/* 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 #include #include #include #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; SDL_Surface *screen; /* global used to indicate preferred internal OpenGL format */ int wz_texture_compression; //backDrop UWORD* pBackDropData = NULL; BOOL bBackDrop = FALSE; BOOL bUpload = FALSE; //fog SDWORD fogColour = 0; static char screendump_filename[MAX_PATH]; 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; GLint glval; /* 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!" ); } glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glval); debug( LOG_TEXTURE, "Maximum texture size: %dx%d", (int)glval, (int)glval ); if ( glval < 512 ) // FIXME: Replace by a define that gives us the real maximum { debug( LOG_ERROR, "OpenGL reports a texture size (%d) that is less than required!", (int)glval ); debug( LOG_ERROR, "This is either a bug in OpenGL or your graphics card is really old!" ); debug( LOG_ERROR, "Trying to run the game anyway..." ); } glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, width, height, 0, 1, -1); glMatrixMode(GL_TEXTURE); glScalef(1/256.0, 1/256.0, 1); // 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); } } /* Return a pointer to the back buffer surface */ void *screenGetSurface(void) { return 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, iV_getPixelFormat(&image), 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, MAX_PATH, "%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; }