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) 2005-2010 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 <GLee.h>
#include "lib/framework/frame.h"
#include "lib/exceptionhandler/dumpinfo.h"
#include <SDL.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"
/* The Current screen size and bit depth */
UDWORD screenWidth = 0;
UDWORD screenHeight = 0;
UDWORD screenDepth = 0;
bool bShaderlessTeamcolourHack = false;
/* 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;
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(
UDWORD width, // Display width
UDWORD height, // Display height
UDWORD bitDepth, // Display bit depth
unsigned int fsaa, // FSAA anti aliasing level
bool fullScreen, // Whether to start windowed
// or full screen
bool vsync) // If to sync to vblank or not
{
int video_flags = 0;
int bpp = 0, value;
char buf[512];
GLint glMaxTUs;
// Fetch the video info.
const SDL_VideoInfo* video_info = SDL_GetVideoInfo();
if (width == 0 || height == 0)
{
pie_SetVideoBufferWidth(width = screenWidth = video_info->current_w);
pie_SetVideoBufferHeight(height = screenHeight = video_info->current_h);
pie_SetVideoBufferDepth(bitDepth = screenDepth = video_info->vfmt->BitsPerPixel);
}
else
{
screenWidth = width;
screenHeight = height;
screenDepth = bitDepth;
}
screenWidth = MAX(screenWidth, 640);
screenHeight = MAX(screenHeight, 480);
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.
if (fullScreen)
{
video_flags |= SDL_FULLSCREEN;
}
// Set the double buffer OpenGL attribute.
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Enable vsync if requested by the user
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync);
// Enable FSAA anti-aliasing if and at the level requested by the user
if (fsaa)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
}
bpp = SDL_VideoModeOK(width, height, bitDepth, video_flags);
if (!bpp)
{
debug(LOG_ERROR, "Video mode %dx%d@%dbpp is not supported!", 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:
info("Using colour depth of %i instead of %i.", bpp, screenDepth);
info("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_FATAL, "You don't want to play Warzone with a bit depth of %i, do you?", bpp);
exit(1);
break;
default:
debug(LOG_FATAL, "Unsupported bit depth: %i", bpp);
exit(1);
break;
}
screen = SDL_SetVideoMode(width, height, bpp, video_flags);
if (!screen)
{
debug(LOG_ERROR, "SDL_SetVideoMode failed (%s).", SDL_GetError());
return false;
}
if ( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value) == -1)
{
debug( LOG_FATAL, "OpenGL initialization did not give double buffering!" );
debug( LOG_FATAL, "Double buffering is required for this game!");
exit(1);
}
/* 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, "Video Mode %d x %d (%d bpp) (%s)", width, height, bpp, fullScreen ? "fullscreen" : "window");
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!", GLEE_VERSION_1_2 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.3 %s supported!", GLEE_VERSION_1_3 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.4 %s supported!", GLEE_VERSION_1_4 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.5 %s supported!", GLEE_VERSION_1_5 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 2.0 %s supported!", GLEE_VERSION_2_0 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 2.1 %s supported!", GLEE_VERSION_2_1 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 3.0 %s supported!", GLEE_VERSION_3_0 ? "is" : "is NOT");
debug(LOG_3D, " * Texture compression %s supported.", GLEE_ARB_texture_compression ? "is" : "is NOT");
debug(LOG_3D, " * Two side stencil %s supported.", GLEE_EXT_stencil_two_side ? "is" : "is NOT");
debug(LOG_3D, " * ATI separate stencil is%s supported.", GLEE_ATI_separate_stencil ? "" : " NOT");
debug(LOG_3D, " * Stencil wrap %s supported.", GLEE_EXT_stencil_wrap ? "is" : "is NOT");
debug(LOG_3D, " * Anisotropic filtering %s supported.", GLEE_EXT_texture_filter_anisotropic ? "is" : "is NOT");
debug(LOG_3D, " * Rectangular texture %s supported.", GLEE_ARB_texture_rectangle ? "is" : "is NOT");
debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GLEE_EXT_framebuffer_object ? "is" : "is NOT");
debug(LOG_3D, " * Vertex Buffer Object (VBO) %s supported.", GLEE_ARB_vertex_buffer_object ? "is" : "is NOT");
debug(LOG_3D, " * NPOT %s supported.", GLEE_ARB_texture_non_power_of_two ? "is" : "is NOT");
debug(LOG_3D, " * texture cube_map %s supported.", GLEE_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);
if (!GLEE_VERSION_1_4)
{
debug(LOG_FATAL, "OpenGL 1.4 + VBO extension is required for this game!");
exit(1);
}
#ifndef WZ_OS_MAC
// Make OpenGL's VBO functions available under the core names for
// implementations that have them only as extensions, namely Mesa.
if (!GLEE_VERSION_1_5)
{
if (GLEE_ARB_vertex_buffer_object)
{
info("Using VBO extension functions under the core names.");
GLeeFuncPtr_glBindBuffer = GLeeFuncPtr_glBindBufferARB;
GLeeFuncPtr_glDeleteBuffers = GLeeFuncPtr_glDeleteBuffersARB;
GLeeFuncPtr_glGenBuffers = GLeeFuncPtr_glGenBuffersARB;
GLeeFuncPtr_glIsBuffer = GLeeFuncPtr_glIsBufferARB;
GLeeFuncPtr_glBufferData = GLeeFuncPtr_glBufferDataARB;
GLeeFuncPtr_glBufferSubData = GLeeFuncPtr_glBufferSubDataARB;
GLeeFuncPtr_glGetBufferSubData = GLeeFuncPtr_glGetBufferSubDataARB;
GLeeFuncPtr_glMapBuffer = GLeeFuncPtr_glMapBufferARB;
GLeeFuncPtr_glUnmapBuffer = GLeeFuncPtr_glUnmapBufferARB;
GLeeFuncPtr_glGetBufferParameteriv = GLeeFuncPtr_glGetBufferParameterivARB;
GLeeFuncPtr_glGetBufferPointerv = GLeeFuncPtr_glGetBufferPointervARB;
}
else
{
debug(LOG_FATAL, "OpenGL 1.4 + VBO extension is required for this game!");
exit(1);
}
debug(LOG_WARNING, "OpenGL 1.5 is not supported by your system! Expect some glitches...");
}
#endif
/* Dump information about OpenGL 2.0+ implementation to the console and the dump file */
if (GLEE_VERSION_2_0)
{
GLint glMaxTIUs;
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);
pie_LoadShaders();
}
else
{
debug(LOG_POPUP, "OpenGL 2.0 is not supported by your system, current shaders require this.");
debug(LOG_POPUP, "Team colors will not function correctly on your system.");
bShaderlessTeamcolourHack = true;
}
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, (double)width, (double)height, 0.0f, 1.0f, -1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
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)
{
if (screen != NULL)
{
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);
glFlush();
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(TEXPAGE_NONE);
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)
{
(void) SDL_WM_ToggleFullScreen(screen);
}
// 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 );
// Dump the currently displayed screen in a buffer
// Casting to unsigned int here to prevent GCC from warning about a
// comparison between unsigned and signed integers. Why does SDL use
// a signed integer anyway? When will your screen ever have a negative
// width or height for your screen? Assert it to be sure though. -- Giel
ASSERT(screen->w >= 0 && screen->h >= 0, "Somehow our screen has negative dimensions! Width = %d; Height = %d", screen->w, screen->h);
if (image.width != (unsigned int)screen->w || image.height != (unsigned int)screen->h)
{
if (image.bmp != NULL)
{
free(image.bmp);
}
image.width = screen->w;
image.height = screen->h;
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;
}