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"
17 static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data)
19 // Don't print out gl Errors we generated.
20 if (source == GL_DEBUG_SOURCE_APPLICATION) return;
21 //Error("OpenGL Error (%d): %s", id, msg);
22 // Spams this message on fglrx, disabling for now because it's damn annoying.
23 // 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)
30 SDL_Init(SDL_INIT_VIDEO);
31 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
32 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
36 Fatal("Couldn't create window!");
39 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
40 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
41 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
42 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
44 m_gl_context = SDL_GL_CreateContext(m_window);
48 // Why is this so horribly broken?
49 if (ogl_IsVersionGEQ(3,0))
51 Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
54 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
56 Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
59 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
61 Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
64 m_frame_begin_time = SDL_GetPerformanceCounter();
65 m_last_frame_time = 0;
66 m_last_frame_gpu_timer = 0;
67 glGenQueries(1, &m_frame_gpu_timer);
68 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
70 glDebugMessageCallback(opengl_debug_callback, 0);
73 glGenVertexArrays(1, &default_vao);
74 glBindVertexArray(default_vao);
76 m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
79 // We always want to use the texture bound to texture unit 0.
80 GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
81 glUniform1i(texture_uniform_location, 0);
83 m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
86 // We always want to use the texture bound to texture unit 0.
87 GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
88 glUniform1i(font_texture_uniform_location, 0);
89 m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
91 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
92 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
94 m_debug_font_atlas = 0;
95 m_no_quit_requested = true;
97 ResizeViewport(800, 600);
107 SDL_GL_DeleteContext(m_gl_context);
108 SDL_DestroyWindow(m_window);
112 void Screen::Clear(float r, float g, float b, float a)
114 glClearColor(r,g,b,a);
115 glClear(GL_COLOR_BUFFER_BIT);
119 void Screen::ResizeViewport(int width, int height)
121 glViewport(0, 0, width, height);
122 m_viewport_width = width;
123 m_viewport_height = height;
124 GLfloat viewportfloats[] = {(float)width, (float)height};
125 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
128 bool Screen::PumpEvents()
132 while (SDL_PollEvent(&evt))
137 m_no_quit_requested = false;
139 case SDL_WINDOWEVENT:
140 switch (evt.window.event)
142 case SDL_WINDOWEVENT_RESIZED:
143 case SDL_WINDOWEVENT_SIZE_CHANGED:
144 ResizeViewport(evt.window.data1, evt.window.data2);
148 case SDL_MOUSEMOTION:
149 m_last_mouse_x = evt.motion.x;
150 m_last_mouse_y = evt.motion.y;
153 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
156 case SDL_MOUSEBUTTONDOWN:
157 case SDL_MOUSEBUTTONUP:
158 m_last_mouse_x = evt.button.x;
159 m_last_mouse_y = evt.button.y;
162 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
168 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
173 Debug("Key %c down", (char)evt.key.keysym.sym);
174 if (isalnum((char)evt.key.keysym.sym))
176 char filename[] = "0.bmp";
177 filename[0] = (char)evt.key.keysym.sym;
178 ScreenShot(filename);
186 return m_no_quit_requested;
189 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
191 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
194 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
195 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
196 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
197 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
198 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
201 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
202 SDL_SetCursor(system_cursor);
203 //TODO: Check if we need to free the system cursors.
206 void Screen::Present()
208 if (m_debug_font_atlas)
210 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
211 glEndQuery(GL_TIME_ELAPSED);
212 SDL_GL_SwapWindow(m_window);
213 m_frame_begin_time = SDL_GetPerformanceCounter();
214 if (m_last_frame_gpu_timer)
215 glDeleteQueries(1, &m_last_frame_gpu_timer);
216 m_last_frame_gpu_timer = m_frame_gpu_timer;
217 glGenQueries(1, &m_frame_gpu_timer);
218 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
221 double Screen::GetLastFrameTimeGPU() const
223 if (!m_last_frame_gpu_timer)
225 uint64_t frame_time_ns;
226 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
227 return frame_time_ns/1000000000.0;
230 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
232 GLenum texture_format = GL_RGBA;
234 m_texture_prog.Use();
235 GraphicsBuffer quad_vertex_buffer;
236 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
237 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
238 //rectangular texture == 2 triangles
240 0, 0, (float)x, (float)y,
241 1, 0, (float)(x+w), (float)y,
242 0, 1, (float)x, (float)(y+h),
243 1, 1, (float)(x+w), (float)(y+h)
245 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
246 quad_vertex_buffer.Bind();
247 m_viewport_ubo.Bind();
249 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
252 glGenTextures(1, &texID);
253 glBindTexture(GL_TEXTURE_2D, texID);
255 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
260 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
262 glEnableVertexAttribArray(0);
263 glEnableVertexAttribArray(1);
264 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
265 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
266 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
267 glDisableVertexAttribArray(1);
268 glDisableVertexAttribArray(0);
272 void Screen::ScreenShot(const char * filename) const
274 Debug("Attempting to save BMP to file %s", filename);
276 int w = ViewportWidth();
277 int h = ViewportHeight();
278 unsigned char * pixels = new unsigned char[w*h*4];
280 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
282 for (int y = 0; y < h; ++y)
284 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
287 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
288 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
290 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
293 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
295 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
296 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);
298 if (SDL_SaveBMP(surf, filename) != 0)
299 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
301 SDL_FreeSurface(surf);
308 * NOT PART OF THE DOCUMENT FORMAT
310 void Screen::RenderBMP(const char * filename) const
312 if (access(filename, R_OK) == -1)
314 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
317 SDL_Surface * bmp = SDL_LoadBMP(filename);
319 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
324 GLenum texture_format = GL_RGBA;
325 switch (bmp->format->BytesPerPixel)
327 case 4: //contains alpha
328 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
330 case 3: //does not contain alpha
331 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
334 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
338 //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);
340 m_texture_prog.Use();
341 GraphicsBuffer quad_vertex_buffer;
342 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
343 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
346 1, 0, (float)ViewportWidth(), 0,
347 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
348 0, 1, 0, (float)ViewportHeight()
350 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
351 quad_vertex_buffer.Bind();
352 m_viewport_ubo.Bind();
354 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
357 glGenTextures(1, &texID);
358 glBindTexture(GL_TEXTURE_2D, texID);
360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
365 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
367 glEnableVertexAttribArray(0);
368 glEnableVertexAttribArray(1);
369 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
370 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
371 glDisableVertexAttribArray(1);
372 glDisableVertexAttribArray(0);
373 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
375 SDL_FreeSurface(bmp);
378 void Screen::DebugFontInit(const char *name, float font_size)
380 unsigned char font_atlas_data[1024*1024];
381 FILE *font_file = fopen(name, "rb");
382 fseek(font_file, 0, SEEK_END);
383 size_t font_file_size = ftell(font_file);
384 fseek(font_file, 0, SEEK_SET);
385 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
386 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
388 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
389 free(font_file_data);
390 glGenTextures(1, &m_debug_font_atlas);
391 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
392 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
393 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
394 m_debug_font_size = font_size;
396 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
397 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
398 m_debug_font_vertices.SetName("m_debug_font_vertices");
399 m_debug_font_vertices.Upload(8192,NULL);
400 m_debug_font_vertex_head = 0;
402 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
403 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
404 m_debug_font_indices.SetName("m_debug_font_indices");
405 m_debug_font_indices.Resize(500);
406 m_debug_font_index_head = 0;
409 void Screen::DebugFontClear()
411 m_debug_font_x = m_debug_font_y = 0;
412 if (!m_debug_font_atlas) return;
413 DebugFontPrint("\n");
416 void Screen::DebugFontFlush()
418 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");
421 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
422 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
425 m_viewport_ubo.Bind();
426 m_debug_font_vertices.Bind();
427 m_debug_font_indices.Bind();
428 glUniform4f(m_colour_uniform_location, 0,0,0,1);
429 glEnableVertexAttribArray(0);
430 glEnableVertexAttribArray(1);
431 glEnable(GL_PRIMITIVE_RESTART);
432 glPrimitiveRestartIndex(65535);
433 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
434 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
435 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
436 glDisable(GL_PRIMITIVE_RESTART);
437 glDisableVertexAttribArray(1);
438 glDisableVertexAttribArray(0);
442 m_debug_font_vertices.Invalidate();
443 m_debug_font_indices.Invalidate();
444 m_debug_font_vertex_head = 0;
445 m_debug_font_index_head = 0;
455 void Screen::DebugFontPrint(const char* str)
457 if (!m_debug_font_atlas) return;
459 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
461 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));
462 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));
464 size_t baseVertex = m_debug_font_vertex_head/4;
466 if (!vertexData.Free(4) || !indexData.Free(5))
468 m_debug_font_indices.UnMap();
469 m_debug_font_vertices.UnMap();
475 if (*str >= 32 && (unsigned char)(*str) < 128) {
476 stbtt_aligned_quad q;
477 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
478 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
480 indexData.Add(index);
481 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
483 indexData.Add(index);
484 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
486 indexData.Add(index);
487 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
489 indexData.Add(index);
490 indexData.Add(65535);
492 m_debug_font_vertex_head += 16;
493 m_debug_font_index_head += 5;
496 else if (*str == '\n')
499 m_debug_font_y += m_debug_font_size;
503 m_debug_font_indices.UnMap();
504 m_debug_font_vertices.UnMap();
509 void Screen::DebugFontPrintF(const char *fmt, ...)
514 vsnprintf(buffer, BUFSIZ, fmt,va);
516 DebugFontPrint(buffer);