5 #include <fcntl.h> // for access(2)
6 #include <unistd.h> // for access(2)
8 #include "bufferbuilder.h"
9 #include "shaderprogram.h"
13 #define BASICTEX_VERT "shaders/basictex_vert.glsl"
14 #define BASICTEX_FRAG "shaders/basictex_frag.glsl"
20 static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data)
22 // Don't print out gl Errors we generated.
23 if (source == GL_DEBUG_SOURCE_APPLICATION) return;
24 //Error("OpenGL Error (%d): %s", id, msg);
25 // Spams this message on fglrx, disabling for now because it's damn annoying.
26 // 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 Screen::Screen(bool visible)
33 SDL_Init(SDL_INIT_VIDEO);
34 uint32_t flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
36 flags |= SDL_WINDOW_HIDDEN;
38 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
43 Error("Couldn't create window!");
47 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
48 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
49 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
50 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
52 m_gl_context = SDL_GL_CreateContext(m_window);
56 // Why is this so horribly broken?
57 if (ogl_IsVersionGEQ(3,0))
59 Error("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
62 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
64 Error("Your system does not support the ARB_shading_language_420pack extension, which is required.");
67 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
69 Error("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
72 m_frame_begin_time = SDL_GetPerformanceCounter();
73 m_last_frame_time = 0;
74 m_last_frame_gpu_timer = 0;
76 glGenQueries(1, &m_frame_gpu_timer);
77 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
79 glDebugMessageCallback(opengl_debug_callback, 0);
83 glGenVertexArrays(1, &default_vao);
84 glBindVertexArray(default_vao);
86 m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
89 // We always want to use the texture bound to texture unit 0.
90 GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
91 glUniform1i(texture_uniform_location, 0);
93 m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
96 // We always want to use the texture bound to texture unit 0.
97 GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
98 glUniform1i(font_texture_uniform_location, 0);
99 m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
101 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
102 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
104 m_debug_font_atlas = 0;
105 m_no_quit_requested = true;
106 m_show_debug_font = true;
108 ResizeViewport(800, 600);
122 SDL_GL_DeleteContext(m_gl_context);
123 SDL_DestroyWindow(m_window);
127 void Screen::Clear(float r, float g, float b, float a)
131 glClearColor(r,g,b,a);
132 glClear(GL_COLOR_BUFFER_BIT);
136 void Screen::ResizeViewport(int width, int height)
138 glViewport(0, 0, width, height);
139 m_viewport_width = width;
140 m_viewport_height = height;
141 GLfloat viewportfloats[] = {(float)width, (float)height};
142 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
145 bool Screen::PumpEvents()
152 while (SDL_PollEvent(&evt))
157 m_no_quit_requested = false;
159 case SDL_WINDOWEVENT:
160 switch (evt.window.event)
162 case SDL_WINDOWEVENT_RESIZED:
163 case SDL_WINDOWEVENT_SIZE_CHANGED:
164 ResizeViewport(evt.window.data1, evt.window.data2);
168 case SDL_MOUSEMOTION:
169 m_last_mouse_x = evt.motion.x;
170 m_last_mouse_y = evt.motion.y;
173 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
176 case SDL_MOUSEBUTTONDOWN:
177 case SDL_MOUSEBUTTONUP:
178 m_last_mouse_x = evt.button.x;
179 m_last_mouse_y = evt.button.y;
182 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
188 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
193 Debug("Key %c down", (char)evt.key.keysym.sym);
194 if (isalnum((char)evt.key.keysym.sym))
196 char filename[] = "0.bmp";
197 filename[0] = (char)evt.key.keysym.sym;
198 ScreenShot(filename);
206 return m_no_quit_requested;
209 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
211 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
214 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
215 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
216 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
217 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
218 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
221 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
222 SDL_SetCursor(system_cursor);
223 //TODO: Check if we need to free the system cursors.
226 void Screen::Present()
230 if (m_debug_font_atlas)
232 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
233 glEndQuery(GL_TIME_ELAPSED);
234 SDL_GL_SwapWindow(m_window);
235 m_frame_begin_time = SDL_GetPerformanceCounter();
236 if (m_last_frame_gpu_timer)
237 glDeleteQueries(1, &m_last_frame_gpu_timer);
238 m_last_frame_gpu_timer = m_frame_gpu_timer;
239 glGenQueries(1, &m_frame_gpu_timer);
240 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
243 double Screen::GetLastFrameTimeGPU() const
245 if (!Valid() || !m_last_frame_gpu_timer)
247 uint64_t frame_time_ns;
248 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
249 return frame_time_ns/1000000000.0;
252 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
254 GLenum texture_format = GL_RGBA;
256 m_texture_prog.Use();
257 GraphicsBuffer quad_vertex_buffer;
258 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
259 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
260 //rectangular texture == 2 triangles
262 0, 0, (float)x, (float)y,
263 1, 0, (float)(x+w), (float)y,
264 0, 1, (float)x, (float)(y+h),
265 1, 1, (float)(x+w), (float)(y+h)
267 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
268 quad_vertex_buffer.Bind();
269 m_viewport_ubo.Bind();
271 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
274 glGenTextures(1, &texID);
275 glBindTexture(GL_TEXTURE_2D, texID);
277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
282 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
284 glEnableVertexAttribArray(0);
285 glEnableVertexAttribArray(1);
286 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
287 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
288 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
289 glDisableVertexAttribArray(1);
290 glDisableVertexAttribArray(0);
294 void Screen::ScreenShot(const char * filename) const
296 if (!Valid()) return;
297 Debug("Attempting to save BMP to file %s", filename);
299 int w = ViewportWidth();
300 int h = ViewportHeight();
301 unsigned char * pixels = new unsigned char[w*h*4];
303 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
305 for (int y = 0; y < h; ++y)
307 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
310 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
311 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
313 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
316 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
318 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
319 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);
321 if (SDL_SaveBMP(surf, filename) != 0)
322 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
324 SDL_FreeSurface(surf);
331 * NOT PART OF THE DOCUMENT FORMAT
333 void Screen::RenderBMP(const char * filename) const
335 if (!Valid()) return;
336 if (access(filename, R_OK) == -1)
338 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
341 SDL_Surface * bmp = SDL_LoadBMP(filename);
343 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
348 GLenum texture_format = GL_RGBA;
349 switch (bmp->format->BytesPerPixel)
351 case 4: //contains alpha
352 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
354 case 3: //does not contain alpha
355 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
358 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
362 //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);
364 m_texture_prog.Use();
365 GraphicsBuffer quad_vertex_buffer;
366 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
367 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
370 1, 0, (float)ViewportWidth(), 0,
371 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
372 0, 1, 0, (float)ViewportHeight()
374 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
375 quad_vertex_buffer.Bind();
376 m_viewport_ubo.Bind();
378 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
381 glGenTextures(1, &texID);
382 glBindTexture(GL_TEXTURE_2D, texID);
384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
386 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
387 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
389 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
391 glEnableVertexAttribArray(0);
392 glEnableVertexAttribArray(1);
393 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
394 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
395 glDisableVertexAttribArray(1);
396 glDisableVertexAttribArray(0);
397 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
399 SDL_FreeSurface(bmp);
402 void Screen::DebugFontInit(const char *name, float font_size)
404 if (!Valid()) return;
406 unsigned char font_atlas_data[1024*1024];
407 FILE *font_file = fopen(name, "rb");
408 fseek(font_file, 0, SEEK_END);
409 size_t font_file_size = ftell(font_file);
410 fseek(font_file, 0, SEEK_SET);
411 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
412 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
414 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
415 free(font_file_data);
416 glGenTextures(1, &m_debug_font_atlas);
417 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
418 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
419 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
420 m_debug_font_size = font_size;
422 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
423 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
424 m_debug_font_vertices.SetName("m_debug_font_vertices");
425 m_debug_font_vertices.Upload(8192,NULL);
426 m_debug_font_vertex_head = 0;
428 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
429 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
430 m_debug_font_indices.SetName("m_debug_font_indices");
431 m_debug_font_indices.Resize(500);
432 m_debug_font_index_head = 0;
435 void Screen::DebugFontClear()
437 if (!Valid()) return;
438 m_debug_font_x = m_debug_font_y = 0;
439 if (!m_debug_font_atlas) return;
440 DebugFontPrint("\n");
443 void Screen::DebugFontFlush()
445 if (!Valid()) return;
446 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");
449 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
450 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
453 m_viewport_ubo.Bind();
454 m_debug_font_vertices.Bind();
455 m_debug_font_indices.Bind();
456 glUniform4f(m_colour_uniform_location, 0,0,0,1);
457 glEnableVertexAttribArray(0);
458 glEnableVertexAttribArray(1);
459 glEnable(GL_PRIMITIVE_RESTART);
460 glPrimitiveRestartIndex(65535);
461 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
462 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
463 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
464 glDisable(GL_PRIMITIVE_RESTART);
465 glDisableVertexAttribArray(1);
466 glDisableVertexAttribArray(0);
470 m_debug_font_vertices.Invalidate();
471 m_debug_font_indices.Invalidate();
472 m_debug_font_vertex_head = 0;
473 m_debug_font_index_head = 0;
483 void Screen::DebugFontPrint(const char* str)
485 if (!Valid()) return;
486 if (!m_debug_font_atlas || !m_show_debug_font) return;
488 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
490 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));
491 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));
493 size_t baseVertex = m_debug_font_vertex_head/4;
495 if (!vertexData.Free(4) || !indexData.Free(5))
497 m_debug_font_indices.UnMap();
498 m_debug_font_vertices.UnMap();
504 if (*str >= 32 && (unsigned char)(*str) < 128) {
505 stbtt_aligned_quad q;
506 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
507 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
509 indexData.Add(index);
510 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
512 indexData.Add(index);
513 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
515 indexData.Add(index);
516 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
518 indexData.Add(index);
519 indexData.Add(65535);
521 m_debug_font_vertex_head += 16;
522 m_debug_font_index_head += 5;
525 else if (*str == '\n')
528 m_debug_font_y += m_debug_font_size;
532 m_debug_font_indices.UnMap();
533 m_debug_font_vertices.UnMap();
538 void Screen::DebugFontPrintF(const char *fmt, ...)
543 vsnprintf(buffer, BUFSIZ, fmt,va);
545 DebugFontPrint(buffer);