warzone2100/lib/ivis_opengl/screen.cpp

580 lines
18 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* screen.cpp
*
* Basic double buffered display using OpenGL.
*
*/
#include <QtCore/QFile>
#include "lib/framework/frame.h"
#include "lib/framework/opengl.h"
#include "lib/exceptionhandler/dumpinfo.h"
#include <physfs.h>
#include <png.h>
#include "lib/ivis_opengl/png_util.h"
#include "lib/ivis_opengl/tex.h"
#include "lib/ivis_opengl/textdraw.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/pieclip.h"
#include "lib/ivis_opengl/piefunc.h"
#include "lib/ivis_opengl/piemode.h"
#include "lib/ivis_opengl/pieblitfunc.h"
#include "screen.h"
#include "src/console.h"
#include "src/levels.h"
#include <vector>
#include <algorithm>
/* global used to indicate preferred internal OpenGL format */
int wz_texture_compression = 0;
// for compatibility with older versions of GLEW
#ifndef GLEW_ARB_timer_query
#define GLEW_ARB_timer_query false
#endif
static bool bBackDrop = false;
static char screendump_filename[PATH_MAX];
static bool screendump_required = false;
static GFX *backdropGfx = NULL;
static bool perfStarted = false;
static GLuint perfpos[PERF_COUNT];
struct PERF_STORE { GLuint64 counters[PERF_COUNT]; };
static QList<PERF_STORE> perfList;
static PERF_POINT queryActive = PERF_COUNT;
static int preview_width = 0, preview_height = 0;
static Vector2i player_pos[MAX_PLAYERS];
static bool mappreview = false;
OPENGL_DATA opengl;
extern bool writeGameInfo(const char *pFileName); // Used to help debug issues when we have fatal errors.
/* Initialise the double buffered display */
bool screenInitialise()
{
GLint glMaxTUs;
GLenum err;
glErrors();
err = glewInit();
if (GLEW_OK != err)
{
debug(LOG_FATAL, "Error: %s", glewGetErrorString(err));
exit(1);
}
/* Dump general information about OpenGL implementation to the console and the dump file */
ssprintf(opengl.vendor, "OpenGL Vendor: %s", glGetString(GL_VENDOR));
addDumpInfo(opengl.vendor);
debug(LOG_3D, "%s", opengl.vendor);
ssprintf(opengl.renderer, "OpenGL Renderer: %s", glGetString(GL_RENDERER));
addDumpInfo(opengl.renderer);
debug(LOG_3D, "%s", opengl.renderer);
ssprintf(opengl.version, "OpenGL Version: %s", glGetString(GL_VERSION));
addDumpInfo(opengl.version);
debug(LOG_3D, "%s", opengl.version);
ssprintf(opengl.GLEWversion, "GLEW Version: %s", glewGetString(GLEW_VERSION));
addDumpInfo(opengl.GLEWversion);
debug(LOG_3D, "%s", opengl.GLEWversion);
GLubyte const *extensionsBegin = glGetString(GL_EXTENSIONS);
GLubyte const *extensionsEnd = extensionsBegin + strlen((char const *)extensionsBegin);
std::vector<std::string> glExtensions;
for (GLubyte const *i = extensionsBegin; i < extensionsEnd; )
{
GLubyte const *j = std::find(i, extensionsEnd, ' ');
glExtensions.push_back(std::string(i, j));
i = j + 1;
}
/* Dump extended information about OpenGL implementation to the console */
std::string line;
for (unsigned n = 0; n < glExtensions.size(); ++n)
{
std::string word = " ";
word += glExtensions[n];
if (n + 1 != glExtensions.size())
{
word += ',';
}
if (line.size() + word.size() > 160)
{
debug(LOG_3D, "OpenGL Extensions:%s", line.c_str());
line.clear();
}
line += word;
}
debug(LOG_3D, "OpenGL Extensions:%s", line.c_str());
debug(LOG_3D, "Notable OpenGL features:");
debug(LOG_3D, " * OpenGL 1.2 %s supported!", GLEW_VERSION_1_2 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.3 %s supported!", GLEW_VERSION_1_3 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.4 %s supported!", GLEW_VERSION_1_4 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 1.5 %s supported!", GLEW_VERSION_1_5 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 2.0 %s supported!", GLEW_VERSION_2_0 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 2.1 %s supported!", GLEW_VERSION_2_1 ? "is" : "is NOT");
debug(LOG_3D, " * OpenGL 3.0 %s supported!", GLEW_VERSION_3_0 ? "is" : "is NOT");
debug(LOG_3D, " * Texture compression %s supported.", GLEW_ARB_texture_compression ? "is" : "is NOT");
debug(LOG_3D, " * Two side stencil %s supported.", GLEW_EXT_stencil_two_side ? "is" : "is NOT");
debug(LOG_3D, " * ATI separate stencil is%s supported.", GLEW_ATI_separate_stencil ? "" : " NOT");
debug(LOG_3D, " * Stencil wrap %s supported.", GLEW_EXT_stencil_wrap ? "is" : "is NOT");
debug(LOG_3D, " * Anisotropic filtering %s supported.", GLEW_EXT_texture_filter_anisotropic ? "is" : "is NOT");
debug(LOG_3D, " * Rectangular texture %s supported.", GLEW_ARB_texture_rectangle ? "is" : "is NOT");
debug(LOG_3D, " * FrameBuffer Object (FBO) %s supported.", GLEW_EXT_framebuffer_object ? "is" : "is NOT");
debug(LOG_3D, " * ARB Vertex Buffer Object (VBO) %s supported.", GLEW_ARB_vertex_buffer_object ? "is" : "is NOT");
debug(LOG_3D, " * NPOT %s supported.", GLEW_ARB_texture_non_power_of_two ? "is" : "is NOT");
debug(LOG_3D, " * texture cube_map %s supported.", GLEW_ARB_texture_cube_map ? "is" : "is NOT");
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glMaxTUs);
debug(LOG_3D, " * Total number of Texture Units (TUs) supported is %d.", (int) glMaxTUs);
debug(LOG_3D, " * GL_ARB_timer_query %s supported!", GLEW_ARB_timer_query ? "is" : "is NOT");
screenWidth = MAX(screenWidth, 640);
screenHeight = MAX(screenHeight, 480);
std::pair<int, int> glslVersion(0, 0);
if (GLEW_ARB_shading_language_100 && GLEW_ARB_shader_objects)
{
sscanf((char const *)glGetString(GL_SHADING_LANGUAGE_VERSION), "%d.%d", &glslVersion.first, &glslVersion.second);
/* Dump information about OpenGL 2.0+ implementation to the console and the dump file */
GLint glMaxTIUs, glMaxTCs, glMaxTIUAs, glmaxSamples, glmaxSamplesbuf;
debug(LOG_3D, " * OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
ssprintf(opengl.GLSLversion, "OpenGL GLSL Version : %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
addDumpInfo(opengl.GLSLversion);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glMaxTIUs);
debug(LOG_3D, " * Total number of Texture Image Units (TIUs) supported is %d.", (int) glMaxTIUs);
glGetIntegerv(GL_MAX_TEXTURE_COORDS, &glMaxTCs);
debug(LOG_3D, " * Total number of Texture Coords (TCs) supported is %d.", (int) glMaxTCs);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,&glMaxTIUAs);
debug(LOG_3D, " * Total number of Texture Image Units ARB(TIUAs) supported is %d.", (int) glMaxTIUAs);
glGetIntegerv(GL_SAMPLE_BUFFERS, &glmaxSamplesbuf);
debug(LOG_3D, " * (current) Max Sample buffer is %d.", (int) glmaxSamplesbuf);
glGetIntegerv(GL_SAMPLES, &glmaxSamples);
debug(LOG_3D, " * (current) Max Sample level is %d.", (int) glmaxSamples);
}
bool haveARB_vertex_buffer_object = GLEW_ARB_vertex_buffer_object || GLEW_VERSION_1_5;
bool canRunShaders = GLEW_VERSION_1_2 && haveARB_vertex_buffer_object && glslVersion >= std::make_pair(1, 20); // glGetString(GL_SHADING_LANGUAGE_VERSION) >= "1.20"
screen_EnableMissingFunctions(); // We need to do this before pie_LoadShaders(), but the effect of this call will be undone later by iV_TextInit(), so we will need to call it again.
if (!canRunShaders || !pie_LoadShaders())
{
writeGameInfo("WZdebuginfo.txt");
debug(LOG_FATAL, _("OpenGL GLSL shader version 1.20 is not supported by your system. The game requires this. Please upgrade your graphics drivers/hardware, if possible."));
exit(1);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
pie_Skybox_Init();
// Generate backdrop render
backdropGfx = new GFX(GFX_TEXTURE, GL_TRIANGLE_STRIP, 2);
if (GLEW_ARB_timer_query)
{
glGenQueries(PERF_COUNT, perfpos);
}
glErrors();
return true;
}
bool wzPerfAvailable()
{
return GLEW_ARB_timer_query;
}
void wzPerfStart()
{
if (GLEW_ARB_timer_query)
{
char text[80];
ssprintf(text, "Starting performance sample %02d", perfList.size());
GL_DEBUG(text);
perfStarted = true;
}
}
void wzPerfShutdown()
{
if (perfList.size() == 0)
{
return;
}
QString ourfile = PHYSFS_getWriteDir();
ourfile.append("gfx-performance.csv");
// write performance counter list to file
QFile perf(ourfile);
perf.open(QIODevice::WriteOnly);
perf.write("START, EFF, TERRAIN, LOAD, PRTCL, WATER, MODELS, MISC\n");
for (int i = 0; i < perfList.size(); i++)
{
QString line;
line += QString::number(perfList[i].counters[PERF_START_FRAME]);
for (int j = 1; j < PERF_COUNT; j++)
{
line += ", " + QString::number(perfList[i].counters[j]);
}
line += "\n";
perf.write(line.toUtf8());
}
// all done, clear data
perfStarted = false;
perfList.clear();
queryActive = PERF_COUNT;
}
// call after swap buffers
void wzPerfFrame()
{
if (!perfStarted)
{
return; // not started yet
}
ASSERT(queryActive == PERF_COUNT, "Missing wfPerfEnd() call");
PERF_STORE store;
for (int i = 0; i < PERF_COUNT; i++)
{
glGetQueryObjectui64v(perfpos[i], GL_QUERY_RESULT, &store.counters[i]);
}
glErrors();
perfList.append(store);
perfStarted = false;
// Make a screenshot to document sample content
time_t aclock;
struct tm *t;
time(&aclock); /* Get time in seconds */
t = localtime(&aclock); /* Convert time to struct */
ssprintf(screendump_filename, "screenshots/wz2100-perf-sample-%02d-%04d%02d%02d_%02d%02d%02d-%s.png", perfList.size() - 1,
t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName());
screendump_required = true;
GL_DEBUG("Performance sample complete");
}
void wzPerfBegin(PERF_POINT pp, const char *descr)
{
GL_DEBUG(descr);
if (!perfStarted)
{
return;
}
ASSERT(queryActive == PERF_COUNT || pp > queryActive, "Out of order timer query call");
glBeginQuery(GL_TIME_ELAPSED, perfpos[pp]);
queryActive = pp;
glErrors();
}
void wzPerfEnd(PERF_POINT pp)
{
if (!perfStarted)
{
return;
}
ASSERT(queryActive == pp, "Mismatched wzPerfBegin...End");
glEndQuery(GL_TIME_ELAPSED);
queryActive = PERF_COUNT;
}
void screenShutDown(void)
{
pie_ShutDown();
pie_TexShutDown();
iV_TextShutdown();
pie_Skybox_Shutdown();
delete backdropGfx;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glErrors();
}
// Make OpenGL's VBO functions available under the core names for drivers that support OpenGL 1.4 only but have the VBO extension
void screen_EnableMissingFunctions()
{
if (!GLEW_VERSION_1_3 && GLEW_ARB_multitexture)
{
debug(LOG_WARNING, "Pre-OpenGL 1.3: Fixing ARB_multitexture extension function names.");
__glewActiveTexture = __glewActiveTextureARB;
__glewMultiTexCoord2fv = __glewMultiTexCoord2fvARB;
}
if (!GLEW_VERSION_1_5 && GLEW_ARB_vertex_buffer_object)
{
debug(LOG_WARNING, "Pre-OpenGL 1.5: Fixing ARB_vertex_buffer_object extension function names.");
__glewBindBuffer = __glewBindBufferARB;
__glewBufferData = __glewBufferDataARB;
__glewBufferSubData = __glewBufferSubDataARB;
__glewDeleteBuffers = __glewDeleteBuffersARB;
__glewGenBuffers = __glewGenBuffersARB;
__glewGetBufferParameteriv = __glewGetBufferParameterivARB;
__glewGetBufferPointerv = __glewGetBufferPointervARB;
__glewGetBufferSubData = __glewGetBufferSubDataARB;
__glewIsBuffer = __glewIsBufferARB;
__glewMapBuffer = __glewMapBufferARB;
__glewUnmapBuffer = __glewUnmapBufferARB;
}
if (!GLEW_VERSION_2_0 && GLEW_ARB_shader_objects)
{
debug(LOG_WARNING, "Pre-OpenGL 2.0: Fixing ARB_shader_objects extension function names.");
__glewGetUniformLocation = __glewGetUniformLocationARB;
__glewAttachShader = __glewAttachObjectARB;
__glewCompileShader = __glewCompileShaderARB;
__glewCreateProgram = __glewCreateProgramObjectARB;
__glewCreateShader = __glewCreateShaderObjectARB;
__glewGetProgramInfoLog = __glewGetInfoLogARB;
__glewGetShaderInfoLog = __glewGetInfoLogARB; // Same as previous.
__glewGetProgramiv = __glewGetObjectParameterivARB;
__glewUseProgram = __glewUseProgramObjectARB;
__glewGetShaderiv = __glewGetObjectParameterivARB;
__glewLinkProgram = __glewLinkProgramARB;
__glewShaderSource = __glewShaderSourceARB;
__glewUniform1f = __glewUniform1fARB;
__glewUniform1i = __glewUniform1iARB;
__glewUniform4fv = __glewUniform4fvARB;
}
if ((GLEW_ARB_imaging || GLEW_EXT_blend_color) && __glewBlendColor == NULL)
{
__glewBlendColor = __glewBlendColorEXT; // Shouldn't be needed if GLEW_ARB_imaging is true, but apparently is needed even in that case, with some drivers..?
if (__glewBlendColor == NULL)
{
debug(LOG_ERROR, "Your graphics driver is broken, and claims to support ARB_imaging or EXT_blend_color without exporting glBlendColor[EXT].");
__GLEW_ARB_imaging = __GLEW_EXT_blend_color = 0;
}
}
}
void screen_SetBackDropFromFile(const char* filename)
{
backdropGfx->loadTexture(filename);
screen_Upload(NULL);
}
void screen_StopBackDrop(void)
{
bBackDrop = false; //checking [movie]
}
void screen_RestartBackDrop(void)
{
bBackDrop = true;
}
bool screen_GetBackDrop(void)
{
return bBackDrop;
}
void screen_Display()
{
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_OFF);
// Draw backdrop
glColor3f(1, 1, 1);
backdropGfx->draw();
if (mappreview)
{
int s1 = screenWidth / preview_width;
int s2 = screenHeight / preview_height;
int scale = MIN(s1, s2);
int w = preview_width * scale;
int h = preview_height * scale;
for (int i = 0; i < MAX_PLAYERS; i++)
{
int x = player_pos[i].x;
int y = player_pos[i].y;
char text[5];
if (x == 0x77777777)
{
continue;
}
x = screenWidth / 2 - w / 2 + x * scale;
y = screenHeight / 2 - h / 2 + y * scale;
ssprintf(text, "%d", i);
iV_SetFont(font_large);
iV_SetTextColour(WZCOL_BLACK);
iV_DrawText(text, x - 1, y - 1);
iV_DrawText(text, x + 1, y - 1);
iV_DrawText(text, x - 1, y + 1);
iV_DrawText(text, x + 1, y + 1);
iV_SetTextColour(WZCOL_WHITE);
iV_DrawText(text, x, y);
}
}
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
}
//******************************************************************
//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)
{
GLfloat x1 = 0, x2 = screenWidth, y1 = 0, y2 = screenHeight;
GLfloat tx = 1, ty = 1;
int scale = 0, w = 0, h = 0;
const float aspect = screenWidth / (float)screenHeight, backdropAspect = 4 / (float)3;
if (aspect < backdropAspect)
{
int offset = (screenWidth - screenHeight * backdropAspect) / 2;
x1 += offset;
x2 -= offset;
}
else
{
int offset = (screenHeight - screenWidth / backdropAspect) / 2;
y1 += offset;
y2 -= offset;
}
if (newBackDropBmp) // preview
{
backdropGfx->makeTexture(BACKDROP_HACK_WIDTH, BACKDROP_HACK_HEIGHT, GL_NEAREST, GL_RGB, newBackDropBmp);
int s1 = screenWidth / preview_width;
int s2 = screenHeight / preview_height;
scale = MIN(s1, s2);
w = preview_width * scale;
h = preview_height * scale;
x1 = screenWidth / 2 - w / 2;
x2 = screenWidth / 2 + w / 2;
y1 = screenHeight / 2 - h / 2;
y2 = screenHeight / 2 + h / 2;
tx = preview_width / (float)BACKDROP_HACK_WIDTH;
ty = preview_height / (float)BACKDROP_HACK_HEIGHT;
}
// Generate coordinates and put them into VBOs
GLfloat texcoords[8] = { 0.0f, 0.0f, tx, 0.0, 0.0f, ty, tx, ty };
GLfloat vertices[8] = { x1, y1, x2, y1, x1, y2, x2, y2 };
backdropGfx->buffers(4, vertices, texcoords);
}
void screen_enableMapPreview(int width, int height, Vector2i *playerpositions)
{
int i;
mappreview = true;
preview_width = width;
preview_height = height;
for (i = 0; i < MAX_PLAYERS; i++)
{
player_pos[i].x = playerpositions[i].x;
player_pos[i].y = playerpositions[i].y;
}
}
void screen_disableMapPreview(void)
{
mappreview = false;
}
// Screenshot code goes below this
static const unsigned int channelsPerPixel = 3;
/** Writes a screenshot of the current frame to file.
*
* Performs the actual work of writing the frame currently displayed on screen
* to the filename specified by screenDumpToDisk().
*
* @NOTE This function will only dump a screenshot to file if it was requested
* by screenDumpToDisk().
*
* \sa screenDumpToDisk()
*/
void screenDoDumpToDiskIfRequired(void)
{
const char* fileName = screendump_filename;
iV_Image image = { 0, 0, 8, NULL };
if (!screendump_required) return;
debug(LOG_3D, "Saving screenshot %s", fileName);
image.width = screenWidth;
image.height = screenHeight;
image.bmp = (unsigned char *)malloc(channelsPerPixel * image.width * image.height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, image.width, image.height, GL_RGB, GL_UNSIGNED_BYTE, image.bmp);
iV_saveImage_PNG(fileName, &image);
iV_saveImage_JPEG(fileName, &image);
// display message to user about screenshot
snprintf(ConsoleString,sizeof(ConsoleString),"Screenshot %s saved!",fileName);
addConsoleMessage(ConsoleString, LEFT_JUSTIFY,SYSTEM_MESSAGE);
if (image.bmp)
{
free(image.bmp);
}
screendump_required = false;
}
/** Registers the currently displayed frame for making a screen shot.
*
* The filename will be suffixed with a number, such that no files are
* overwritten.
*
* \param path The directory path to save the screenshot in.
*/
void screenDumpToDisk(const char* path)
{
unsigned int screendump_num = 0;
time_t aclock;
struct tm *t;
time(&aclock); /* Get time in seconds */
t = localtime(&aclock); /* Convert time to struct */
ssprintf(screendump_filename, "%s/wz2100-%04d%02d%02d_%02d%02d%02d-%s.png", path, t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName());
while (PHYSFS_exists(screendump_filename))
{
ssprintf(screendump_filename, "%s/wz2100-%04d%02d%02d_%02d%02d%02d-%s-%d.png", path, t->tm_year + 1900, t->tm_mon + 1, t->tm_mday, t->tm_hour, t->tm_min, t->tm_sec, getLevelName(), ++screendump_num);
}
screendump_required = true;
}