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);
25 SDL_Init(SDL_INIT_VIDEO);
26 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
27 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
31 Fatal("Couldn't create window!");
34 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
35 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
36 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
37 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
39 m_gl_context = SDL_GL_CreateContext(m_window);
43 // Why is this so horribly broken?
44 if (ogl_IsVersionGEQ(3,0))
46 Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
49 if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
51 Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
54 if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
56 Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
59 m_frame_begin_time = SDL_GetPerformanceCounter();
60 m_last_frame_time = 0;
61 m_last_frame_gpu_timer = 0;
62 glGenQueries(1, &m_frame_gpu_timer);
63 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
65 glDebugMessageCallback(opengl_debug_callback, 0);
68 glGenVertexArrays(1, &default_vao);
69 glBindVertexArray(default_vao);
71 //TODO: Error checking.
72 m_texture_prog.AttachVertexProgram(BASICTEX_VERT);
73 m_texture_prog.AttachFragmentProgram(BASICTEX_FRAG);
74 m_texture_prog.Link();
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_colour_uniform_location = m_texture_prog.GetUniformLocation("colour");
83 m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
84 m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
86 m_debug_font_atlas = 0;
88 ResizeViewport(800, 600);
98 SDL_GL_DeleteContext(m_gl_context);
99 SDL_DestroyWindow(m_window);
103 void Screen::Clear(float r, float g, float b, float a)
105 glClearColor(r,g,b,a);
106 glClear(GL_COLOR_BUFFER_BIT);
110 void Screen::ResizeViewport(int width, int height)
112 glViewport(0, 0, width, height);
113 m_viewport_width = width;
114 m_viewport_height = height;
115 GLfloat viewportfloats[] = {(float)width, (float)height};
116 m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
119 bool Screen::PumpEvents()
122 bool no_quit_requested = true;
123 while (SDL_PollEvent(&evt))
128 no_quit_requested = false;
130 case SDL_WINDOWEVENT:
131 switch (evt.window.event)
133 case SDL_WINDOWEVENT_RESIZED:
134 case SDL_WINDOWEVENT_SIZE_CHANGED:
135 ResizeViewport(evt.window.data1, evt.window.data2);
139 case SDL_MOUSEMOTION:
140 m_last_mouse_x = evt.motion.x;
141 m_last_mouse_y = evt.motion.y;
144 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0);
147 case SDL_MOUSEBUTTONDOWN:
148 case SDL_MOUSEBUTTONUP:
149 m_last_mouse_x = evt.button.x;
150 m_last_mouse_y = evt.button.y;
153 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0);
159 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y);
164 Debug("Key %c down", (char)evt.key.keysym.sym);
165 if (isalnum((char)evt.key.keysym.sym))
167 char filename[] = "0.bmp";
168 filename[0] = (char)evt.key.keysym.sym;
169 ScreenShot(filename);
177 return no_quit_requested;
180 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
182 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
185 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
186 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
187 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
188 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
189 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
192 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
193 SDL_SetCursor(system_cursor);
194 //TODO: Check if we need to free the system cursors.
197 void Screen::Present()
199 if (m_debug_font_atlas)
201 m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
202 glEndQuery(GL_TIME_ELAPSED);
203 SDL_GL_SwapWindow(m_window);
204 m_frame_begin_time = SDL_GetPerformanceCounter();
205 if (m_last_frame_gpu_timer)
206 glDeleteQueries(1, &m_last_frame_gpu_timer);
207 m_last_frame_gpu_timer = m_frame_gpu_timer;
208 glGenQueries(1, &m_frame_gpu_timer);
209 glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
212 double Screen::GetLastFrameTimeGPU() const
214 if (!m_last_frame_gpu_timer)
216 uint64_t frame_time_ns;
217 glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
218 return frame_time_ns/1000000000.0;
221 void Screen::RenderPixels(int x, int y, int w, int h, void *pixels) const
223 GLenum texture_format = GL_RGBA;
225 m_texture_prog.Use();
226 GraphicsBuffer quad_vertex_buffer;
227 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
228 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
230 0, 0, (float)x, (float)y,
231 1, 0, (float)(x+w), y,
232 1, 1, (float)(x+w), (float)(y+h),
233 0, 1, (float)x, (float)(y+h)
235 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
236 quad_vertex_buffer.Bind();
237 m_viewport_ubo.Bind();
239 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
242 glGenTextures(1, &texID);
243 glBindTexture(GL_TEXTURE_2D, texID);
245 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
246 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
247 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
248 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
250 glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
252 glEnableVertexAttribArray(0);
253 glEnableVertexAttribArray(1);
254 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
255 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
256 glDisableVertexAttribArray(1);
257 glDisableVertexAttribArray(0);
258 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
262 void Screen::ScreenShot(const char * filename) const
264 Debug("Attempting to save BMP to file %s", filename);
266 int w = ViewportWidth();
267 int h = ViewportHeight();
268 unsigned char * pixels = new unsigned char[w*h*4];
270 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
272 for (int y = 0; y < h; ++y)
274 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
277 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
278 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
280 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
283 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
285 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
286 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);
288 if (SDL_SaveBMP(surf, filename) != 0)
289 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
291 SDL_FreeSurface(surf);
298 * NOT PART OF THE DOCUMENT FORMAT
300 void Screen::RenderBMP(const char * filename) const
302 if (access(filename, R_OK) == -1)
304 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
307 SDL_Surface * bmp = SDL_LoadBMP(filename);
309 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
314 GLenum texture_format = GL_RGBA;
315 switch (bmp->format->BytesPerPixel)
317 case 4: //contains alpha
318 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
320 case 3: //does not contain alpha
321 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
324 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
328 //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);
330 m_texture_prog.Use();
331 GraphicsBuffer quad_vertex_buffer;
332 quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
333 quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
336 1, 0, (float)ViewportWidth(), 0,
337 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
338 0, 1, 0, (float)ViewportHeight()
340 quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
341 quad_vertex_buffer.Bind();
342 m_viewport_ubo.Bind();
344 glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
347 glGenTextures(1, &texID);
348 glBindTexture(GL_TEXTURE_2D, texID);
350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
355 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
357 glEnableVertexAttribArray(0);
358 glEnableVertexAttribArray(1);
359 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
360 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
361 glDisableVertexAttribArray(1);
362 glDisableVertexAttribArray(0);
363 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
365 SDL_FreeSurface(bmp);
368 void Screen::DebugFontInit(const char *name, float font_size)
370 unsigned char font_atlas_data[1024*1024];
371 FILE *font_file = fopen(name, "rb");
372 fseek(font_file, 0, SEEK_END);
373 size_t font_file_size = ftell(font_file);
374 fseek(font_file, 0, SEEK_SET);
375 unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
376 fread(font_file_data, 1, font_file_size, font_file);
378 stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
379 free(font_file_data);
380 glGenTextures(1, &m_debug_font_atlas);
381 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
382 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
384 m_debug_font_size = font_size;
386 m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
387 m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
388 m_debug_font_vertices.Upload(8192, nullptr);
389 m_debug_font_vertex_head = 0;
391 m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
392 m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
393 m_debug_font_indices.Resize(500);
394 m_debug_font_index_head = 0;
397 void Screen::DebugFontClear()
399 m_debug_font_x = m_debug_font_y = 0;
400 if (!m_debug_font_atlas) return;
401 DebugFontPrint("\n");
404 void Screen::DebugFontFlush()
409 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
410 glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
412 m_texture_prog.Use();
413 m_viewport_ubo.Bind();
414 m_debug_font_vertices.Bind();
415 m_debug_font_indices.Bind();
416 glUniform4f(m_colour_uniform_location, 0,0,0,1);
417 glEnableVertexAttribArray(0);
418 glEnableVertexAttribArray(1);
419 glEnable(GL_PRIMITIVE_RESTART);
420 glPrimitiveRestartIndex(65535);
421 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
422 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
423 glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
424 glDisable(GL_PRIMITIVE_RESTART);
425 glDisableVertexAttribArray(1);
426 glDisableVertexAttribArray(0);
430 m_debug_font_vertices.Invalidate();
431 m_debug_font_indices.Invalidate();
432 m_debug_font_vertex_head = 0;
433 m_debug_font_index_head = 0;
436 void Screen::DebugFontPrint(const char* str)
438 if (!m_debug_font_atlas) return;
445 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));
446 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));
448 size_t baseVertex = m_debug_font_vertex_head/4;
450 if (!vertexData.Free(4) || !indexData.Free(5))
452 m_debug_font_indices.UnMap();
453 m_debug_font_vertices.UnMap();
458 if (*str >= 32 && (unsigned char)(*str) < 128) {
459 stbtt_aligned_quad q;
460 stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
461 size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
463 indexData.Add(index);
464 index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
466 indexData.Add(index);
467 index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
469 indexData.Add(index);
470 index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
472 indexData.Add(index);
473 indexData.Add(65535);
475 m_debug_font_vertex_head += 16;
476 m_debug_font_index_head += 5;
479 else if (*str == '\n')
482 m_debug_font_y += m_debug_font_size;
486 m_debug_font_indices.UnMap();
487 m_debug_font_vertices.UnMap();
491 void Screen::DebugFontPrintF(const char *fmt, ...)
496 vsnprintf(buffer, BUFSIZ, fmt,va);
498 DebugFontPrint(buffer);