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)
27 Screen::Screen(bool visible)
30 SDL_Init(SDL_INIT_VIDEO);
31 uint32_t flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
33 flags |= SDL_WINDOW_HIDDEN;
35 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
40 Error("Couldn't create window!");
44 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
45 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
46 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
47 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
49 m_gl_context = SDL_GL_CreateContext(m_window);
53 // Why is this so horribly broken?
54 if (ogl_IsVersionGEQ(3,0))
56 Error("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
59 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
61 Error("Your system does not support the ARB_shading_language_420pack extension, which is required.");
64 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
66 Error("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
69 m_frame_begin_time = SDL_GetPerformanceCounter();
70 m_last_frame_time = 0;
71 m_last_frame_gpu_timer = 0;
72 glGenQueries(1, &m_frame_gpu_timer);
73 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
75 glDebugMessageCallback(opengl_debug_callback, 0);
78 glGenVertexArrays(1, &default_vao);
79 glBindVertexArray(default_vao);
81 m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
84 // We always want to use the texture bound to texture unit 0.
85 GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
86 glUniform1i(texture_uniform_location, 0);
88 m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
91 // We always want to use the texture bound to texture unit 0.
92 GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
93 glUniform1i(font_texture_uniform_location, 0);
94 m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
96 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
97 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
99 m_debug_font_atlas = 0;
100 m_no_quit_requested = true;
101 m_show_debug_font = true;
103 ResizeViewport(800, 600);
117 SDL_GL_DeleteContext(m_gl_context);
118 SDL_DestroyWindow(m_window);
122 void Screen::Clear(float r, float g, float b, float a)
126 glClearColor(r,g,b,a);
127 glClear(GL_COLOR_BUFFER_BIT);
131 void Screen::ResizeViewport(int width, int height)
133 glViewport(0, 0, width, height);
134 m_viewport_width = width;
135 m_viewport_height = height;
136 GLfloat viewportfloats[] = {(float)width, (float)height};
137 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
140 bool Screen::PumpEvents()
147 while (SDL_PollEvent(&evt))
152 m_no_quit_requested = false;
154 case SDL_WINDOWEVENT:
155 switch (evt.window.event)
157 case SDL_WINDOWEVENT_RESIZED:
158 case SDL_WINDOWEVENT_SIZE_CHANGED:
159 ResizeViewport(evt.window.data1, evt.window.data2);
163 case SDL_MOUSEMOTION:
164 m_last_mouse_x = evt.motion.x;
165 m_last_mouse_y = evt.motion.y;
168 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
171 case SDL_MOUSEBUTTONDOWN:
172 case SDL_MOUSEBUTTONUP:
173 m_last_mouse_x = evt.button.x;
174 m_last_mouse_y = evt.button.y;
177 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
183 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
188 Debug("Key %c down", (char)evt.key.keysym.sym);
189 if (isalnum((char)evt.key.keysym.sym))
191 char filename[] = "0.bmp";
192 filename[0] = (char)evt.key.keysym.sym;
193 ScreenShot(filename);
201 return m_no_quit_requested;
204 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
206 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
209 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
210 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
211 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
212 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
213 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
216 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
217 SDL_SetCursor(system_cursor);
218 //TODO: Check if we need to free the system cursors.
221 void Screen::Present()
225 if (m_debug_font_atlas)
227 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
228 glEndQuery(GL_TIME_ELAPSED);
229 SDL_GL_SwapWindow(m_window);
230 m_frame_begin_time = SDL_GetPerformanceCounter();
231 if (m_last_frame_gpu_timer)
232 glDeleteQueries(1, &m_last_frame_gpu_timer);
233 m_last_frame_gpu_timer = m_frame_gpu_timer;
234 glGenQueries(1, &m_frame_gpu_timer);
235 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
238 double Screen::GetLastFrameTimeGPU() const
240 if (!Valid() || !m_last_frame_gpu_timer)
242 uint64_t frame_time_ns;
243 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
244 return frame_time_ns/1000000000.0;
247 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
249 GLenum texture_format = GL_RGBA;
251 m_texture_prog.Use();
252 GraphicsBuffer quad_vertex_buffer;
253 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
254 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
255 //rectangular texture == 2 triangles
257 0, 0, (float)x, (float)y,
258 1, 0, (float)(x+w), (float)y,
259 0, 1, (float)x, (float)(y+h),
260 1, 1, (float)(x+w), (float)(y+h)
262 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
263 quad_vertex_buffer.Bind();
264 m_viewport_ubo.Bind();
266 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
269 glGenTextures(1, &texID);
270 glBindTexture(GL_TEXTURE_2D, texID);
272 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
273 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
277 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
279 glEnableVertexAttribArray(0);
280 glEnableVertexAttribArray(1);
281 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
282 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
283 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
284 glDisableVertexAttribArray(1);
285 glDisableVertexAttribArray(0);
289 void Screen::ScreenShot(const char * filename) const
291 if (!Valid()) return;
292 Debug("Attempting to save BMP to file %s", filename);
294 int w = ViewportWidth();
295 int h = ViewportHeight();
296 unsigned char * pixels = new unsigned char[w*h*4];
298 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
300 for (int y = 0; y < h; ++y)
302 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
305 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
306 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
308 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
311 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
313 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
314 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);
316 if (SDL_SaveBMP(surf, filename) != 0)
317 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
319 SDL_FreeSurface(surf);
326 * NOT PART OF THE DOCUMENT FORMAT
328 void Screen::RenderBMP(const char * filename) const
330 if (!Valid()) return;
331 if (access(filename, R_OK) == -1)
333 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
336 SDL_Surface * bmp = SDL_LoadBMP(filename);
338 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
343 GLenum texture_format = GL_RGBA;
344 switch (bmp->format->BytesPerPixel)
346 case 4: //contains alpha
347 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
349 case 3: //does not contain alpha
350 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
353 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
357 //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);
359 m_texture_prog.Use();
360 GraphicsBuffer quad_vertex_buffer;
361 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
362 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
365 1, 0, (float)ViewportWidth(), 0,
366 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
367 0, 1, 0, (float)ViewportHeight()
369 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
370 quad_vertex_buffer.Bind();
371 m_viewport_ubo.Bind();
373 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
376 glGenTextures(1, &texID);
377 glBindTexture(GL_TEXTURE_2D, texID);
379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
384 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
386 glEnableVertexAttribArray(0);
387 glEnableVertexAttribArray(1);
388 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
389 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
390 glDisableVertexAttribArray(1);
391 glDisableVertexAttribArray(0);
392 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
394 SDL_FreeSurface(bmp);
397 void Screen::DebugFontInit(const char *name, float font_size)
399 if (!Valid()) return;
401 unsigned char font_atlas_data[1024*1024];
402 FILE *font_file = fopen(name, "rb");
403 fseek(font_file, 0, SEEK_END);
404 size_t font_file_size = ftell(font_file);
405 fseek(font_file, 0, SEEK_SET);
406 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
407 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
409 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
410 free(font_file_data);
411 glGenTextures(1, &m_debug_font_atlas);
412 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
413 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
415 m_debug_font_size = font_size;
417 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
418 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
419 m_debug_font_vertices.SetName("m_debug_font_vertices");
420 m_debug_font_vertices.Upload(8192,NULL);
421 m_debug_font_vertex_head = 0;
423 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
424 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
425 m_debug_font_indices.SetName("m_debug_font_indices");
426 m_debug_font_indices.Resize(500);
427 m_debug_font_index_head = 0;
430 void Screen::DebugFontClear()
432 if (!Valid()) return;
433 m_debug_font_x = m_debug_font_y = 0;
434 if (!m_debug_font_atlas) return;
435 DebugFontPrint("\n");
438 void Screen::DebugFontFlush()
440 if (!Valid()) return;
441 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");
444 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
445 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
448 m_viewport_ubo.Bind();
449 m_debug_font_vertices.Bind();
450 m_debug_font_indices.Bind();
451 glUniform4f(m_colour_uniform_location, 0,0,0,1);
452 glEnableVertexAttribArray(0);
453 glEnableVertexAttribArray(1);
454 glEnable(GL_PRIMITIVE_RESTART);
455 glPrimitiveRestartIndex(65535);
456 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
457 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
458 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
459 glDisable(GL_PRIMITIVE_RESTART);
460 glDisableVertexAttribArray(1);
461 glDisableVertexAttribArray(0);
465 m_debug_font_vertices.Invalidate();
466 m_debug_font_indices.Invalidate();
467 m_debug_font_vertex_head = 0;
468 m_debug_font_index_head = 0;
478 void Screen::DebugFontPrint(const char* str)
480 if (!Valid()) return;
481 if (!m_debug_font_atlas || !m_show_debug_font) return;
483 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
485 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));
486 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));
488 size_t baseVertex = m_debug_font_vertex_head/4;
490 if (!vertexData.Free(4) || !indexData.Free(5))
492 m_debug_font_indices.UnMap();
493 m_debug_font_vertices.UnMap();
499 if (*str >= 32 && (unsigned char)(*str) < 128) {
500 stbtt_aligned_quad q;
501 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
502 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
504 indexData.Add(index);
505 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
507 indexData.Add(index);
508 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
510 indexData.Add(index);
511 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
513 indexData.Add(index);
514 indexData.Add(65535);
516 m_debug_font_vertex_head += 16;
517 m_debug_font_index_head += 5;
520 else if (*str == '\n')
523 m_debug_font_y += m_debug_font_size;
527 m_debug_font_indices.UnMap();
528 m_debug_font_vertices.UnMap();
533 void Screen::DebugFontPrintF(const char *fmt, ...)
538 vsnprintf(buffer, BUFSIZ, fmt,va);
540 DebugFontPrint(buffer);