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/ivis_opengl/GLee.h"
#include "lib/framework/frame.h"
#include <SDL.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"
#ifdef __APPLE__
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
#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;
// Variables needed for our FBO
GLuint fbo; // Our handle to the FBO
GLuint FBOtexture; // The texture we are going to use
GLuint FBOdepthbuffer; // Our handle to the depth render buffer
static BOOL FBOinit = false;
/* 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!" );
}
// Note that no initialisation of GLee is required, since this is handled automatically.
/* Dump information about OpenGL implementation to the console */
debug(LOG_3D, "OpenGL Vendor : %s", glGetString(GL_VENDOR));
debug(LOG_3D, "OpenGL Renderer : %s", glGetString(GL_RENDERER));
debug(LOG_3D, "OpenGL Version : %s", glGetString(GL_VERSION));
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, " * 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, " * 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");
if (!GLEE_ARB_texture_rectangle)
{
debug(LOG_ERROR, "Radar will not be displayed without support for texture rectangle extension!");
}
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);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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(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)
{
static bool processed = false;
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_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);
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_NONE);
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
// 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, "screenDoDumpToDiskIfRequired: 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 = 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
ssprintf(screendump_filename, "%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;
}
/**
* Checks if an OpenGL error has occurred.
* \param label Label to print when an OpenGL occurred.
*/
void checkGLErrors(const char *label)
{
const GLenum errCode = glGetError();
if (errCode == GL_NO_ERROR)
return;
debug(LOG_ERROR, "OpenGL ERROR in %s: %s, (0x%0x)", label, gluErrorString(errCode), errCode);
}
BOOL Init_FBO(unsigned int width, unsigned int height)
{
GLenum status;
// Bail out if FBOs aren't supported
if (!GLEE_EXT_framebuffer_object)
return false;
// No need to create two FBOs
if (FBOinit)
return true;
// Create the FBO
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
// create depthbuffer
glGenRenderbuffersEXT(1, &FBOdepthbuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, FBOdepthbuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, FBOdepthbuffer);
// Now setup a texture to render to
glGenTextures(1, &FBOtexture);
glBindTexture(GL_TEXTURE_2D, FBOtexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height,0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// attach that texture to the color
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, FBOtexture, 0);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); // unbind FBO
// make sure everything went OK
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
debug(LOG_ERROR, "Error: FBO missing a required image/buffer attachment!");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
debug(LOG_ERROR, "Error: FBO has no images/buffers attached!");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
debug(LOG_ERROR, "Error: FBO has mismatched image/buffer dimensions!");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
debug(LOG_ERROR, "Error: FBO colorbuffer attachments have different types!");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
debug(LOG_ERROR, "Error: FBO trying to draw to non-attached color buffer!");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
debug(LOG_ERROR, "Error: FBO trying to read from a non-attached color buffer!");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
debug(LOG_ERROR, "Error: FBO format is not supported by current graphics card/driver!");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION_EXT :
debug(LOG_ERROR, "Error: FBO Non-framebuffer passed to glCheckFramebufferStatusEXT()!");
break;
default:
debug(LOG_ERROR, "*UNKNOWN FBO ERROR* reported from glCheckFramebufferStatusEXT() for %x!", status);
break;
}
FBOinit = false; //we have a error with the FBO setup
return false;
}
else
{
FBOinit = true; //everything is OK with FBO setup.
}
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); // unbind it for now.
checkGLErrors("Init_FBO() Completed");
return true;
}
void Delete_FBO(void)
{
if(FBOinit)
{
glDeleteFramebuffersEXT(1, &fbo);
checkGLErrors("Deleting FBO");
glDeleteRenderbuffersEXT(1, &FBOdepthbuffer);
checkGLErrors("deleting FBOdepthbuffer");
glDeleteTextures(1,&FBOtexture);
checkGLErrors("deleting FBOtexture");
fbo = FBOdepthbuffer = FBOtexture = FBOinit = 0; //reset everything.
}
}