warzone2100/lib/ivis_opengl/screen.cpp

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 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 "lib/framework/opengl.h"
#include "lib/exceptionhandler/dumpinfo.h"
#include <physfs.h>
#include <png.h>
#include "lib/ivis_opengl/png_util.h"
#include "lib/ivis_opengl/tex.h"
#include "lib/framework/frameint.h"
#include "lib/ivis_opengl/textdraw.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/pieclip.h"
#include "screen.h"
#include "src/console.h"
#include "src/levels.h"
/* global used to indicate preferred internal OpenGL format */
int wz_texture_compression;
static bool bBackDrop = false;
static char screendump_filename[PATH_MAX];
static bool screendump_required = false;
static GLuint backDropTexture = ~0;
static int preview_width = 0, preview_height = 0;
static Vector2i player_pos[MAX_PLAYERS];
static bool mappreview = false;
static char mapname[256];
/* Initialise the double buffered display */
bool screenInitialise()
{
char buf[256];
GLint glMaxTUs;
GLenum err;
err = glewInit();
if (GLEW_OK != err)
{
debug(LOG_FATAL, "Error: %s", glewGetErrorString(err));
exit(1);
}
// Copy this info to be used by the crash handler for the dump file
ssprintf(buf, "OpenGL Vendor: %s", glGetString(GL_VENDOR));
addDumpInfo(buf);
ssprintf(buf, "OpenGL Renderer: %s", glGetString(GL_RENDERER));
addDumpInfo(buf);
ssprintf(buf, "OpenGL Version: %s", glGetString(GL_VERSION));
addDumpInfo(buf);
if (GLEW_VERSION_2_0)
{
ssprintf(buf, "OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
addDumpInfo(buf);
}
/* Dump general information about OpenGL implementation to the console and the dump file */
ssprintf(buf, "OpenGL Vendor: %s", glGetString(GL_VENDOR));
addDumpInfo(buf);
debug(LOG_3D, "%s", buf);
ssprintf(buf, "OpenGL Renderer: %s", glGetString(GL_RENDERER));
addDumpInfo(buf);
debug(LOG_3D, "%s", buf);
ssprintf(buf, "OpenGL Version: %s", glGetString(GL_VERSION));
addDumpInfo(buf);
debug(LOG_3D, "%s", buf);
ssprintf(buf, "GLEW Version: %s", glewGetString(GLEW_VERSION));
addDumpInfo(buf);
debug(LOG_3D, "%s", buf);
/* Dump extended information about OpenGL implementation to the console */
debug(LOG_3D, "OpenGL Extensions : %s", glGetString(GL_EXTENSIONS)); // FIXME This is too much for MAX_LEN_LOG_LINE
debug(LOG_3D, "Supported OpenGL extensions:");
debug(LOG_3D, " * OpenGL 1.2 %s supported!", GLEW_VERSION_1_2 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.3 %s supported!", GLEW_VERSION_1_3 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.4 %s supported!", GLEW_VERSION_1_4 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.5 %s supported!", GLEW_VERSION_1_5 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 2.0 %s supported!", GLEW_VERSION_2_0 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 2.1 %s supported!", GLEW_VERSION_2_1 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 3.0 %s supported!", GLEW_VERSION_3_0 ? "is" : "is NOT");
debug(LOG_3D, " * Texture compression %s supported.", GLEW_ARB_texture_compression ? "is" : "is NOT");
debug(LOG_3D, " * Two side stencil %s supported.", GLEW_EXT_stencil_two_side ? "is" : "is NOT");
debug(LOG_3D, " * ATI separate stencil is%s supported.", GLEW_ATI_separate_stencil ? "" : " NOT");
debug(LOG_3D, " * Stencil wrap %s supported.", GLEW_EXT_stencil_wrap ? "is" : "is NOT");
debug(LOG_3D, " * Anisotropic filtering %s supported.", GLEW_EXT_texture_filter_anisotropic ? "is" : "is NOT");
debug(LOG_3D, " * Rectangular texture %s supported.", GLEW_ARB_texture_rectangle ? "is" : "is NOT");
debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GLEW_EXT_framebuffer_object ? "is" : "is NOT");
debug(LOG_3D, " * Vertex Buffer Object (VBO) %s supported.", GLEW_ARB_vertex_buffer_object ? "is" : "is NOT");
debug(LOG_3D, " * NPOT %s supported.", GLEW_ARB_texture_non_power_of_two ? "is" : "is NOT");
debug(LOG_3D, " * texture cube_map %s supported.", GLEW_ARB_texture_cube_map ? "is" : "is NOT");
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glMaxTUs);
debug(LOG_3D, " * Total number of Texture Units (TUs) supported is %d.", (int) glMaxTUs);
screenWidth = MAX(screenWidth, 640);
screenHeight = MAX(screenHeight, 480);
/* Dump information about OpenGL 2.0+ implementation to the console and the dump file */
if (GLEW_VERSION_2_0)
{
GLint glMaxTIUs, glMaxTCs, glMaxTIUAs;
debug(LOG_3D, " * OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
ssprintf(buf, "OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
addDumpInfo(buf);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glMaxTIUs);
debug(LOG_3D, " * Total number of Texture Image Units (TIUs) supported is %d.", (int) glMaxTIUs);
glGetIntegerv(GL_MAX_TEXTURE_COORDS, &glMaxTCs);
debug(LOG_3D, " * Total number of Texture Coords (TCs) supported is %d.", (int) glMaxTCs);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,&glMaxTIUAs);
debug(LOG_3D, " * Total number of Texture Image Units ARB(TIUAs) supported is %d.", (int) glMaxTIUAs);
pie_LoadShaders();
}
else
{
debug(LOG_FATAL, "OpenGL 2.0 is not supported by your system. The game require this. Please upgrade your graphics drivers, if possible.");
exit(1);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glErrors();
return true;
}
/* Release the DD objects */
void screenShutDown(void)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
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(TEXPAGE_EXTERN);
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, bool preview)
{
static bool processed = false;
int x1 = 0, x2 = screenWidth, y1 = 0, y2 = screenHeight, i, scale = 0, w = 0, h = 0;
float tx = 1, ty = 1;
const float aspect = screenWidth / (float)screenHeight, backdropAspect = 4 / (float)3;
if (aspect < backdropAspect)
{
int offset = (screenWidth - screenHeight * backdropAspect) / 2;
x1 += offset;
x2 -= offset;
}
else
{
int offset = (screenHeight - screenWidth / backdropAspect) / 2;
y1 += offset;
y2 -= offset;
}
if(newBackDropBmp != NULL)
{
if (processed) // lets free a texture when we use a new one.
{
glDeleteTextures( 1, &backDropTexture );
}
glGenTextures(1, &backDropTexture);
pie_SetTexturePage(TEXPAGE_NONE);
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_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
processed = true;
}
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(TEXPAGE_EXTERN);
glBindTexture(GL_TEXTURE_2D, backDropTexture);
glColor3f(1, 1, 1);
if (preview)
{
int s1, s2;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
s1 = screenWidth / preview_width;
s2 = screenHeight / preview_height;
scale = MIN(s1, s2);
w = preview_width * scale;
h = preview_height * scale;
x1 = screenWidth / 2 - w / 2;
x2 = screenWidth / 2 + w / 2;
y1 = screenHeight / 2 - h / 2;
y2 = screenHeight / 2 + h / 2;
tx = preview_width / (float)BACKDROP_HACK_WIDTH;
ty = preview_height / (float)BACKDROP_HACK_HEIGHT;
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(x1, y1);
glTexCoord2f(tx, 0);
glVertex2f(x2, y1);
glTexCoord2f(0, ty);
glVertex2f(x1, y2);
glTexCoord2f(tx, ty);
glVertex2f(x2, y2);
glEnd();
if (preview)
{
for (i = 0; i < MAX_PLAYERS; i++)
{
int x = player_pos[i].x;
int y = player_pos[i].y;
char text[5];
if (x == 0x77777777)
continue;
x = screenWidth / 2 - w / 2 + x * scale;
y = screenHeight / 2 - h / 2 + y * scale;
ssprintf(text, "%d", i);
iV_SetFont(font_large);
iV_SetTextColour(WZCOL_BLACK);
iV_DrawText(text, x - 1, y - 1);
iV_DrawText(text, x + 1, y - 1);
iV_DrawText(text, x - 1, y + 1);
iV_DrawText(text, x + 1, y + 1);
iV_SetTextColour(WZCOL_WHITE);
iV_DrawText(text, x, y);
}
}
}
void screen_enableMapPreview(char *name, int width, int height, Vector2i *playerpositions)
{
int i;
mappreview = true;
preview_width = width;
preview_height = height;
sstrcpy(mapname, name);
for (i = 0; i < MAX_PLAYERS; i++)
{
player_pos[i].x = playerpositions[i].x;
player_pos[i].y = playerpositions[i].y;
}
}
void screen_disableMapPreview(void)
{
mappreview = false;
sstrcpy(mapname, "none");
}
bool screen_getMapPreview(void)
{
return mappreview;
}
/* Swap between windowed and full screen mode */
void screenToggleMode(void)
{
// TODO
}
// Screenshot code goes below this
static const unsigned int channelsPerPixel = 3;
/** Writes a screenshot of the current frame to file.
*
* Performs the actual work of writing the frame currently displayed on screen
* to the filename specified by screenDumpToDisk().
*
* @NOTE This function will only dump a screenshot to file if it was requested
* by screenDumpToDisk().
*
* \sa screenDumpToDisk()
*/
void screenDoDumpToDiskIfRequired(void)
{
const char* fileName = screendump_filename;
iV_Image image = { 0, 0, 8, NULL };
if (!screendump_required) return;
debug( LOG_3D, "Saving screenshot %s\n", fileName );
if (image.width != screenWidth || image.height != screenHeight)
{
if (image.bmp != NULL)
{
free(image.bmp);
}
image.width = screenWidth;
image.height = screenHeight;
image.bmp = (unsigned char *)malloc(channelsPerPixel * image.width * image.height);
if (image.bmp == NULL)
{
image.width = 0; image.height = 0;
debug(LOG_ERROR, "Couldn't allocate memory");
return;
}
}
glReadPixels(0, 0, image.width, image.height, GL_RGB, GL_UNSIGNED_BYTE, image.bmp);
iV_saveImage_PNG(fileName, &image);
iV_saveImage_JPEG(fileName, &image);
// display message to user about screenshot
snprintf(ConsoleString,sizeof(ConsoleString),"Screenshot %s saved!",fileName);
addConsoleMessage(ConsoleString, LEFT_JUSTIFY,SYSTEM_MESSAGE);
if (image.bmp)
{
free(image.bmp);
}
screendump_required = false;
}
/** Registers the currently displayed frame for making a screen shot.
*
* The filename will be suffixed with a number, such that no files are
* overwritten.
*
* \param path The directory path to save the screenshot in.
*/
void screenDumpToDisk(const char* path)
{
unsigned int screendump_num = 0;
time_t aclock;
struct tm *t;
time(&aclock); /* Get time in seconds */
t = localtime(&aclock); /* Convert time to struct */
ssprintf(screendump_filename, "%s/wz2100-%04d%02d%02d_%02d%02d%02d-%s.png", path, t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName());
while (PHYSFS_exists(screendump_filename))
{
ssprintf(screendump_filename, "%s/wz2100-%04d%02d%02d_%02d%02d%02d-%s-%d.png", path, t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName(), ++screendump_num);
}
screendump_required = true;
}