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);
28 SDL_Init(SDL_INIT_VIDEO);
29 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
30 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
34 Fatal("Couldn't create window!");
37 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
38 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
39 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
40 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
42 m_gl_context = SDL_GL_CreateContext(m_window);
46 // Why is this so horribly broken?
47 if (ogl_IsVersionGEQ(3,0))
49 Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
52 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
54 Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
57 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
59 Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
62 m_frame_begin_time = SDL_GetPerformanceCounter();
63 m_last_frame_time = 0;
64 m_last_frame_gpu_timer = 0;
65 glGenQueries(1, &m_frame_gpu_timer);
66 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
68 glDebugMessageCallback(opengl_debug_callback, 0);
71 glGenVertexArrays(1, &default_vao);
72 glBindVertexArray(default_vao);
74 m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
77 // We always want to use the texture bound to texture unit 0.
78 GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
79 glUniform1i(texture_uniform_location, 0);
81 m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
84 // We always want to use the texture bound to texture unit 0.
85 GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
86 glUniform1i(font_texture_uniform_location, 0);
87 m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
89 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
90 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
92 m_debug_font_atlas = 0;
95 ResizeViewport(800, 600);
105 SDL_GL_DeleteContext(m_gl_context);
106 SDL_DestroyWindow(m_window);
110 void Screen::Clear(float r, float g, float b, float a)
112 glClearColor(r,g,b,a);
113 glClear(GL_COLOR_BUFFER_BIT);
117 void Screen::ResizeViewport(int width, int height)
119 glViewport(0, 0, width, height);
120 m_viewport_width = width;
121 m_viewport_height = height;
122 GLfloat viewportfloats[] = {(float)width, (float)height};
123 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
126 bool Screen::PumpEvents()
129 bool no_quit_requested = true;
130 while (SDL_PollEvent(&evt))
135 no_quit_requested = false;
137 case SDL_WINDOWEVENT:
138 switch (evt.window.event)
140 case SDL_WINDOWEVENT_RESIZED:
141 case SDL_WINDOWEVENT_SIZE_CHANGED:
142 ResizeViewport(evt.window.data1, evt.window.data2);
146 case SDL_MOUSEMOTION:
147 m_last_mouse_x = evt.motion.x;
148 m_last_mouse_y = evt.motion.y;
151 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
154 case SDL_MOUSEBUTTONDOWN:
155 case SDL_MOUSEBUTTONUP:
156 m_last_mouse_x = evt.button.x;
157 m_last_mouse_y = evt.button.y;
160 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
166 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
171 Debug("Key %c down", (char)evt.key.keysym.sym);
172 if (isalnum((char)evt.key.keysym.sym))
174 char filename[] = "0.bmp";
175 filename[0] = (char)evt.key.keysym.sym;
176 ScreenShot(filename);
184 return no_quit_requested;
187 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
189 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
192 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
193 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
194 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
195 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
196 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
199 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
200 SDL_SetCursor(system_cursor);
201 //TODO: Check if we need to free the system cursors.
204 void Screen::Present()
206 if (m_debug_font_atlas)
208 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
209 glEndQuery(GL_TIME_ELAPSED);
210 SDL_GL_SwapWindow(m_window);
211 m_frame_begin_time = SDL_GetPerformanceCounter();
212 if (m_last_frame_gpu_timer)
213 glDeleteQueries(1, &m_last_frame_gpu_timer);
214 m_last_frame_gpu_timer = m_frame_gpu_timer;
215 glGenQueries(1, &m_frame_gpu_timer);
216 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
219 double Screen::GetLastFrameTimeGPU() const
221 if (!m_last_frame_gpu_timer)
223 uint64_t frame_time_ns;
224 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
225 return frame_time_ns/1000000000.0;
228 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
230 GLenum texture_format = GL_RGBA;
232 m_texture_prog.Use();
233 GraphicsBuffer quad_vertex_buffer;
234 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
235 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
236 //rectangular texture == 2 triangles
238 0, 0, (float)x, (float)y,
239 1, 0, (float)(x+w), (float)y,
240 0, 1, (float)x, (float)(y+h),
241 1, 1, (float)(x+w), (float)(y+h)
243 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
244 quad_vertex_buffer.Bind();
245 m_viewport_ubo.Bind();
247 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
250 glGenTextures(1, &texID);
251 glBindTexture(GL_TEXTURE_2D, texID);
253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
255 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
258 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
260 glEnableVertexAttribArray(0);
261 glEnableVertexAttribArray(1);
262 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
263 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
264 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
265 glDisableVertexAttribArray(1);
266 glDisableVertexAttribArray(0);
270 void Screen::ScreenShot(const char * filename) const
272 Debug("Attempting to save BMP to file %s", filename);
274 int w = ViewportWidth();
275 int h = ViewportHeight();
276 unsigned char * pixels = new unsigned char[w*h*4];
278 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
280 for (int y = 0; y < h; ++y)
282 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
285 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
286 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
288 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
291 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
293 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
294 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);
296 if (SDL_SaveBMP(surf, filename) != 0)
297 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
299 SDL_FreeSurface(surf);
306 * NOT PART OF THE DOCUMENT FORMAT
308 void Screen::RenderBMP(const char * filename) const
310 if (access(filename, R_OK) == -1)
312 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
315 SDL_Surface * bmp = SDL_LoadBMP(filename);
317 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
322 GLenum texture_format = GL_RGBA;
323 switch (bmp->format->BytesPerPixel)
325 case 4: //contains alpha
326 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
328 case 3: //does not contain alpha
329 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
332 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
336 //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);
338 m_texture_prog.Use();
339 GraphicsBuffer quad_vertex_buffer;
340 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
341 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
344 1, 0, (float)ViewportWidth(), 0,
345 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
346 0, 1, 0, (float)ViewportHeight()
348 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
349 quad_vertex_buffer.Bind();
350 m_viewport_ubo.Bind();
352 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
355 glGenTextures(1, &texID);
356 glBindTexture(GL_TEXTURE_2D, texID);
358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
363 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
365 glEnableVertexAttribArray(0);
366 glEnableVertexAttribArray(1);
367 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
368 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
369 glDisableVertexAttribArray(1);
370 glDisableVertexAttribArray(0);
371 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
373 SDL_FreeSurface(bmp);
376 void Screen::DebugFontInit(const char *name, float font_size)
378 unsigned char font_atlas_data[1024*1024];
379 FILE *font_file = fopen(name, "rb");
380 fseek(font_file, 0, SEEK_END);
381 size_t font_file_size = ftell(font_file);
382 fseek(font_file, 0, SEEK_SET);
383 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
384 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
386 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
387 free(font_file_data);
388 glGenTextures(1, &m_debug_font_atlas);
389 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
390 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
391 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
392 m_debug_font_size = font_size;
394 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
395 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
396 m_debug_font_vertices.SetName("m_debug_font_vertices");
397 m_debug_font_vertices.Upload(8192,NULL);
398 m_debug_font_vertex_head = 0;
400 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
401 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
402 m_debug_font_indices.SetName("m_debug_font_indices");
403 m_debug_font_indices.Resize(500);
404 m_debug_font_index_head = 0;
407 void Screen::DebugFontClear()
409 m_debug_font_x = m_debug_font_y = 0;
410 if (!m_debug_font_atlas) return;
411 DebugFontPrint("\n");
414 void Screen::DebugFontFlush()
416 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");
419 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
420 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
423 m_viewport_ubo.Bind();
424 m_debug_font_vertices.Bind();
425 m_debug_font_indices.Bind();
426 glUniform4f(m_colour_uniform_location, 0,0,0,1);
427 glEnableVertexAttribArray(0);
428 glEnableVertexAttribArray(1);
429 glEnable(GL_PRIMITIVE_RESTART);
430 glPrimitiveRestartIndex(65535);
431 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
432 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
433 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
434 glDisable(GL_PRIMITIVE_RESTART);
435 glDisableVertexAttribArray(1);
436 glDisableVertexAttribArray(0);
440 m_debug_font_vertices.Invalidate();
441 m_debug_font_indices.Invalidate();
442 m_debug_font_vertex_head = 0;
443 m_debug_font_index_head = 0;
453 void Screen::DebugFontPrint(const char* str)
455 if (!m_debug_font_atlas) return;
457 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
459 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));
460 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));
462 size_t baseVertex = m_debug_font_vertex_head/4;
464 if (!vertexData.Free(4) || !indexData.Free(5))
466 m_debug_font_indices.UnMap();
467 m_debug_font_vertices.UnMap();
473 if (*str >= 32 && (unsigned char)(*str) < 128) {
474 stbtt_aligned_quad q;
475 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
476 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
478 indexData.Add(index);
479 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
481 indexData.Add(index);
482 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
484 indexData.Add(index);
485 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
487 indexData.Add(index);
488 indexData.Add(65535);
490 m_debug_font_vertex_head += 16;
491 m_debug_font_index_head += 5;
494 else if (*str == '\n')
497 m_debug_font_y += m_debug_font_size;
501 m_debug_font_indices.UnMap();
502 m_debug_font_vertices.UnMap();
507 void Screen::DebugFontPrintF(const char *fmt, ...)
512 vsnprintf(buffer, BUFSIZ, fmt,va);
514 DebugFontPrint(buffer);