448 lines
14 KiB
C++
448 lines
14 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2011 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* Screen.c
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*
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* Basic double buffered display using direct draw.
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*
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*/
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#include "lib/framework/frame.h"
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#include "lib/framework/opengl.h"
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#include "lib/exceptionhandler/dumpinfo.h"
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#include <physfs.h>
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#include <png.h>
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#include "lib/ivis_opengl/png_util.h"
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#include "lib/ivis_opengl/tex.h"
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#include "lib/framework/frameint.h"
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#include "lib/ivis_opengl/textdraw.h"
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#include "lib/ivis_opengl/piestate.h"
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#include "lib/ivis_opengl/pieblitfunc.h"
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#include "lib/ivis_opengl/pieclip.h"
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#include "screen.h"
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#include "src/console.h"
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#include "src/levels.h"
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/* global used to indicate preferred internal OpenGL format */
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int wz_texture_compression = 0;
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static bool bBackDrop = false;
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static char screendump_filename[PATH_MAX];
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static bool screendump_required = false;
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static GLuint backDropTexture = ~0;
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static int preview_width = 0, preview_height = 0;
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static Vector2i player_pos[MAX_PLAYERS];
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static bool mappreview = false;
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static char mapname[256];
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/* Initialise the double buffered display */
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bool screenInitialise()
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{
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char buf[256];
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GLint glMaxTUs;
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GLenum err;
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glErrors();
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err = glewInit();
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if (GLEW_OK != err)
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{
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debug(LOG_FATAL, "Error: %s", glewGetErrorString(err));
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exit(1);
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}
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// Copy this info to be used by the crash handler for the dump file
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ssprintf(buf, "OpenGL Vendor: %s", glGetString(GL_VENDOR));
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addDumpInfo(buf);
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ssprintf(buf, "OpenGL Renderer: %s", glGetString(GL_RENDERER));
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addDumpInfo(buf);
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ssprintf(buf, "OpenGL Version: %s", glGetString(GL_VERSION));
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addDumpInfo(buf);
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if (GLEW_VERSION_2_0)
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{
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ssprintf(buf, "OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
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addDumpInfo(buf);
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}
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/* Dump general information about OpenGL implementation to the console and the dump file */
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ssprintf(buf, "OpenGL Vendor: %s", glGetString(GL_VENDOR));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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ssprintf(buf, "OpenGL Renderer: %s", glGetString(GL_RENDERER));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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ssprintf(buf, "OpenGL Version: %s", glGetString(GL_VERSION));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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ssprintf(buf, "GLEW Version: %s", glewGetString(GLEW_VERSION));
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addDumpInfo(buf);
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debug(LOG_3D, "%s", buf);
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/* Dump extended information about OpenGL implementation to the console */
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debug(LOG_3D, "OpenGL Extensions : %s", glGetString(GL_EXTENSIONS)); // FIXME This is too much for MAX_LEN_LOG_LINE
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debug(LOG_3D, "Supported OpenGL extensions:");
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debug(LOG_3D, " * OpenGL 1.2 %s supported!", GLEW_VERSION_1_2 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.3 %s supported!", GLEW_VERSION_1_3 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.4 %s supported!", GLEW_VERSION_1_4 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 1.5 %s supported!", GLEW_VERSION_1_5 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.0 %s supported!", GLEW_VERSION_2_0 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 2.1 %s supported!", GLEW_VERSION_2_1 ? "is" : "is NOT");
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debug(LOG_3D, " * OpenGL 3.0 %s supported!", GLEW_VERSION_3_0 ? "is" : "is NOT");
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debug(LOG_3D, " * Texture compression %s supported.", GLEW_ARB_texture_compression ? "is" : "is NOT");
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debug(LOG_3D, " * Two side stencil %s supported.", GLEW_EXT_stencil_two_side ? "is" : "is NOT");
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debug(LOG_3D, " * ATI separate stencil is%s supported.", GLEW_ATI_separate_stencil ? "" : " NOT");
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debug(LOG_3D, " * Stencil wrap %s supported.", GLEW_EXT_stencil_wrap ? "is" : "is NOT");
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debug(LOG_3D, " * Anisotropic filtering %s supported.", GLEW_EXT_texture_filter_anisotropic ? "is" : "is NOT");
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debug(LOG_3D, " * Rectangular texture %s supported.", GLEW_ARB_texture_rectangle ? "is" : "is NOT");
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debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GLEW_EXT_framebuffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * Vertex Buffer Object (VBO) %s supported.", GLEW_ARB_vertex_buffer_object ? "is" : "is NOT");
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debug(LOG_3D, " * NPOT %s supported.", GLEW_ARB_texture_non_power_of_two ? "is" : "is NOT");
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debug(LOG_3D, " * texture cube_map %s supported.", GLEW_ARB_texture_cube_map ? "is" : "is NOT");
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glMaxTUs);
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debug(LOG_3D, " * Total number of Texture Units (TUs) supported is %d.", (int) glMaxTUs);
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screenWidth = MAX(screenWidth, 640);
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screenHeight = MAX(screenHeight, 480);
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pie_SetShaderAvailability(GLEW_VERSION_2_0); // Simple check / close enough
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if (GLEW_VERSION_2_0)
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{
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/* Dump information about OpenGL 2.0+ implementation to the console and the dump file */
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GLint glMaxTIUs, glMaxTCs, glMaxTIUAs, glmaxSamples, glmaxSamplesbuf;
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debug(LOG_3D, " * OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
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ssprintf(buf, "OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
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addDumpInfo(buf);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glMaxTIUs);
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debug(LOG_3D, " * Total number of Texture Image Units (TIUs) supported is %d.", (int) glMaxTIUs);
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glGetIntegerv(GL_MAX_TEXTURE_COORDS, &glMaxTCs);
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debug(LOG_3D, " * Total number of Texture Coords (TCs) supported is %d.", (int) glMaxTCs);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,&glMaxTIUAs);
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debug(LOG_3D, " * Total number of Texture Image Units ARB(TIUAs) supported is %d.", (int) glMaxTIUAs);
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glGetIntegerv(GL_SAMPLE_BUFFERS, &glmaxSamplesbuf);
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debug(LOG_3D, " * (current) Max Sample buffer is %d.", (int) glmaxSamplesbuf);
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glGetIntegerv(GL_SAMPLES, &glmaxSamples);
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debug(LOG_3D, " * (current) Max Sample level is %d.", (int) glmaxSamples);
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pie_LoadShaders();
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}
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else if (GLEW_VERSION_1_4)
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{
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debug(LOG_POPUP, _("OpenGL 2.0 is not supported by your system. Some things may look wrong. Please upgrade your graphics driver/hardware, if possible."));
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}
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else
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{
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debug(LOG_FATAL, _("OpenGL 1.4 is not supported by your system. The game requires this. Please upgrade your graphics drivers/hardware, if possible."));
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exit(1);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glErrors();
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return true;
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}
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void screenShutDown(void)
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void screen_SetBackDropFromFile(const char* filename)
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{
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// HACK : We should use a resource handler here!
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const char *extension = strrchr(filename, '.');// determine the filetype
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iV_Image image;
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if(!extension)
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{
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debug(LOG_ERROR, "Image without extension: \"%s\"!", filename);
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return; // filename without extension... don't bother
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}
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// Make sure the current texture page is reloaded after we are finished
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// Otherwise WZ will think it is still loaded and not load it again
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pie_SetTexturePage(TEXPAGE_EXTERN);
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if( strcmp(extension,".png") == 0 )
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{
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if (iV_loadImage_PNG( filename, &image ) )
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{
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if (~backDropTexture == 0)
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glGenTextures(1, &backDropTexture);
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glBindTexture(GL_TEXTURE_2D, backDropTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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image.width, image.height,
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0, iV_getPixelFormat(&image), GL_UNSIGNED_BYTE, image.bmp);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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iV_unloadImage(&image);
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}
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return;
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}
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else
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debug(LOG_ERROR, "Unknown extension \"%s\" for image \"%s\"!", extension, filename);
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}
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//===================================================================
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void screen_StopBackDrop(void)
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{
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bBackDrop = false; //checking [movie]
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}
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void screen_RestartBackDrop(void)
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{
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bBackDrop = true;
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}
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bool screen_GetBackDrop(void)
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{
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return bBackDrop;
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}
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//******************************************************************
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//slight hack to display maps (or whatever) in background.
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//bitmap MUST be (BACKDROP_HACK_WIDTH * BACKDROP_HACK_HEIGHT) for now.
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void screen_Upload(const char *newBackDropBmp, bool preview)
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{
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static bool processed = false;
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int x1 = 0, x2 = screenWidth, y1 = 0, y2 = screenHeight, i, scale = 0, w = 0, h = 0;
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float tx = 1, ty = 1;
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const float aspect = screenWidth / (float)screenHeight, backdropAspect = 4 / (float)3;
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if (aspect < backdropAspect)
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{
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int offset = (screenWidth - screenHeight * backdropAspect) / 2;
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x1 += offset;
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x2 -= offset;
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}
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else
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{
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int offset = (screenHeight - screenWidth / backdropAspect) / 2;
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y1 += offset;
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y2 -= offset;
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}
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if(newBackDropBmp != NULL)
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{
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if (processed) // lets free a texture when we use a new one.
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{
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glDeleteTextures( 1, &backDropTexture );
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}
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glGenTextures(1, &backDropTexture);
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pie_SetTexturePage(TEXPAGE_NONE);
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glBindTexture(GL_TEXTURE_2D, backDropTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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BACKDROP_HACK_WIDTH, BACKDROP_HACK_HEIGHT,
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0, GL_RGB, GL_UNSIGNED_BYTE, newBackDropBmp);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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processed = true;
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}
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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// Make sure the current texture page is reloaded after we are finished
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// Otherwise WZ will think it is still loaded and not load it again
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pie_SetTexturePage(TEXPAGE_EXTERN);
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glBindTexture(GL_TEXTURE_2D, backDropTexture);
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glColor3f(1, 1, 1);
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if (preview)
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{
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int s1, s2;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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s1 = screenWidth / preview_width;
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s2 = screenHeight / preview_height;
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scale = MIN(s1, s2);
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w = preview_width * scale;
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h = preview_height * scale;
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x1 = screenWidth / 2 - w / 2;
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x2 = screenWidth / 2 + w / 2;
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y1 = screenHeight / 2 - h / 2;
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y2 = screenHeight / 2 + h / 2;
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tx = preview_width / (float)BACKDROP_HACK_WIDTH;
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ty = preview_height / (float)BACKDROP_HACK_HEIGHT;
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, 0);
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glVertex2f(x1, y1);
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glTexCoord2f(tx, 0);
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glVertex2f(x2, y1);
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glTexCoord2f(0, ty);
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glVertex2f(x1, y2);
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glTexCoord2f(tx, ty);
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glVertex2f(x2, y2);
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glEnd();
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if (preview)
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{
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for (i = 0; i < MAX_PLAYERS; i++)
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{
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int x = player_pos[i].x;
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int y = player_pos[i].y;
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char text[5];
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if (x == 0x77777777)
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continue;
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x = screenWidth / 2 - w / 2 + x * scale;
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y = screenHeight / 2 - h / 2 + y * scale;
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ssprintf(text, "%d", i);
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iV_SetFont(font_large);
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iV_SetTextColour(WZCOL_BLACK);
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iV_DrawText(text, x - 1, y - 1);
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iV_DrawText(text, x + 1, y - 1);
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iV_DrawText(text, x - 1, y + 1);
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iV_DrawText(text, x + 1, y + 1);
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iV_SetTextColour(WZCOL_WHITE);
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iV_DrawText(text, x, y);
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}
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}
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}
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void screen_enableMapPreview(char *name, int width, int height, Vector2i *playerpositions)
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{
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int i;
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mappreview = true;
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preview_width = width;
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preview_height = height;
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sstrcpy(mapname, name);
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for (i = 0; i < MAX_PLAYERS; i++)
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{
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player_pos[i].x = playerpositions[i].x;
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player_pos[i].y = playerpositions[i].y;
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}
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}
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void screen_disableMapPreview(void)
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{
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mappreview = false;
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sstrcpy(mapname, "none");
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}
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bool screen_getMapPreview(void)
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{
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return mappreview;
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}
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// Screenshot code goes below this
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static const unsigned int channelsPerPixel = 3;
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/** Writes a screenshot of the current frame to file.
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*
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* Performs the actual work of writing the frame currently displayed on screen
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* to the filename specified by screenDumpToDisk().
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*
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* @NOTE This function will only dump a screenshot to file if it was requested
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* by screenDumpToDisk().
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*
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* \sa screenDumpToDisk()
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*/
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void screenDoDumpToDiskIfRequired(void)
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{
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const char* fileName = screendump_filename;
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iV_Image image = { 0, 0, 8, NULL };
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if (!screendump_required) return;
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debug( LOG_3D, "Saving screenshot %s\n", fileName );
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if (image.width != screenWidth || image.height != screenHeight)
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{
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if (image.bmp != NULL)
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{
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free(image.bmp);
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}
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image.width = screenWidth;
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image.height = screenHeight;
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image.bmp = (unsigned char *)malloc(channelsPerPixel * image.width * image.height);
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if (image.bmp == NULL)
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{
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image.width = 0; image.height = 0;
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debug(LOG_ERROR, "Couldn't allocate memory");
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return;
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}
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}
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glReadPixels(0, 0, image.width, image.height, GL_RGB, GL_UNSIGNED_BYTE, image.bmp);
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iV_saveImage_PNG(fileName, &image);
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iV_saveImage_JPEG(fileName, &image);
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// display message to user about screenshot
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snprintf(ConsoleString,sizeof(ConsoleString),"Screenshot %s saved!",fileName);
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addConsoleMessage(ConsoleString, LEFT_JUSTIFY,SYSTEM_MESSAGE);
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if (image.bmp)
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{
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free(image.bmp);
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}
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screendump_required = false;
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}
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/** Registers the currently displayed frame for making a screen shot.
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*
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* The filename will be suffixed with a number, such that no files are
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* overwritten.
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*
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* \param path The directory path to save the screenshot in.
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*/
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void screenDumpToDisk(const char* path)
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{
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unsigned int screendump_num = 0;
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time_t aclock;
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struct tm *t;
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time(&aclock); /* Get time in seconds */
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t = localtime(&aclock); /* Convert time to struct */
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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());
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while (PHYSFS_exists(screendump_filename))
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{
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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);
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}
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|
screendump_required = true;
|
|
}
|