warzone2100/lib/ivis_opengl/screen.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Screen.c
*
* Basic double buffered display using direct draw.
*
*/
#include "lib/framework/frame.h"
#include <SDL.h>
#include <SDL_opengl.h>
#include <physfs.h>
#include <png.h>
#include "lib/ivis_common/png_util.h"
#include "lib/ivis_common/tex.h"
#include "lib/framework/frameint.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/pieblitfunc.h"
#include "screen.h"
/* The Current screen size and bit depth */
UDWORD screenWidth = 0;
UDWORD screenHeight = 0;
UDWORD screenDepth = 0;
/* global used to indicate preferred internal OpenGL format */
int wz_texture_compression;
static SDL_Surface *screen = NULL;
static BOOL bBackDrop = FALSE;
static char screendump_filename[PATH_MAX];
static BOOL screendump_required = FALSE;
static GLuint backDropTexture = ~0;
/* Initialise the double buffered display */
BOOL screenInitialise(
UDWORD width, // Display width
UDWORD height, // Display height
UDWORD bitDepth, // Display bit depth
BOOL fullScreen // Whether to start windowed
// or full screen
)
{
static int video_flags = 0;
int bpp = 0, value;
/* Store the screen information */
screenWidth = width;
screenHeight = height;
screenDepth = bitDepth;
// Calculate the common flags for windowed and fullscreen modes.
if (video_flags == 0) {
// Fetch the video info.
const SDL_VideoInfo* video_info = SDL_GetVideoInfo();
if (!video_info) {
return FALSE;
}
// The flags to pass to SDL_SetVideoMode.
video_flags = SDL_OPENGL; // Enable OpenGL in SDL.
video_flags |= SDL_ANYFORMAT; // Don't emulate requested BPP if not available.
video_flags |= SDL_HWPALETTE; // Store the palette in hardware.
// This checks to see if surfaces can be stored in memory.
if (video_info->hw_available) {
video_flags |= SDL_HWSURFACE;
} else {
video_flags |= SDL_SWSURFACE;
}
// This checks if hardware blits can be done.
if (video_info->blit_hw) {
video_flags |= SDL_HWACCEL;
}
if (fullScreen) {
video_flags |= SDL_FULLSCREEN;
}
// Set the double buffer OpenGL attribute.
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
bpp = SDL_VideoModeOK(width, height, bitDepth, video_flags);
if (!bpp) {
debug( LOG_ERROR, "Error: Video mode %dx%d@%dbpp is not supported!\n", width, height, bitDepth );
return FALSE;
}
switch ( bpp )
{
case 32:
case 24:
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
break;
case 16:
debug( LOG_ERROR, "Warning: Using colour depth of %i instead of %i.", bpp, screenDepth );
debug( LOG_ERROR, " You will experience graphics glitches!" );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
break;
case 8:
debug( LOG_ERROR, "Error: You don't want to play Warzone with a bit depth of %i, do you?", bpp );
exit( 1 );
break;
default:
debug( LOG_ERROR, "Error: Unsupported bit depth: %i", bpp );
exit( 1 );
break;
}
}
screen = SDL_SetVideoMode(width, height, bpp, video_flags);
if ( !screen ) {
debug( LOG_ERROR, "Error: SDL_SetVideoMode failed (%s).", SDL_GetError() );
return FALSE;
}
if ( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value) == -1)
{
debug( LOG_ERROR, "OpenGL initialization did not give double buffering!" );
}
debug(LOG_3D, "OpenGL extensions supported:");
if (check_extension("GL_ARB_texture_compression"))
{
debug(LOG_3D, " * Texture compression supported.");
}
if (check_extension("GL_EXT_stencil_two_side"))
{
debug(LOG_3D, " * Two side stencil supported.");
}
if (check_extension("GL_EXT_stencil_wrap"))
{
debug(LOG_3D, " * Stencil wrap supported.");
}
if (check_extension("GL_EXT_texture_filter_anisotropic"))
{
debug(LOG_3D, " * Anisotropic filtering supported.");
}
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, height, 0, 1, -1);
glMatrixMode(GL_TEXTURE);
glScalef(1.0f/OLD_TEXTURE_SIZE_FIX, 1.0f/OLD_TEXTURE_SIZE_FIX, 1.0f); // FIXME Scaling texture coords to 256x256!
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
return TRUE;
}
/* Release the DD objects */
void screenShutDown(void)
{
if (screen != NULL)
{
SDL_FreeSurface(screen);
screen = NULL;
}
}
void screen_SetBackDropFromFile(const char* filename)
{
// HACK : We should use a resource handler here!
const char *extension = strrchr(filename, '.');// determine the filetype
iV_Image image;
if(!extension)
{
debug(LOG_ERROR, "Image without extension: \"%s\"!", filename);
return; // filename without extension... don't bother
}
// Make sure the current texture page is reloaded after we are finished
// Otherwise WZ will think it is still loaded and not load it again
pie_SetTexturePage(-1);
if( strcmp(extension,".png") == 0 )
{
if (iV_loadImage_PNG( filename, &image ) )
{
if (~backDropTexture == 0)
glGenTextures(1, &backDropTexture);
glBindTexture(GL_TEXTURE_2D, backDropTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
image.width, image.height,
0, iV_getPixelFormat(&image), GL_UNSIGNED_BYTE, image.bmp);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
iV_unloadImage(&image);
}
return;
}
else
debug(LOG_ERROR, "Unknown extension \"%s\" for image \"%s\"!", extension, filename);
}
//===================================================================
void screen_StopBackDrop(void)
{
bBackDrop = FALSE; //checking [movie]
}
void screen_RestartBackDrop(void)
{
bBackDrop = TRUE;
}
BOOL screen_GetBackDrop(void)
{
return bBackDrop;
}
//******************************************************************
//slight hack to display maps (or whatever) in background.
//bitmap MUST be (BACKDROP_HACK_WIDTH * BACKDROP_HACK_HEIGHT) for now.
void screen_Upload(const char *newBackDropBmp)
{
if(newBackDropBmp != NULL)
{
glGenTextures(1, &backDropTexture);
pie_SetTexturePage(-1);
glBindTexture(GL_TEXTURE_2D, backDropTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
BACKDROP_HACK_WIDTH, BACKDROP_HACK_HEIGHT,
0, GL_RGB, GL_UNSIGNED_BYTE, newBackDropBmp);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// Make sure the current texture page is reloaded after we are finished
// Otherwise WZ will think it is still loaded and not load it again
pie_SetTexturePage(-1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, backDropTexture);
glColor3f(1, 1, 1);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(255, 0);
glVertex2f(screenWidth, 0);
glTexCoord2f(0, 255);
glVertex2f(0, screenHeight);
glTexCoord2f(255, 255);
glVertex2f(screenWidth, screenHeight);
glEnd();
}
/* Swap between windowed and full screen mode */
void screenToggleMode(void)
{
(void) SDL_WM_ToggleFullScreen(screen);
}
// Screenshot code goes below this
static const unsigned int channelsPerPixel = 3;
void screenDoDumpToDiskIfRequired(void)
{
const char* fileName = screendump_filename;
static iV_Image image = { 0, 0, 0, NULL };
if (!screendump_required) return;
debug( LOG_3D, "Saving screenshot %s\n", fileName );
// Dump the currently displayed screen in a buffer
if (image.width != screen->w || image.height != screen->h)
{
if (image.bmp != NULL)
{
free(image.bmp);
}
image.width = screen->w;
image.height = screen->h;
image.bmp = malloc(channelsPerPixel * image.width * image.height);
if (image.bmp == NULL)
{
image.width = 0; image.height = 0;
debug(LOG_ERROR, "screenDoDumpToDiskIfRequired: Couldn't allocate memory\n");
return;
}
}
glReadPixels(0, 0, image.width, image.height, GL_RGB, GL_UNSIGNED_BYTE, image.bmp);
// Write the screen to a PNG
iV_saveImage_PNG(fileName, &image);
screendump_required = FALSE;
}
void screenDumpToDisk(const char* path) {
static unsigned int screendump_num = 0;
while (++screendump_num != 0) {
// We can safely use '/' as path separator here since PHYSFS uses that as its default separator
snprintf(screendump_filename, PATH_MAX, "%s/wz2100_shot_%03i.png", path, screendump_num);
if (!PHYSFS_exists(screendump_filename)) {
// Found a usable filename, so we'll stop searching.
break;
}
}
ASSERT( screendump_num != 0, "screenDumpToDisk: integer overflow; no more filenumbers available.\n" );
// If we have an integer overflow, we don't want to go about and overwrite files
if (screendump_num != 0)
screendump_required = TRUE;
}