(surf, filename) != 0)
320 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
322 SDL_FreeSurface(surf);
329 * NOT PART OF THE DOCUMENT FORMAT
331 void Screen::RenderBMP(const char * filename) const
333 if (!Valid()) return;
334 if (access(filename, R_OK) == -1)
336 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
339 SDL_Surface * bmp = SDL_LoadBMP(filename);
341 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
346 GLenum texture_format = GL_RGBA;
347 switch (bmp->format->BytesPerPixel)
349 case 4: //contains alpha
350 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
352 case 3: //does not contain alpha
353 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
356 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
360 //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);
362 m_texture_prog.Use();
363 GraphicsBuffer quad_vertex_buffer;
364 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
365 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
368 1, 0, (float)ViewportWidth(), 0,
369 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
370 0, 1, 0, (float)ViewportHeight()
372 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
373 quad_vertex_buffer.Bind();
374 m_viewport_ubo.Bind();
376 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
379 glGenTextures(1, &texID);
380 glBindTexture(GL_TEXTURE_2D, texID);
382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
387 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
389 glEnableVertexAttribArray(0);
390 glEnableVertexAttribArray(1);
391 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
392 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
393 glDisableVertexAttribArray(1);
394 glDisableVertexAttribArray(0);
395 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
397 SDL_FreeSurface(bmp);
400 void Screen::DebugFontInit(const char *name, float font_size)
402 if (!Valid()) return;
404 unsigned char font_atlas_data[1024*1024];
405 FILE *font_file = fopen(name, "rb");
406 fseek(font_file, 0, SEEK_END);
407 size_t font_file_size = ftell(font_file);
408 fseek(font_file, 0, SEEK_SET);
409 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
410 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
412 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
413 free(font_file_data);
414 glGenTextures(1, &m_debug_font_atlas);
415 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
416 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
418 m_debug_font_size = font_size;
420 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
421 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
422 m_debug_font_vertices.SetName("m_debug_font_vertices");
423 m_debug_font_vertices.Upload(8192,NULL);
424 m_debug_font_vertex_head = 0;
426 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
427 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
428 m_debug_font_indices.SetName("m_debug_font_indices");
429 m_debug_font_indices.Resize(500);
430 m_debug_font_index_head = 0;
433 void Screen::DebugFontClear()
435 if (!Valid()) return;
436 m_debug_font_x = m_debug_font_y = 0;
437 if (!m_debug_font_atlas) return;
438 DebugFontPrint("\n");
441 void Screen::DebugFontFlush()
443 if (!Valid()) return;
444 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");
447 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
448 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
451 m_viewport_ubo.Bind();
452 m_debug_font_vertices.Bind();
453 m_debug_font_indices.Bind();
454 glUniform4f(m_colour_uniform_location, 0,0,0,1);
455 glEnableVertexAttribArray(0);
456 glEnableVertexAttribArray(1);
457 glEnable(GL_PRIMITIVE_RESTART);
458 glPrimitiveRestartIndex(65535);
459 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
460 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
461 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
462 glDisable(GL_PRIMITIVE_RESTART);
463 glDisableVertexAttribArray(1);
464 glDisableVertexAttribArray(0);
468 m_debug_font_vertices.Invalidate();
469 m_debug_font_indices.Invalidate();
470 m_debug_font_vertex_head = 0;
471 m_debug_font_index_head = 0;
481 void Screen::DebugFontPrint(const char* str)
483 if (!Valid()) return;
484 if (!m_debug_font_atlas || !m_show_debug_font) return;
486 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
488 BufferBuilder<fontvertex> vertexData(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), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float));
489 BufferBuilder<uint16_t> indexData(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), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t));
491 size_t baseVertex = m_debug_font_vertex_head/4;
493 if (!vertexData.Free(4) || !indexData.Free(5))
495 m_debug_font_indices.UnMap();
496 m_debug_font_vertices.UnMap();
502 if (*str >= 32 && (unsigned char)(*str) < 128) {
503 stbtt_aligned_quad q;
504 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
505 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
507 indexData.Add(index);
508 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
510 indexData.Add(index);
511 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
513 indexData.Add(index);
514 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
516 indexData.Add(index);
517 indexData.Add(65535);
519 m_debug_font_vertex_head += 16;
520 m_debug_font_index_head += 5;
523 else if (*str == '\n')
526 m_debug_font_y += m_debug_font_size;
530 m_debug_font_indices.UnMap();
531 m_debug_font_vertices.UnMap();
536 void Screen::DebugFontPrintF(const char *fmt, ...)
541 vsnprintf(buffer, BUFSIZ, fmt,va);
543 DebugFontPrint(buffer);