#include "common.h"
#include "screen.h"
-#include "SDL_opengl.h"
+#include "gl_core44.h"
+#include <fcntl.h> // for access(2)
+#include <unistd.h> // for access(2)
+
+#include "bufferbuilder.h"
+#include "shaderprogram.h"
+
+#define BASICTEX_VERT "shaders/basictex_vert.glsl"
+#define BASICTEX_FRAG "shaders/basictex_frag.glsl"
using namespace IPDF;
using namespace std;
+static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data)
+{
+ Error("OpenGL Error (%d): %s", id, msg);
+}
+
+
Screen::Screen()
{
+
SDL_Init(SDL_INIT_VIDEO);
m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
Fatal("Couldn't create window!");
}
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+
m_gl_context = SDL_GL_CreateContext(m_window);
+ ogl_LoadFunctions();
+
+ // Why is this so horribly broken?
+ if (ogl_IsVersionGEQ(3,0))
+ {
+ Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
+ }
+
+ if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
+ {
+ Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
+ }
+
+ if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
+ {
+ Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
+ }
+
+ m_frame_begin_time = SDL_GetPerformanceCounter();
+ m_last_frame_time = 0;
+ m_last_frame_gpu_timer = 0;
+ glGenQueries(1, &m_frame_gpu_timer);
+ glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
+
+ glDebugMessageCallback(opengl_debug_callback, 0);
+
+ GLuint default_vao;
+ glGenVertexArrays(1, &default_vao);
+ glBindVertexArray(default_vao);
+
+ m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
+ m_texture_prog.Use();
+
+ // We always want to use the texture bound to texture unit 0.
+ GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
+ glUniform1i(texture_uniform_location, 0);
+
+ m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
+ m_font_prog.Use();
+
+ // We always want to use the texture bound to texture unit 0.
+ GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
+ glUniform1i(font_texture_uniform_location, 0);
+ m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
+
+ m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+
+ m_debug_font_atlas = 0;
+
ResizeViewport(800, 600);
Clear();
{
glClearColor(r,g,b,a);
glClear(GL_COLOR_BUFFER_BIT);
+ DebugFontClear();
}
void Screen::ResizeViewport(int width, int height)
glViewport(0, 0, width, height);
m_viewport_width = width;
m_viewport_height = height;
+ GLfloat viewportfloats[] = {(float)width, (float)height};
+ m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
}
bool Screen::PumpEvents()
m_last_mouse_y = evt.button.y;
if (m_mouse_handler)
{
- m_mouse_handler(evt.button.x, evt.button.y, evt.button.state, 0);
+ m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0);
}
break;
case SDL_MOUSEWHEEL:
filename[0] = (char)evt.key.keysym.sym;
ScreenShot(filename);
}
+ break;
}
default:
break;
void Screen::Present()
{
+ if (m_debug_font_atlas)
+ DebugFontFlush();
+ m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
+ glEndQuery(GL_TIME_ELAPSED);
SDL_GL_SwapWindow(m_window);
+ m_frame_begin_time = SDL_GetPerformanceCounter();
+ if (m_last_frame_gpu_timer)
+ glDeleteQueries(1, &m_last_frame_gpu_timer);
+ m_last_frame_gpu_timer = m_frame_gpu_timer;
+ glGenQueries(1, &m_frame_gpu_timer);
+ glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
+}
+
+double Screen::GetLastFrameTimeGPU() const
+{
+ if (!m_last_frame_gpu_timer)
+ return 0;
+ uint64_t frame_time_ns;
+ glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
+ return frame_time_ns/1000000000.0;
+}
+
+void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
+{
+ GLenum texture_format = GL_RGBA;
+
+ m_texture_prog.Use();
+ GraphicsBuffer quad_vertex_buffer;
+ quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+ //rectangular texture == 2 triangles
+ GLfloat quad[] = {
+ 0, 0, (float)x, (float)y,
+ 1, 0, (float)(x+w), (float)y,
+ 0, 1, (float)x, (float)(y+h),
+ 1, 1, (float)(x+w), (float)(y+h)
+ };
+ quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
+ quad_vertex_buffer.Bind();
+ m_viewport_ubo.Bind();
+
+ glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
+
+ GLuint texID;
+ glGenTextures(1, &texID);
+ glBindTexture(GL_TEXTURE_2D, texID);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
+
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(0);
+
}
void Screen::ScreenShot(const char * filename) const
if (pixels == NULL)
Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
-
for (int y = 0; y < h; ++y)
{
glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
*/
void Screen::RenderBMP(const char * filename) const
{
+ if (access(filename, R_OK) == -1)
+ {
+ Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
+ return;
+ }
SDL_Surface * bmp = SDL_LoadBMP(filename);
if (bmp == NULL)
Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
int w = bmp->w;
int h = bmp->h;
- GLenum texture_format;
+ GLenum texture_format = GL_RGBA;
switch (bmp->format->BytesPerPixel)
{
case 4: //contains alpha
//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);
+ m_texture_prog.Use();
+ GraphicsBuffer quad_vertex_buffer;
+ quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+ GLfloat quad[] = {
+ 0, 0, 0, 0,
+ 1, 0, (float)ViewportWidth(), 0,
+ 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
+ 0, 1, 0, (float)ViewportHeight()
+ };
+ quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
+ quad_vertex_buffer.Bind();
+ m_viewport_ubo.Bind();
+
+ glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
GLuint texID;
- glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glBegin(GL_QUADS);
- glTexCoord2i(0,0); glVertex2f(0,0);
- glTexCoord2i(1,0); glVertex2f(1,0);
- glTexCoord2i(1,1); glVertex2f(1,1);
- glTexCoord2i(0,1); glVertex2f(0,1);
- glEnd();
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(0);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glDisable(GL_TEXTURE_2D);
SDL_FreeSurface(bmp);
}
+
+void Screen::DebugFontInit(const char *name, float font_size)
+{
+ unsigned char font_atlas_data[1024*1024];
+ FILE *font_file = fopen(name, "rb");
+ fseek(font_file, 0, SEEK_END);
+ size_t font_file_size = ftell(font_file);
+ fseek(font_file, 0, SEEK_SET);
+ unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
+ fread(font_file_data, 1, font_file_size, font_file);
+ fclose(font_file);
+ stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
+ free(font_file_data);
+ glGenTextures(1, &m_debug_font_atlas);
+ glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ m_debug_font_size = font_size;
+
+ m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+ m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
+ m_debug_font_vertices.Upload(8192, nullptr);
+ m_debug_font_vertex_head = 0;
+
+ m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+ m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_debug_font_indices.Resize(500);
+ m_debug_font_index_head = 0;
+}
+
+void Screen::DebugFontClear()
+{
+ m_debug_font_x = m_debug_font_y = 0;
+ if (!m_debug_font_atlas) return;
+ DebugFontPrint("\n");
+}
+
+void Screen::DebugFontFlush()
+{
+
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
+
+ m_font_prog.Use();
+ m_viewport_ubo.Bind();
+ m_debug_font_vertices.Bind();
+ m_debug_font_indices.Bind();
+ glUniform4f(m_colour_uniform_location, 0,0,0,1);
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(65535);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+ glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
+ glDisable(GL_PRIMITIVE_RESTART);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(0);
+
+ glDisable(GL_BLEND);
+
+ m_debug_font_vertices.Invalidate();
+ m_debug_font_indices.Invalidate();
+ m_debug_font_vertex_head = 0;
+ m_debug_font_index_head = 0;
+}
+
+void Screen::DebugFontPrint(const char* str)
+{
+ if (!m_debug_font_atlas) return;
+
+ struct fontvertex
+ {
+ float x, y, s, t;
+ };
+
+ 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));
+ 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));
+
+ size_t baseVertex = m_debug_font_vertex_head/4;
+ while (*str) {
+ if (!vertexData.Free(4) || !indexData.Free(5))
+ {
+ m_debug_font_indices.UnMap();
+ m_debug_font_vertices.UnMap();
+ DebugFontFlush();
+ DebugFontPrint(str);
+ return;
+ }
+ if (*str >= 32 && (unsigned char)(*str) < 128) {
+ stbtt_aligned_quad q;
+ stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
+ size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
+ index += baseVertex;
+ indexData.Add(index);
+ indexData.Add(65535);
+
+ m_debug_font_vertex_head += 16;
+ m_debug_font_index_head += 5;
+
+ }
+ else if (*str == '\n')
+ {
+ m_debug_font_x = 0;
+ m_debug_font_y += m_debug_font_size;
+ }
+ ++str;
+ }
+ m_debug_font_indices.UnMap();
+ m_debug_font_vertices.UnMap();
+ //DebugFontFlush();
+}
+
+void Screen::DebugFontPrintF(const char *fmt, ...)
+{
+ char buffer[BUFSIZ];
+ va_list va;
+ va_start(va, fmt);
+ vsnprintf(buffer, BUFSIZ, fmt,va);
+ va_end(va);
+ DebugFontPrint(buffer);
+}