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;
96 m_show_debug_font = true;
98 ResizeViewport(800, 600);
110 SDL_GL_DeleteContext(m_gl_context);
111 SDL_DestroyWindow(m_window);
115 void Screen::Clear(float r, float g, float b, float a)
117 glClearColor(r,g,b,a);
118 glClear(GL_COLOR_BUFFER_BIT);
122 void Screen::ResizeViewport(int width, int height)
124 glViewport(0, 0, width, height);
125 m_viewport_width = width;
126 m_viewport_height = height;
127 GLfloat viewportfloats[] = {(float)width, (float)height};
128 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
131 bool Screen::PumpEvents()
135 while (SDL_PollEvent(&evt))
140 m_no_quit_requested = false;
142 case SDL_WINDOWEVENT:
143 switch (evt.window.event)
145 case SDL_WINDOWEVENT_RESIZED:
146 case SDL_WINDOWEVENT_SIZE_CHANGED:
147 ResizeViewport(evt.window.data1, evt.window.data2);
151 case SDL_MOUSEMOTION:
152 m_last_mouse_x = evt.motion.x;
153 m_last_mouse_y = evt.motion.y;
156 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
159 case SDL_MOUSEBUTTONDOWN:
160 case SDL_MOUSEBUTTONUP:
161 m_last_mouse_x = evt.button.x;
162 m_last_mouse_y = evt.button.y;
165 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
171 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
176 Debug("Key %c down", (char)evt.key.keysym.sym);
177 if (isalnum((char)evt.key.keysym.sym))
179 char filename[] = "0.bmp";
180 filename[0] = (char)evt.key.keysym.sym;
181 ScreenShot(filename);
189 return m_no_quit_requested;
192 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
194 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
197 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
198 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
199 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
200 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
201 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
204 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
205 SDL_SetCursor(system_cursor);
206 //TODO: Check if we need to free the system cursors.
209 void Screen::Present()
211 if (m_debug_font_atlas)
213 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
214 glEndQuery(GL_TIME_ELAPSED);
215 SDL_GL_SwapWindow(m_window);
216 m_frame_begin_time = SDL_GetPerformanceCounter();
217 if (m_last_frame_gpu_timer)
218 glDeleteQueries(1, &m_last_frame_gpu_timer);
219 m_last_frame_gpu_timer = m_frame_gpu_timer;
220 glGenQueries(1, &m_frame_gpu_timer);
221 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
224 double Screen::GetLastFrameTimeGPU() const
226 if (!m_last_frame_gpu_timer)
228 uint64_t frame_time_ns;
229 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
230 return frame_time_ns/1000000000.0;
233 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
235 GLenum texture_format = GL_RGBA;
237 m_texture_prog.Use();
238 GraphicsBuffer quad_vertex_buffer;
239 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
240 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
241 //rectangular texture == 2 triangles
243 0, 0, (float)x, (float)y,
244 1, 0, (float)(x+w), (float)y,
245 0, 1, (float)x, (float)(y+h),
246 1, 1, (float)(x+w), (float)(y+h)
248 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
249 quad_vertex_buffer.Bind();
250 m_viewport_ubo.Bind();
252 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
255 glGenTextures(1, &texID);
256 glBindTexture(GL_TEXTURE_2D, texID);
258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
263 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
265 glEnableVertexAttribArray(0);
266 glEnableVertexAttribArray(1);
267 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
268 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
269 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
270 glDisableVertexAttribArray(1);
271 glDisableVertexAttribArray(0);
275 void Screen::ScreenShot(const char * filename) const
277 Debug("Attempting to save BMP to file %s", filename);
279 int w = ViewportWidth();
280 int h = ViewportHeight();
281 unsigned char * pixels = new unsigned char[w*h*4];
283 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
285 for (int y = 0; y < h; ++y)
287 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
290 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
291 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
293 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
296 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
298 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
299 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);
301 if (SDL_SaveBMP(surf, filename) != 0)
302 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
304 SDL_FreeSurface(surf);
311 * NOT PART OF THE DOCUMENT FORMAT
313 void Screen::RenderBMP(const char * filename) const
315 if (access(filename, R_OK) == -1)
317 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
320 SDL_Surface * bmp = SDL_LoadBMP(filename);
322 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
327 GLenum texture_format = GL_RGBA;
328 switch (bmp->format->BytesPerPixel)
330 case 4: //contains alpha
331 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
333 case 3: //does not contain alpha
334 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
337 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
341 //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);
343 m_texture_prog.Use();
344 GraphicsBuffer quad_vertex_buffer;
345 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
346 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
349 1, 0, (float)ViewportWidth(), 0,
350 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
351 0, 1, 0, (float)ViewportHeight()
353 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
354 quad_vertex_buffer.Bind();
355 m_viewport_ubo.Bind();
357 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
360 glGenTextures(1, &texID);
361 glBindTexture(GL_TEXTURE_2D, texID);
363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
364 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
368 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
370 glEnableVertexAttribArray(0);
371 glEnableVertexAttribArray(1);
372 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
373 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
374 glDisableVertexAttribArray(1);
375 glDisableVertexAttribArray(0);
376 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
378 SDL_FreeSurface(bmp);
381 void Screen::DebugFontInit(const char *name, float font_size)
383 unsigned char font_atlas_data[1024*1024];
384 FILE *font_file = fopen(name, "rb");
385 fseek(font_file, 0, SEEK_END);
386 size_t font_file_size = ftell(font_file);
387 fseek(font_file, 0, SEEK_SET);
388 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
389 SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
391 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
392 free(font_file_data);
393 glGenTextures(1, &m_debug_font_atlas);
394 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
395 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
396 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
397 m_debug_font_size = font_size;
399 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
400 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
401 m_debug_font_vertices.SetName("m_debug_font_vertices");
402 m_debug_font_vertices.Upload(8192,NULL);
403 m_debug_font_vertex_head = 0;
405 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
406 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
407 m_debug_font_indices.SetName("m_debug_font_indices");
408 m_debug_font_indices.Resize(500);
409 m_debug_font_index_head = 0;
412 void Screen::DebugFontClear()
414 m_debug_font_x = m_debug_font_y = 0;
415 if (!m_debug_font_atlas) return;
416 DebugFontPrint("\n");
419 void Screen::DebugFontFlush()
421 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");
424 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
425 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
428 m_viewport_ubo.Bind();
429 m_debug_font_vertices.Bind();
430 m_debug_font_indices.Bind();
431 glUniform4f(m_colour_uniform_location, 0,0,0,1);
432 glEnableVertexAttribArray(0);
433 glEnableVertexAttribArray(1);
434 glEnable(GL_PRIMITIVE_RESTART);
435 glPrimitiveRestartIndex(65535);
436 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
437 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
438 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
439 glDisable(GL_PRIMITIVE_RESTART);
440 glDisableVertexAttribArray(1);
441 glDisableVertexAttribArray(0);
445 m_debug_font_vertices.Invalidate();
446 m_debug_font_indices.Invalidate();
447 m_debug_font_vertex_head = 0;
448 m_debug_font_index_head = 0;
458 void Screen::DebugFontPrint(const char* str)
460 if (!m_debug_font_atlas || !m_show_debug_font) return;
462 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
464 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));
465 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));
467 size_t baseVertex = m_debug_font_vertex_head/4;
469 if (!vertexData.Free(4) || !indexData.Free(5))
471 m_debug_font_indices.UnMap();
472 m_debug_font_vertices.UnMap();
478 if (*str >= 32 && (unsigned char)(*str) < 128) {
479 stbtt_aligned_quad q;
480 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
481 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
483 indexData.Add(index);
484 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
486 indexData.Add(index);
487 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
489 indexData.Add(index);
490 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
492 indexData.Add(index);
493 indexData.Add(65535);
495 m_debug_font_vertex_head += 16;
496 m_debug_font_index_head += 5;
499 else if (*str == '\n')
502 m_debug_font_y += m_debug_font_size;
506 m_debug_font_indices.UnMap();
507 m_debug_font_vertices.UnMap();
512 void Screen::DebugFontPrintF(const char *fmt, ...)
517 vsnprintf(buffer, BUFSIZ, fmt,va);
519 DebugFontPrint(buffer);