X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fscreen.cpp;h=223f4a3e6c29d7a5d20f83f244eba27503bba650;hp=5c3957c536dd29c88595d45712414da8b87f1935;hb=0ce8df17fae3ec986bd9570e5552aed92c080088;hpb=81786f2f649a1d73ef8d4e40dc03beec4fd53698 diff --git a/src/screen.cpp b/src/screen.cpp index 5c3957c..223f4a3 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -1,15 +1,32 @@ #include "common.h" #include "screen.h" -#include "SDL_opengl.h" +#include "gl_core44.h" #include // for access(2) #include // 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) +{ + // Don't print out gl Errors we generated. + if (source == GL_DEBUG_SOURCE_APPLICATION) return; + //Error("OpenGL Error (%d): %s", id, msg); + // Spams this message on fglrx, disabling for now because it's damn annoying. + // 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) +} + + 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); @@ -19,10 +36,66 @@ Screen::Screen() 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); - ResizeViewport(800, 600); + 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; + m_no_quit_requested = true; + m_view = NULL; + ResizeViewport(800, 600); + Clear(); Present(); @@ -48,18 +121,20 @@ 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() { SDL_Event evt; - bool no_quit_requested = true; + while (SDL_PollEvent(&evt)) { switch (evt.type) { case SDL_QUIT: - no_quit_requested = false; + m_no_quit_requested = false; break; case SDL_WINDOWEVENT: switch (evt.window.event) @@ -75,7 +150,7 @@ bool Screen::PumpEvents() m_last_mouse_y = evt.motion.y; if (m_mouse_handler) { - m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0); + m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view); } break; case SDL_MOUSEBUTTONDOWN: @@ -84,13 +159,13 @@ 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?evt.button.button:0, 0); + m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view); } break; case SDL_MOUSEWHEEL: if (m_mouse_handler) { - m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y); + m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view); } break; case SDL_KEYDOWN: @@ -108,7 +183,7 @@ bool Screen::PumpEvents() break; } } - return no_quit_requested; + return m_no_quit_requested; } void Screen::SetMouseCursor(Screen::MouseCursors cursor) @@ -130,7 +205,68 @@ void Screen::SetMouseCursor(Screen::MouseCursors cursor) 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 @@ -185,7 +321,7 @@ void Screen::RenderBMP(const char * filename) const int w = bmp->w; int h = bmp->h; - GLenum texture_format; + GLenum texture_format = GL_RGBA; switch (bmp->format->BytesPerPixel) { case 4: //contains alpha @@ -201,9 +337,23 @@ void Screen::RenderBMP(const char * filename) const //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); @@ -214,20 +364,14 @@ void Screen::RenderBMP(const char * filename) const 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); } @@ -239,48 +383,115 @@ void Screen::DebugFontInit(const char *name, float font_size) 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); + SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size); 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_ALPHA, 1024,1024, 0, GL_ALPHA, GL_UNSIGNED_BYTE, font_atlas_data); + 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.SetName("m_debug_font_vertices"); + m_debug_font_vertices.Upload(8192,NULL); + m_debug_font_vertex_head = 0; + + m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw); + m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex); + m_debug_font_indices.SetName("m_debug_font_indices"); + 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::DebugFontPrint(const char* str) +void Screen::DebugFontFlush() { - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0,ViewportWidth(), ViewportHeight(), 0, -1, 1); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - - - glEnable(GL_TEXTURE_2D); + glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()"); + glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas); - glBegin(GL_QUADS); + + 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; + + glPopDebugGroup(); +} + +struct fontvertex +{ + float x, y, s, t; +}; + +void Screen::DebugFontPrint(const char* str) +{ + if (!m_debug_font_atlas) return; + + glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()"); + + BufferBuilder 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 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 (*str >= 32 && *str < 128) { + if (!vertexData.Free(4) || !indexData.Free(5)) + { + m_debug_font_indices.UnMap(); + m_debug_font_vertices.UnMap(); + DebugFontFlush(); + DebugFontPrint(str); + glPopDebugGroup(); + 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); - glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); - glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); - glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); - glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + 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') { @@ -289,12 +500,10 @@ void Screen::DebugFontPrint(const char* str) } ++str; } - glEnd(); - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); + m_debug_font_indices.UnMap(); + m_debug_font_vertices.UnMap(); + glPopDebugGroup(); + //DebugFontFlush(); } void Screen::DebugFontPrintF(const char *fmt, ...)