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 Error("OpenGL Error (%d): %s", id, msg);
26 SDL_Init(SDL_INIT_VIDEO);
27 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
28 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
32 Fatal("Couldn't create window!");
35 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
36 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
37 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
38 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
40 m_gl_context = SDL_GL_CreateContext(m_window);
44 // Why is this so horribly broken?
45 if (ogl_IsVersionGEQ(3,0))
47 Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
50 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
52 Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
55 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
57 Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
60 m_frame_begin_time = SDL_GetPerformanceCounter();
61 m_last_frame_time = 0;
62 m_last_frame_gpu_timer = 0;
63 glGenQueries(1, &m_frame_gpu_timer);
64 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
66 glDebugMessageCallback(opengl_debug_callback, 0);
69 glGenVertexArrays(1, &default_vao);
70 glBindVertexArray(default_vao);
72 m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
75 // We always want to use the texture bound to texture unit 0.
76 GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
77 glUniform1i(texture_uniform_location, 0);
79 m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
82 // We always want to use the texture bound to texture unit 0.
83 GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
84 glUniform1i(font_texture_uniform_location, 0);
85 m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
87 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
88 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
90 m_debug_font_atlas = 0;
93 ResizeViewport(800, 600);
103 SDL_GL_DeleteContext(m_gl_context);
104 SDL_DestroyWindow(m_window);
108 void Screen::Clear(float r, float g, float b, float a)
110 glClearColor(r,g,b,a);
111 glClear(GL_COLOR_BUFFER_BIT);
115 void Screen::ResizeViewport(int width, int height)
117 glViewport(0, 0, width, height);
118 m_viewport_width = width;
119 m_viewport_height = height;
120 GLfloat viewportfloats[] = {(float)width, (float)height};
121 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
124 bool Screen::PumpEvents()
127 bool no_quit_requested = true;
128 while (SDL_PollEvent(&evt))
133 no_quit_requested = false;
135 case SDL_WINDOWEVENT:
136 switch (evt.window.event)
138 case SDL_WINDOWEVENT_RESIZED:
139 case SDL_WINDOWEVENT_SIZE_CHANGED:
140 ResizeViewport(evt.window.data1, evt.window.data2);
144 case SDL_MOUSEMOTION:
145 m_last_mouse_x = evt.motion.x;
146 m_last_mouse_y = evt.motion.y;
149 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
152 case SDL_MOUSEBUTTONDOWN:
153 case SDL_MOUSEBUTTONUP:
154 m_last_mouse_x = evt.button.x;
155 m_last_mouse_y = evt.button.y;
158 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
164 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
169 Debug("Key %c down", (char)evt.key.keysym.sym);
170 if (isalnum((char)evt.key.keysym.sym))
172 char filename[] = "0.bmp";
173 filename[0] = (char)evt.key.keysym.sym;
174 ScreenShot(filename);
182 return no_quit_requested;
185 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
187 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
190 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
191 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
192 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
193 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
194 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
197 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
198 SDL_SetCursor(system_cursor);
199 //TODO: Check if we need to free the system cursors.
202 void Screen::Present()
204 if (m_debug_font_atlas)
206 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
207 glEndQuery(GL_TIME_ELAPSED);
208 SDL_GL_SwapWindow(m_window);
209 m_frame_begin_time = SDL_GetPerformanceCounter();
210 if (m_last_frame_gpu_timer)
211 glDeleteQueries(1, &m_last_frame_gpu_timer);
212 m_last_frame_gpu_timer = m_frame_gpu_timer;
213 glGenQueries(1, &m_frame_gpu_timer);
214 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
217 double Screen::GetLastFrameTimeGPU() const
219 if (!m_last_frame_gpu_timer)
221 uint64_t frame_time_ns;
222 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
223 return frame_time_ns/1000000000.0;
226 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
228 GLenum texture_format = GL_RGBA;
230 m_texture_prog.Use();
231 GraphicsBuffer quad_vertex_buffer;
232 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
233 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
234 //rectangular texture == 2 triangles
236 0, 0, (float)x, (float)y,
237 1, 0, (float)(x+w), (float)y,
238 0, 1, (float)x, (float)(y+h),
239 1, 1, (float)(x+w), (float)(y+h)
241 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
242 quad_vertex_buffer.Bind();
243 m_viewport_ubo.Bind();
245 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
248 glGenTextures(1, &texID);
249 glBindTexture(GL_TEXTURE_2D, texID);
251 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
252 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
256 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
258 glEnableVertexAttribArray(0);
259 glEnableVertexAttribArray(1);
260 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
261 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
262 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
263 glDisableVertexAttribArray(1);
264 glDisableVertexAttribArray(0);
268 void Screen::ScreenShot(const char * filename) const
270 Debug("Attempting to save BMP to file %s", filename);
272 int w = ViewportWidth();
273 int h = ViewportHeight();
274 unsigned char * pixels = new unsigned char[w*h*4];
276 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
278 for (int y = 0; y < h; ++y)
280 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
283 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
284 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
286 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
289 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
291 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
292 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);
294 if (SDL_SaveBMP(surf, filename) != 0)
295 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
297 SDL_FreeSurface(surf);
304 * NOT PART OF THE DOCUMENT FORMAT
306 void Screen::RenderBMP(const char * filename) const
308 if (access(filename, R_OK) == -1)
310 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
313 SDL_Surface * bmp = SDL_LoadBMP(filename);
315 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
320 GLenum texture_format = GL_RGBA;
321 switch (bmp->format->BytesPerPixel)
323 case 4: //contains alpha
324 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
326 case 3: //does not contain alpha
327 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
330 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
334 //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);
336 m_texture_prog.Use();
337 GraphicsBuffer quad_vertex_buffer;
338 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
339 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
342 1, 0, (float)ViewportWidth(), 0,
343 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
344 0, 1, 0, (float)ViewportHeight()
346 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
347 quad_vertex_buffer.Bind();
348 m_viewport_ubo.Bind();
350 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
353 glGenTextures(1, &texID);
354 glBindTexture(GL_TEXTURE_2D, texID);
356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
361 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
363 glEnableVertexAttribArray(0);
364 glEnableVertexAttribArray(1);
365 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
366 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
367 glDisableVertexAttribArray(1);
368 glDisableVertexAttribArray(0);
369 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
371 SDL_FreeSurface(bmp);
374 void Screen::DebugFontInit(const char *name, float font_size)
376 unsigned char font_atlas_data[1024*1024];
377 FILE *font_file = fopen(name, "rb");
378 fseek(font_file, 0, SEEK_END);
379 size_t font_file_size = ftell(font_file);
380 fseek(font_file, 0, SEEK_SET);
381 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
382 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
384 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
385 free(font_file_data);
386 glGenTextures(1, &m_debug_font_atlas);
387 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
388 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
389 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
390 m_debug_font_size = font_size;
392 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
393 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
394 m_debug_font_vertices.Upload(8192,NULL);
395 m_debug_font_vertex_head = 0;
397 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
398 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
399 m_debug_font_indices.Resize(500);
400 m_debug_font_index_head = 0;
403 void Screen::DebugFontClear()
405 m_debug_font_x = m_debug_font_y = 0;
406 if (!m_debug_font_atlas) return;
407 DebugFontPrint("\n");
410 void Screen::DebugFontFlush()
415 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
416 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
419 m_viewport_ubo.Bind();
420 m_debug_font_vertices.Bind();
421 m_debug_font_indices.Bind();
422 glUniform4f(m_colour_uniform_location, 0,0,0,1);
423 glEnableVertexAttribArray(0);
424 glEnableVertexAttribArray(1);
425 glEnable(GL_PRIMITIVE_RESTART);
426 glPrimitiveRestartIndex(65535);
427 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
428 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
429 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
430 glDisable(GL_PRIMITIVE_RESTART);
431 glDisableVertexAttribArray(1);
432 glDisableVertexAttribArray(0);
436 m_debug_font_vertices.Invalidate();
437 m_debug_font_indices.Invalidate();
438 m_debug_font_vertex_head = 0;
439 m_debug_font_index_head = 0;
447 void Screen::DebugFontPrint(const char* str)
449 if (!m_debug_font_atlas) return;
452 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));
453 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));
455 size_t baseVertex = m_debug_font_vertex_head/4;
457 if (!vertexData.Free(4) || !indexData.Free(5))
459 m_debug_font_indices.UnMap();
460 m_debug_font_vertices.UnMap();
465 if (*str >= 32 && (unsigned char)(*str) < 128) {
466 stbtt_aligned_quad q;
467 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
468 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
470 indexData.Add(index);
471 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
473 indexData.Add(index);
474 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
476 indexData.Add(index);
477 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
479 indexData.Add(index);
480 indexData.Add(65535);
482 m_debug_font_vertex_head += 16;
483 m_debug_font_index_head += 5;
486 else if (*str == '\n')
489 m_debug_font_y += m_debug_font_size;
493 m_debug_font_indices.UnMap();
494 m_debug_font_vertices.UnMap();
498 void Screen::DebugFontPrintF(const char *fmt, ...)
503 vsnprintf(buffer, BUFSIZ, fmt,va);
505 DebugFontPrint(buffer);