541 lines
15 KiB
C
541 lines
15 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) 2005-2007 Warzone Resurrection 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 <SDL/SDL.h>
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#include <SDL/SDL_opengl.h>
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#include <physfs.h>
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#include <png.h>
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#include "lib/ivis_common/png.h"
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#include "lib/framework/frameint.h"
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/pieblitfunc.h"
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#include "screen.h"
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/* The Current screen size and bit depth */
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UDWORD screenWidth = 0;
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UDWORD screenHeight = 0;
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UDWORD screenDepth = 0;
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SDL_Surface *screen;
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/* global used to indicate preferred internal OpenGL format */
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int wz_texture_compression;
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//backDrop
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UWORD* pBackDropData = NULL;
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BOOL bBackDrop = FALSE;
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BOOL bUpload = FALSE;
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//fog
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SDWORD fogColour = 0;
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static char screendump_filename[MAX_PATH];
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static BOOL screendump_required = FALSE;
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static UDWORD backDropWidth = BACKDROP_WIDTH;
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static UDWORD backDropHeight = BACKDROP_HEIGHT;
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static GLuint backDropTexture = ~0;
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/* Initialise the double buffered display */
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BOOL screenInitialise(
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UDWORD width, // Display width
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UDWORD height, // Display height
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UDWORD bitDepth, // Display bit depth
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BOOL fullScreen // Whether to start windowed
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// or full screen
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)
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{
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static int video_flags = 0;
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int bpp = 0, value;
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GLint glval;
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/* Store the screen information */
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screenWidth = width;
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screenHeight = height;
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screenDepth = bitDepth;
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// Calculate the common flags for windowed and fullscreen modes.
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if (video_flags == 0) {
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// Fetch the video info.
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const SDL_VideoInfo* video_info = SDL_GetVideoInfo();
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if (!video_info) {
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return FALSE;
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}
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// The flags to pass to SDL_SetVideoMode.
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video_flags = SDL_OPENGL; // Enable OpenGL in SDL.
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video_flags |= SDL_ANYFORMAT; // Don't emulate requested BPP if not available.
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video_flags |= SDL_HWPALETTE; // Store the palette in hardware.
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// This checks to see if surfaces can be stored in memory.
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if (video_info->hw_available) {
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video_flags |= SDL_HWSURFACE;
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} else {
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video_flags |= SDL_SWSURFACE;
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}
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// This checks if hardware blits can be done.
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if (video_info->blit_hw) {
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video_flags |= SDL_HWACCEL;
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}
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if (fullScreen) {
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video_flags |= SDL_FULLSCREEN;
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}
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// Set the double buffer OpenGL attribute.
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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bpp = SDL_VideoModeOK(width, height, bitDepth, video_flags);
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if (!bpp) {
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debug( LOG_ERROR, "Error: Video mode %dx%d@%dbpp is not supported!\n", width, height, bitDepth );
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return FALSE;
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}
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switch ( bpp )
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{
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case 32:
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case 24:
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
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break;
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case 16:
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debug( LOG_ERROR, "Warning: Using colour depth of %i instead of %i.", bpp, screenDepth );
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debug( LOG_ERROR, " You will experience graphics glitches!" );
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
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break;
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case 8:
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debug( LOG_ERROR, "Error: You don't want to play Warzone with a bit depth of %i, do you?", bpp );
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exit( 1 );
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break;
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default:
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debug( LOG_ERROR, "Error: Unsupported bit depth: %i", bpp );
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exit( 1 );
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break;
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}
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}
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screen = SDL_SetVideoMode(width, height, bpp, video_flags);
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if ( !screen ) {
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debug( LOG_ERROR, "Error: SDL_SetVideoMode failed (%s).", SDL_GetError() );
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return FALSE;
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}
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if ( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value) == -1)
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{
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debug( LOG_ERROR, "OpenGL initialization did not give double buffering!" );
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glval);
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debug( LOG_TEXTURE, "Maximum texture size: %dx%d", (int)glval, (int)glval );
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if ( glval < 512 ) // FIXME: Replace by a define that gives us the real maximum
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{
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debug( LOG_ERROR, "OpenGL reports a texture size (%d) that is less than required!", (int)glval );
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debug( LOG_ERROR, "This is either a bug in OpenGL or your graphics card is really old!" );
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debug( LOG_ERROR, "Trying to run the game anyway..." );
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}
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, height, 0, 1, -1);
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glMatrixMode(GL_TEXTURE);
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glScalef(1/256.0, 1/256.0, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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return TRUE;
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}
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/* Release the DD objects */
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void screenShutDown(void)
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{
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if (screen != NULL)
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{
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SDL_FreeSurface(screen);
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}
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}
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/* Return a pointer to the back buffer surface */
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void *screenGetSurface(void)
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{
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return NULL;
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}
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void screen_SetBackDrop(UWORD *newBackDropBmp, UDWORD width, UDWORD height)
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{
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bBackDrop = TRUE;
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pBackDropData = newBackDropBmp;
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backDropWidth = width;
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backDropHeight = height;
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}
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BOOL image_init(pie_image* image)
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{
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if (image == NULL) return TRUE;
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image->width = 0;
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image->height = 0;
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image->channels = 0;
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image->data = NULL;
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return FALSE;
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}
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BOOL image_create(pie_image* image,
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unsigned int width,
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unsigned int height,
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unsigned int channels)
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{
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if (image == NULL) return TRUE;
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image->width = width;
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image->height = height;
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image->channels = channels;
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if (image->data != NULL) {
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free(image->data);
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}
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image->data = (unsigned char*)malloc(width*height*channels);
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return FALSE;
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}
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BOOL image_delete(pie_image* image)
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{
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if (image == NULL) return TRUE;
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if (image->data != NULL) {
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free(image->data);
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image->data = NULL;
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}
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return FALSE;
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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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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(-1);
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if( strcmp(extension,".png") == 0 )
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{
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iTexture imagePNG;
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if (pie_PNGLoadFile( filename, &imagePNG ) )
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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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imagePNG.width, imagePNG.height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, imagePNG.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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free(imagePNG.bmp);
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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)
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{
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if(newBackDropBmp != NULL)
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{
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glGenTextures(1, &backDropTexture);
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pie_SetTexturePage(-1);
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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_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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}
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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(-1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, backDropTexture);
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glColor3f(1, 1, 1);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, 0);
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glVertex2f(0, 0);
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glTexCoord2f(255, 0);
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glVertex2f(screenWidth, 0);
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glTexCoord2f(0, 255);
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glVertex2f(0, screenHeight);
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glTexCoord2f(255, 255);
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glVertex2f(screenWidth, screenHeight);
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glEnd();
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}
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/* Swap between windowed and full screen mode */
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void screenToggleMode(void)
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{
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(void) SDL_WM_ToggleFullScreen(screen);
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}
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// Screenshot code goes below this
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static const unsigned int channelBitdepth = 8;
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static const unsigned int channelsPerPixel = 3;
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// PNG callbacks
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static void wzpng_write_data(png_structp png_ptr, png_bytep data, png_size_t length)
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{
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PHYSFS_file* fileHandle = (PHYSFS_file*)png_get_io_ptr(png_ptr);
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PHYSFS_write(fileHandle, data, length, 1);
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}
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static void wzpng_flush_data(png_structp png_ptr)
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{
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PHYSFS_file* fileHandle = (PHYSFS_file*)png_get_io_ptr(png_ptr);
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PHYSFS_flush(fileHandle);
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}
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// End of PNG callbacks
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static inline void PNGCleanup(png_infop *info_ptr, png_structp *png_ptr)
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{
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if (*info_ptr != NULL)
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png_destroy_info_struct(*png_ptr, info_ptr);
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if (*png_ptr != NULL)
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png_destroy_write_struct(png_ptr, NULL);
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}
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static inline void screen_DumpPNG(PHYSFS_file* fileHandle, const unsigned char* inputBuffer, unsigned int width, unsigned int height, unsigned int channels)
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{
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const unsigned char** scanlines = NULL;
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png_infop info_ptr = NULL;
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png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
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if (png_ptr == NULL)
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{
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debug(LOG_ERROR, "screen_DumpPNG: Unable to create png struct\n");
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return PNGCleanup(&info_ptr, &png_ptr);
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}
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info_ptr = png_create_info_struct(png_ptr);
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if (info_ptr == NULL)
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{
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debug(LOG_ERROR, "screen_DumpPNG: Unable to create png info struct\n");
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return PNGCleanup(&info_ptr, &png_ptr);
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}
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// If libpng encounters an error, it will jump into this if-branch
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if (setjmp(png_jmpbuf(png_ptr)))
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{
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debug(LOG_ERROR, "screen_DumpPNG: Error encoding PNG data\n");
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}
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else
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{
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unsigned int currentRow;
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unsigned int row_stride = width * channels;
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scanlines = (const unsigned char**)malloc(sizeof(const unsigned char*) * height);
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if (scanlines == NULL)
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{
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debug(LOG_ERROR, "screen_DumpPNG: Couldn't allocate memory\n");
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return PNGCleanup(&info_ptr, &png_ptr);
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}
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png_set_write_fn(png_ptr, fileHandle, wzpng_write_data, wzpng_flush_data);
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// Set the compression level of ZLIB
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// Right now we stick with the default, since that one is the
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// fastest which still produces acceptable filesizes.
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// The highest compression level hardly produces smaller files than default.
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//
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// Below are some benchmarks done while taking screenshots at 1280x1024
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// Z_NO_COMPRESSION:
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// black (except for GUI): 398 msec
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// 381, 391, 404, 360 msec
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//
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// Z_BEST_SPEED:
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// black (except for GUI): 325 msec
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// 611, 406, 461, 608 msec
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//
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// Z_DEFAULT_COMPRESSION:
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// black (except for GUI): 374 msec
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// 1154, 1121, 627, 790 msec
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//
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// Z_BEST_COMPRESSION:
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// black (except for GUI): 439 msec
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// 1600, 1078, 1613, 1700 msec
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// Not calling this function is equal to using the default
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// so to spare some CPU cycles we comment this out.
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// png_set_compression_level(png_ptr, Z_DEFAULT_COMPRESSION);
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png_set_IHDR(png_ptr, info_ptr, width, height, channelBitdepth,
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PNG_COLOR_TYPE_RGB, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
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// Create an array of scanlines
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for (currentRow = 0; currentRow < height; ++currentRow)
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{
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// We're filling the scanline from the bottom up here,
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// otherwise we'd have a vertically mirrored image.
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scanlines[currentRow] = &inputBuffer[row_stride * (height - currentRow - 1)];
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}
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png_set_rows(png_ptr, info_ptr, (const png_bytepp)scanlines);
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png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_IDENTITY, NULL);
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}
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free(scanlines);
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return PNGCleanup(&info_ptr, &png_ptr);
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}
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/** Retrieves the currently displayed screen and throws it in a buffer
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* \param width the screen's width
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* \param height the screen's height
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* \param channels the number of channels per pixel (since we're using RGB, 3 is a sane default)
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* \return a pointer to a buffer holding all pixels of the image
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*/
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static const unsigned char* screen_DumpInBuffer(unsigned int width, unsigned int height, unsigned int channels)
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{
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static unsigned char* buffer = NULL;
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static unsigned int buffer_size = 0;
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unsigned int row_stride = width * channels;
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if (row_stride * height > buffer_size) {
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if (buffer != NULL) {
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free(buffer);
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}
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buffer_size = row_stride * height;
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buffer = (unsigned char*)malloc(buffer_size);
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}
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glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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return buffer;
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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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const unsigned char* inputBuffer = NULL;
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PHYSFS_file* fileHandle;
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if (!screendump_required) return;
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fileHandle = PHYSFS_openWrite(fileName);
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if (fileHandle == NULL)
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{
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debug(LOG_ERROR, "screenDoDumpToDiskIfRequired: PHYSFS_openWrite failed (while openening file %s) with error: %s\n", fileName, PHYSFS_getLastError());
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return;
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}
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debug( LOG_3D, "Saving screenshot %s\n", fileName );
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|
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// Dump the currently displayed screen in a buffer
|
|
inputBuffer = screen_DumpInBuffer(screen->w, screen->h, channelsPerPixel);
|
|
|
|
// Write the screen to a PNG
|
|
screen_DumpPNG(fileHandle, inputBuffer, screen->w, screen->h, channelsPerPixel);
|
|
|
|
screendump_required = FALSE;
|
|
PHYSFS_close(fileHandle);
|
|
}
|
|
|
|
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;
|
|
}
|