/* * This file is part of the DXX-Rebirth project . * It is copyright by its individual contributors, as recorded in the * project's Git history. See COPYING.txt at the top level for license * terms and a link to the Git history. */ /* * * OGL video functions. - Added 9/15/99 Matthew Mueller * */ #define DECLARE_VARS #ifdef RPI // extra libraries for the Raspberry Pi #include #endif #include #include #include #ifdef _MSC_VER #include #endif #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #if !defined(macintosh) #include #include #include #endif #include #include #include #include "game.h" #include "gr.h" #include "gamefont.h" #include "palette.h" #include "u_mem.h" #include "dxxerror.h" #include "inferno.h" #include "strutil.h" #include "args.h" #include "physfsx.h" #include "internal.h" #include "console.h" #include "config.h" #include "vers_id.h" #if defined(__APPLE__) && defined(__MACH__) #include #else #if DXX_USE_OGLES #include #include #include #include #endif #endif #include "ogl_sync.h" #include using std::min; using std::max; namespace dcx { static int ogl_brightness_r, ogl_brightness_g, ogl_brightness_b; #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 static int sdl_video_flags; #ifdef RPI static EGL_DISPMANX_WINDOW_T nativewindow; static DISPMANX_ELEMENT_HANDLE_T dispman_element=DISPMANX_NO_HANDLE; static DISPMANX_DISPLAY_HANDLE_T dispman_display=DISPMANX_NO_HANDLE; #endif #else #if SDL_MAJOR_VERSION == 1 static int sdl_video_flags = SDL_OPENGL; #elif SDL_MAJOR_VERSION == 2 SDL_Window *g_pRebirthSDLMainWindow; static int g_iRebirthWindowX, g_iRebirthWindowY; #endif #endif static ogl_sync sync_helper; static int gr_installed; static int gl_initialized; int linedotscale=1; // scalar of glLinewidth and glPointSize - only calculated once when resolution changes #ifdef RPI static int sdl_no_modeswitch; #else enum { sdl_no_modeswitch = 0 }; #endif } namespace dsx { #if SDL_MAJOR_VERSION == 1 void gr_set_mode_from_window_size() { gr_set_mode(Game_screen_mode); } #elif SDL_MAJOR_VERSION == 2 static void gr_set_mode_from_window_size(SDL_Window *const SDLWindow) { assert(SDLWindow); int w, h; SDL_GL_GetDrawableSize(SDLWindow, &w, &h); gr_set_mode(screen_mode(w, h)); } void gr_set_mode_from_window_size() { gr_set_mode_from_window_size(g_pRebirthSDLMainWindow); } #endif } #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 static EGLDisplay eglDisplay=EGL_NO_DISPLAY; static EGLConfig eglConfig; static EGLSurface eglSurface=EGL_NO_SURFACE; static EGLContext eglContext=EGL_NO_CONTEXT; static bool TestEGLError(const char* pszLocation) { /* * eglGetError returns the last error that has happened using egl, * not the status of the last called function. The user has to * check after every single egl call or at least once every frame. */ EGLint iErr = eglGetError(); if (iErr != EGL_SUCCESS) { con_printf(CON_URGENT, "%s failed (%d).", pszLocation, iErr); return 0; } return 1; } #endif namespace dcx { void ogl_swap_buffers_internal(void) { sync_helper.before_swap(); #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 eglSwapBuffers(eglDisplay, eglSurface); #else #if SDL_MAJOR_VERSION == 1 SDL_GL_SwapBuffers(); #elif SDL_MAJOR_VERSION == 2 SDL_GL_SwapWindow(g_pRebirthSDLMainWindow); #endif #endif sync_helper.after_swap(); } } namespace dsx { #ifdef RPI // MH: I got the following constants for vc_dispmanx_element_change_attributes() from: // http://qt.gitorious.org/qt/qtbase/commit/5933205cfcd73481cb0645fa6183103063fe3e0d // I do not know where they got them from, but OTOH, they are quite obvious. // these constants are not in any headers (yet) #define ELEMENT_CHANGE_LAYER (1<<0) #define ELEMENT_CHANGE_OPACITY (1<<1) #define ELEMENT_CHANGE_DEST_RECT (1<<2) #define ELEMENT_CHANGE_SRC_RECT (1<<3) #define ELEMENT_CHANGE_MASK_RESOURCE (1<<4) #define ELEMENT_CHANGE_TRANSFORM (1<<5) static void rpi_destroy_element() { if (dispman_element != DISPMANX_NO_HANDLE) { DISPMANX_UPDATE_HANDLE_T dispman_update; con_printf(CON_DEBUG, "RPi: destroying display manager element"); dispman_update = vc_dispmanx_update_start( 0 ); if (vc_dispmanx_element_remove( dispman_update, dispman_element)) { con_printf(CON_URGENT, "RPi: failed to remove dispmanx element!"); } vc_dispmanx_update_submit_sync( dispman_update ); dispman_element = DISPMANX_NO_HANDLE; } } static int rpi_setup_element(int x, int y, Uint32 video_flags, int update) { // this code is based on the work of Ben O'Steen // http://benosteen.wordpress.com/2012/04/27/using-opengl-es-2-0-on-the-raspberry-pi-without-x-windows/ // https://github.com/benosteen/opengles-book-samples/tree/master/Raspi DISPMANX_UPDATE_HANDLE_T dispman_update; VC_RECT_T dst_rect; VC_RECT_T src_rect; VC_DISPMANX_ALPHA_T alpha_descriptor; uint32_t rpi_display_device=DISPMANX_ID_MAIN_LCD; uint32_t display_width; uint32_t display_height; int success; success = graphics_get_display_size(rpi_display_device, &display_width, &display_height); if ( success < 0 ) { con_printf(CON_URGENT, "Could not get RPi display size, assuming 640x480"); display_width=640; display_height=480; } if (static_cast(x) > display_width) { con_printf(CON_URGENT, "RPi: Requested width %d exceeds display width %u, scaling down!", x,display_width); x=static_cast(display_width); } if (static_cast(y) > display_height) { con_printf(CON_URGENT, "RPi: Requested height %d exceeds display height %u, scaling down!", y,display_height); y=static_cast(display_height); } con_printf(CON_DEBUG, "RPi: display resolution %ux%u, game resolution: %dx%d (%s)", display_width, display_height, x, y, (video_flags & SDL_FULLSCREEN)?"fullscreen":"windowed"); if (video_flags & SDL_FULLSCREEN) { /* scale to the full display size... */ dst_rect.x = 0; dst_rect.y = 0; dst_rect.width = display_width; dst_rect.height= display_height; } else { /* TODO: we could query the position of the X11 window here and try to place the ovelray exactly above that..., we would have to track window movements, though ... */ dst_rect.x = 0; dst_rect.y = 0; dst_rect.width = static_cast(x); dst_rect.height= static_cast(y); } src_rect.x = 0; src_rect.y = 0; src_rect.width = (static_cast(x))<< 16; src_rect.height =(static_cast(y))<< 16; /* we do not want our overlay to be blended against the background */ alpha_descriptor.flags=DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; alpha_descriptor.opacity=0xffffffff; alpha_descriptor.mask=0; // open display, if we do not already have one ... if (dispman_display == DISPMANX_NO_HANDLE) { con_printf(CON_DEBUG, "RPi: opening display: %u",rpi_display_device); dispman_display = vc_dispmanx_display_open(rpi_display_device); if (dispman_display == DISPMANX_NO_HANDLE) { con_printf(CON_URGENT,"RPi: failed to open display: %u",rpi_display_device); } } if (dispman_element != DISPMANX_NO_HANDLE) { if (!update) { // if the element already exists, and we cannot update it, so recreate it rpi_destroy_element(); } } else { // if the element does not exist, we cannot do an update update=0; } dispman_update = vc_dispmanx_update_start( 0 ); if (update) { con_printf(CON_DEBUG, "RPi: updating display manager element"); vc_dispmanx_element_change_attributes ( dispman_update, nativewindow.element, ELEMENT_CHANGE_DEST_RECT | ELEMENT_CHANGE_SRC_RECT, 0 /*layer*/, 0 /*opacity*/, &dst_rect, &src_rect, 0 /*mask*/, static_cast(VC_IMAGE_ROT0) /*transform*/); } else { // create a new element con_printf(CON_DEBUG, "RPi: creating display manager element"); dispman_element = vc_dispmanx_element_add ( dispman_update, dispman_display, 0 /*layer*/, &dst_rect, 0 /*src*/, &src_rect, DISPMANX_PROTECTION_NONE, &alpha_descriptor, NULL /*clamp*/, static_cast(VC_IMAGE_ROT0) /*transform*/); if (dispman_element == DISPMANX_NO_HANDLE) { con_printf(CON_URGENT,"RPi: failed to creat display manager elemenr"); } nativewindow.element = dispman_element; } nativewindow.width = display_width; nativewindow.height = display_height; vc_dispmanx_update_submit_sync( dispman_update ); return 0; } #endif // RPI #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 static void ogles_destroy() { if( eglDisplay != EGL_NO_DISPLAY ) { eglMakeCurrent(eglDisplay, NULL, NULL, EGL_NO_CONTEXT); } if (eglContext != EGL_NO_CONTEXT) { con_printf(CON_DEBUG, "EGL: destroyig context"); eglDestroyContext(eglDisplay, eglContext); eglContext = EGL_NO_CONTEXT; } if (eglSurface != EGL_NO_SURFACE) { con_printf(CON_DEBUG, "EGL: destroyig surface"); eglDestroySurface(eglDisplay, eglSurface); eglSurface = EGL_NO_SURFACE; } if (eglDisplay != EGL_NO_DISPLAY) { con_printf(CON_DEBUG, "EGL: terminating"); eglTerminate(eglDisplay); eglDisplay = EGL_NO_DISPLAY; } } #endif static int ogl_init_window(int w, int h) { #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 SDL_SysWMinfo info; Window x11Window = 0; Display* x11Display = 0; EGLint ver_maj, ver_min; EGLint configAttribs[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_BLUE_SIZE, 5, EGL_DEPTH_SIZE, 16, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT, EGL_NONE, EGL_NONE }; // explicitely request an OpenGL ES 1.x context EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE, EGL_NONE }; // explicitely request a doublebuffering window EGLint winAttribs[] = { EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE, EGL_NONE }; int iConfigs; #endif // OGLES #if SDL_MAJOR_VERSION == 1 if (gl_initialized) ogl_smash_texture_list_internal();//if we are or were fullscreen, changing vid mode will invalidate current textures SDL_WM_SetCaption(DESCENT_VERSION, DXX_SDL_WINDOW_CAPTION); if (const auto window_icon = SDL_LoadBMP(DXX_SDL_WINDOW_ICON_BITMAP)) SDL_WM_SetIcon(window_icon, nullptr); int use_x = w; int use_y = h; int use_bpp = CGameArg.DbgBpp; int use_flags = sdl_video_flags; if (sdl_no_modeswitch) { const SDL_VideoInfo *vinfo=SDL_GetVideoInfo(); if (vinfo) { use_x=vinfo->current_w; use_y=vinfo->current_h; use_bpp=vinfo->vfmt->BitsPerPixel; use_flags=SDL_SWSURFACE | SDL_ANYFORMAT; } else { con_printf(CON_URGENT, "Could not query video info"); } } if (!SDL_SetVideoMode(use_x, use_y, use_bpp, use_flags)) { #ifdef RPI con_printf(CON_URGENT, "Could not set %dx%dx%d opengl video mode: %s\n (Ignored for RPI)", w, h, CGameArg.DbgBpp, SDL_GetError()); #else Error("Could not set %dx%dx%d opengl video mode: %s\n", w, h, CGameArg.DbgBpp, SDL_GetError()); #endif } #elif SDL_MAJOR_VERSION == 2 const auto SDLWindow = g_pRebirthSDLMainWindow; if (!(SDL_GetWindowFlags(SDLWindow) & SDL_WINDOW_FULLSCREEN)) SDL_SetWindowSize(SDLWindow, w, h); #endif #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 #ifndef RPI // NOTE: on the RPi, the EGL stuff is not connected to the X11 window, // so there is no need to destroy and recreate this ogles_destroy(); #endif SDL_VERSION(&info.version); if (SDL_GetWMInfo(&info) > 0) { if (info.subsystem == SDL_SYSWM_X11) { x11Display = info.info.x11.display; x11Window = info.info.x11.window; con_printf (CON_DEBUG, "Display: %p, Window: %i ===", x11Display, static_cast(x11Window)); } } if (eglDisplay == EGL_NO_DISPLAY) { const EGLNativeDisplayType desiredEGLDisplay = #ifdef RPI EGL_DEFAULT_DISPLAY; #else x11Display; #endif eglDisplay = eglGetDisplay(desiredEGLDisplay); if (eglDisplay == EGL_NO_DISPLAY) { con_printf(CON_URGENT, "EGL: Error querying EGL Display"); } if (!eglInitialize(eglDisplay, &ver_maj, &ver_min)) { con_printf(CON_URGENT, "EGL: Error initializing EGL"); } else { con_printf(CON_DEBUG, "EGL: Initialized, version: major %i minor %i", ver_maj, ver_min); } } #ifdef RPI if (rpi_setup_element(w,h,sdl_video_flags,1)) { Error("RPi: Could not set up a %dx%d element\n", w, h); } #endif if (eglSurface == EGL_NO_SURFACE) { if (!eglChooseConfig(eglDisplay, configAttribs, &eglConfig, 1, &iConfigs) || (iConfigs != 1)) { con_printf(CON_URGENT, "EGL: Error choosing config"); } else { con_printf(CON_DEBUG, "EGL: config chosen"); } #ifdef RPI eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, static_cast(&nativewindow), winAttribs); #else eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, x11Window, winAttribs); #endif if ((!TestEGLError("eglCreateWindowSurface")) || eglSurface == EGL_NO_SURFACE) { con_printf(CON_URGENT, "EGL: Error creating window surface"); } else { con_printf(CON_DEBUG, "EGL: Created window surface"); } } if (eglContext == EGL_NO_CONTEXT) { eglContext = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, contextAttribs); if ((!TestEGLError("eglCreateContext")) || eglContext == EGL_NO_CONTEXT) { con_printf(CON_URGENT, "EGL: Error creating context"); } else { con_printf(CON_DEBUG, "EGL: Created context"); } } eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext); if (!TestEGLError("eglMakeCurrent")) { con_printf(CON_URGENT, "EGL: Error making current"); } else { con_printf(CON_DEBUG, "EGL: made context current"); } #endif const auto w640 = w / 640; const auto h480 = h / 480; const auto min_wh = std::min(w640, h480); linedotscale = min_wh < 1 ? 1 : min_wh; gl_initialized=1; return 0; } } namespace dcx { int gr_check_fullscreen(void) { #if SDL_MAJOR_VERSION == 1 return !!(sdl_video_flags & SDL_FULLSCREEN); #elif SDL_MAJOR_VERSION == 2 return !!(SDL_GetWindowFlags(g_pRebirthSDLMainWindow) & SDL_WINDOW_FULLSCREEN); #endif } void gr_toggle_fullscreen() { #if SDL_MAJOR_VERSION == 1 const auto local_sdl_video_flags = (sdl_video_flags ^= SDL_FULLSCREEN); if (gl_initialized) { if (sdl_no_modeswitch == 0) { auto gsm = Game_screen_mode; const auto DbgBpp = CGameArg.DbgBpp; if (!SDL_VideoModeOK(gsm.width, gsm.height, DbgBpp, local_sdl_video_flags)) { con_printf(CON_URGENT, "Cannot set %ix%i. Fallback to 640x480", gsm.width, gsm.height); gsm.width = 640; gsm.height = 480; Game_screen_mode = gsm; } if (!SDL_SetVideoMode(gsm.width, gsm.height, DbgBpp, local_sdl_video_flags)) { Error("Could not set %dx%dx%d opengl video mode: %s\n", gsm.width, gsm.height, DbgBpp, SDL_GetError()); } } #ifdef RPI if (rpi_setup_element(SM_W(Game_screen_mode), SM_H(Game_screen_mode), local_sdl_video_flags, 1)) { Error("RPi: Could not set up %dx%d element\n", SM_W(Game_screen_mode), SM_H(Game_screen_mode)); } #endif } gr_remap_color_fonts(); if (gl_initialized) // update viewing values for menus { glMatrixMode(GL_PROJECTION); glLoadIdentity(); #if DXX_USE_OGLES glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #else glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity();//clear matrix glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ogl_smash_texture_list_internal();//if we are or were fullscreen, changing vid mode will invalidate current textures } CGameCfg.WindowMode = !(local_sdl_video_flags & SDL_FULLSCREEN); #elif SDL_MAJOR_VERSION == 2 const auto SDLWindow = g_pRebirthSDLMainWindow; const auto is_fullscreen_before_change = SDL_GetWindowFlags(SDLWindow) & SDL_WINDOW_FULLSCREEN; CGameCfg.WindowMode = !!is_fullscreen_before_change; if (!is_fullscreen_before_change) SDL_GetWindowPosition(SDLWindow, &g_iRebirthWindowX, &g_iRebirthWindowY); SDL_SetWindowFullscreen(SDLWindow, is_fullscreen_before_change ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP); if (is_fullscreen_before_change) { const auto mode = Game_screen_mode; SDL_SetWindowPosition(SDLWindow, g_iRebirthWindowX, g_iRebirthWindowY); SDL_SetWindowSize(SDLWindow, SM_W(mode), SM_H(mode)); } gr_set_mode_from_window_size(SDLWindow); #endif } static void ogl_init_state(void) { /* select clearing (background) color */ glClearColor(0.0, 0.0, 0.0, 0.0); /* initialize viewing values */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); #if DXX_USE_OGLES glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #else glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity();//clear matrix glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gr_palette_step_up(0,0,0);//in case its left over from in game ogl_init_pixel_buffers(grd_curscreen->get_screen_width(), grd_curscreen->get_screen_height()); } } namespace dsx { static void ogl_tune_for_current(void) { #if !DXX_USE_OGLES const auto gl_vendor = reinterpret_cast(glGetString(GL_VENDOR)); const auto gl_renderer = reinterpret_cast(glGetString(GL_RENDERER)); const auto gl_version = reinterpret_cast(glGetString(GL_VERSION)); con_printf(CON_VERBOSE, "DXX-Rebirth: OpenGL: vendor: %s", gl_vendor); con_printf(CON_VERBOSE, "DXX-Rebirth: OpenGL: renderer: %s", gl_renderer); if (gl_renderer) { //add driver specific hacks here. whee. if ((d_stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.0\n")==0 || d_stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.2\n")==0) && d_stricmp(gl_version,"1.2 Mesa 3.0")==0) { con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL renderer is blacklisted for GL intensity, GL read pixel, and GL GetTexLevel"); CGameArg.DbgGlIntensity4Ok = false; //ignores alpha, always black background instead of transparent. CGameArg.DbgGlReadPixelsOk = false; //either just returns all black, or kills the X server entirely CGameArg.DbgGlGetTexLevelParamOk = false; //returns random data.. } if (d_stricmp(gl_vendor,"Matrox Graphics Inc.")==0) { con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL renderer is blacklisted for GL intensity"); //displays garbage. reported by // redomen@crcwnet.com (render="Matrox G400" version="1.1.3 5.52.015") // orulz (Matrox G200) CGameArg.DbgGlIntensity4Ok = 0; } #ifdef macintosh if (d_stricmp(gl_renderer,"3dfx Voodoo 3")==0) // strangely, includes Voodoo 2 CGameArg.DbgGlGetTexLevelParamOk = false; // Always returns 0 #endif } #ifndef NDEBUG con_printf(CON_VERBOSE, "DXX-Rebirth: OpenGL: gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i", CGameArg.DbgGlIntensity4Ok, CGameArg.DbgGlLuminance4Alpha4Ok, CGameArg.DbgGlRGBA2Ok, CGameArg.DbgGlReadPixelsOk, CGameArg.DbgGlGetTexLevelParamOk); #endif if (ogl_maxanisotropy < 1.0f && CGameCfg.TexAnisotropy) { con_puts(CON_VERBOSE, "DXX-Rebirth: OpenGL: anisotropic texture filter not supported"); CGameCfg.TexAnisotropy = false; } #endif } } namespace dcx { #if SDL_MAJOR_VERSION == 1 // returns possible (fullscreen) resolutions if any. uint_fast32_t gr_list_modes(std::array &gsmodes) { SDL_Rect** modes; int modesnum = 0; #if DXX_USE_OGLES int sdl_check_flags = SDL_FULLSCREEN; // always use Fullscreen as lead. #else int sdl_check_flags = SDL_OPENGL | SDL_FULLSCREEN; // always use Fullscreen as lead. #endif if (sdl_no_modeswitch) { /* TODO: we could use the tvservice to list resolutions on the RPi */ return 0; } modes = SDL_ListModes(NULL, sdl_check_flags); if (modes == reinterpret_cast(0)) // check if we get any modes - if not, return 0 return 0; if (modes == reinterpret_cast(-1)) { return 0; // can obviously use any resolution... strange! } else { for (int i = 0; modes[i]; ++i) { if (modes[i]->w > 0xFFF0 || modes[i]->h > 0xFFF0 // resolutions saved in 32bits. so skip bigger ones (unrealistic in 2010) (changed to 0xFFF0 to fix warning) || modes[i]->w < 320 || modes[i]->h < 200) // also skip everything smaller than 320x200 continue; gsmodes[modesnum].width = modes[i]->w; gsmodes[modesnum].height = modes[i]->h; modesnum++; if (modesnum >= gsmodes.size()) // that really seems to be enough big boy. break; } return modesnum; } } #endif } namespace dsx { #if SDL_MAJOR_VERSION == 1 static int gr_check_mode(const screen_mode mode) { if (sdl_no_modeswitch == 0) { return SDL_VideoModeOK(SM_W(mode), SM_H(mode), CGameArg.DbgBpp, sdl_video_flags); } else { // just tell the caller that any mode is valid... return 32; } } #endif int gr_set_mode(screen_mode mode) { unsigned char *gr_bm_data; #if SDL_MAJOR_VERSION == 1 if (!gr_check_mode(mode)) { con_printf(CON_URGENT, "Cannot set %ix%i. Fallback to 640x480", mode.width, mode.height); mode.width = 640; mode.height = 480; Game_screen_mode = mode; } #endif const uint_fast32_t w = SM_W(mode), h = SM_H(mode); gr_bm_data = grd_curscreen->sc_canvas.cv_bitmap.get_bitmap_data();//since we use realloc, we want to keep this pointer around. auto gr_new_bm_data = reinterpret_cast(d_realloc(gr_bm_data, w * h)); if (!gr_new_bm_data) return 0; *grd_curscreen = {}; grd_curscreen->set_screen_width_height(w, h); grd_curscreen->sc_aspect = fixdiv(grd_curscreen->get_screen_width() * GameCfg.AspectX, grd_curscreen->get_screen_height() * GameCfg.AspectY); gr_init_canvas(grd_curscreen->sc_canvas, gr_new_bm_data, bm_mode::ogl, w, h); ogl_init_window(w,h);//platform specific code ogl_extensions_init(); ogl_tune_for_current(); sync_helper.init(CGameArg.OglSyncMethod, CGameArg.OglSyncWait); OGL_VIEWPORT(0,0,w,h); ogl_init_state(); gamefont_choose_game_font(w,h); gr_remap_color_fonts(); return 0; } #define GLstrcmptestr(a,b) if (d_stricmp(a,#b)==0 || d_stricmp(a,"GL_" #b)==0)return GL_ ## b; #ifdef _WIN32 constexpr char OglLibPath[]="opengl32.dll"; static int ogl_rt_loaded=0; static int ogl_init_load_library(void) { int retcode=0; if (!ogl_rt_loaded) { retcode = OpenGL_LoadLibrary(true, OglLibPath); if(retcode) { if(!glEnd) { Error("Opengl: Functions not imported\n"); } } else { Error("Opengl: error loading %s\n", OglLibPath); } ogl_rt_loaded=1; } return retcode; } #endif void gr_set_attributes(void) { #if !DXX_USE_OGLES SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1); #if SDL_MAJOR_VERSION == 1 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, CGameCfg.VSync); #elif SDL_MAJOR_VERSION == 2 SDL_GL_SetSwapInterval(CGameCfg.VSync ? 1 : 0); #endif int buffers, samples; if (CGameCfg.Multisample) { buffers = 1; samples = 4; } else { buffers = samples = 0; } SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, buffers); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples); #else #if SDL_MAJOR_VERSION == 2 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #endif #endif ogl_smash_texture_list_internal(); gr_remap_color_fonts(); } int gr_init() { // Only do this function once! if (gr_installed==1) return -1; #ifdef RPI // Initialize the broadcom host library // we have to call this before we can create an OpenGL ES context bcm_host_init(); // Check if we are running with SDL directfb driver ... char sdl_driver[32]; if (auto sdl_driver_ret = SDL_VideoDriverName(sdl_driver, sizeof(sdl_driver))) { if (strcmp(sdl_driver_ret,"x11")) { con_printf(CON_URGENT,"RPi: activating hack for console driver"); sdl_no_modeswitch=1; } } #endif #ifdef _WIN32 ogl_init_load_library(); #endif gr_set_attributes(); #if SDL_MAJOR_VERSION == 1 if (!CGameCfg.WindowMode && !CGameArg.SysWindow) sdl_video_flags|=SDL_FULLSCREEN; if (CGameArg.SysNoBorders) sdl_video_flags|=SDL_NOFRAME; #elif SDL_MAJOR_VERSION == 2 assert(!g_pRebirthSDLMainWindow); unsigned sdl_window_flags = SDL_WINDOW_OPENGL; if (CGameArg.SysNoBorders) sdl_window_flags |= SDL_WINDOW_BORDERLESS; if (!CGameCfg.WindowMode && !CGameArg.SysWindow) sdl_window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; #if defined(__APPLE__) && defined(__MACH__) sdl_window_flags |= SDL_WINDOW_ALLOW_HIGHDPI; #endif const auto mode = Game_screen_mode; const auto SDLWindow = SDL_CreateWindow(DESCENT_VERSION, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SM_W(mode), SM_H(mode), sdl_window_flags); if (!SDLWindow) return -1; SDL_GetWindowPosition(SDLWindow, &g_iRebirthWindowX, &g_iRebirthWindowY); g_pRebirthSDLMainWindow = SDLWindow; SDL_GL_CreateContext(SDLWindow); if (const auto window_icon = SDL_LoadBMP(DXX_SDL_WINDOW_ICON_BITMAP)) SDL_SetWindowIcon(SDLWindow, window_icon); #endif ogl_init_texture_list_internal(); grd_curscreen = std::make_unique(); *grd_curscreen = {}; grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL; // Set the mode. grd_curscreen->sc_canvas.cv_fade_level = GR_FADE_OFF; grd_curscreen->sc_canvas.cv_font = NULL; grd_curscreen->sc_canvas.cv_font_fg_color = 0; grd_curscreen->sc_canvas.cv_font_bg_color = 0; gr_set_current_canvas(grd_curscreen->sc_canvas); ogl_init_pixel_buffers(256, 128); // for gamefont_init gr_installed = 1; return 0; } void gr_close() { ogl_brightness_r = ogl_brightness_g = ogl_brightness_b = 0; if (gl_initialized) { ogl_smash_texture_list_internal(); sync_helper.deinit(); } if (grd_curscreen) { if (grd_curscreen->sc_canvas.cv_bitmap.bm_mdata) d_free(grd_curscreen->sc_canvas.cv_bitmap.bm_mdata); /* Resetting grd_curscreen frees the default canvas, so set * grd_curcanv to nullptr since no canvas is available after * this block ends. */ grd_curcanv = nullptr; grd_curscreen.reset(); } ogl_close_pixel_buffers(); #ifdef _WIN32 if (ogl_rt_loaded) OpenGL_LoadLibrary(false, OglLibPath); #endif #if DXX_USE_OGLES && SDL_MAJOR_VERSION == 1 ogles_destroy(); #ifdef RPI con_printf(CON_DEBUG, "RPi: cleanuing up"); if (dispman_display != DISPMANX_NO_HANDLE) { rpi_destroy_element(); con_printf(CON_DEBUG, "RPi: closing display"); vc_dispmanx_display_close(dispman_display); dispman_display = DISPMANX_NO_HANDLE; } #endif #endif } } namespace dcx { void ogl_upixelc(const grs_bitmap &cv_bitmap, unsigned x, unsigned y, const color_palette_index c) { std::array vertices = {{ (x + cv_bitmap.bm_x) / static_cast(last_width), static_cast(1.0 - (y + cv_bitmap.bm_y) / static_cast(last_height)) }}; const auto cr = static_cast(CPAL2Tr(c)); const auto cg = static_cast(CPAL2Tg(c)); const auto cb = static_cast(CPAL2Tb(c)); GLfloat color_array[] = { cr, cg, cb, 1.0, cr, cg, cb, 1.0, cr, cg, cb, 1.0, cr, cg, cb, 1.0 }; OGL_DISABLE(TEXTURE_2D); glPointSize(linedotscale); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices.data()); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_POINTS, 0, 1); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } color_palette_index ogl_ugpixel(const grs_bitmap &bitmap, unsigned x, unsigned y) { ubyte buf[4]; #if !DXX_USE_OGLES GLint gl_draw_buffer; glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); #endif glReadPixels(bitmap.bm_x + x, SHEIGHT - bitmap.bm_y - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buf); return gr_find_closest_color(buf[0]/4, buf[1]/4, buf[2]/4); } void ogl_urect(grs_canvas &canvas, const int left, const int top, const int right, const int bot, const color_palette_index c) { GLfloat xo, yo, xf, yf, color_r, color_g, color_b, color_a; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); xo = (left + canvas.cv_bitmap.bm_x) / static_cast(last_width); xf = (right + 1 + canvas.cv_bitmap.bm_x) / static_cast(last_width); yo = 1.0 - (top + canvas.cv_bitmap.bm_y) / static_cast(last_height); yf = 1.0 - (bot + 1 + canvas.cv_bitmap.bm_y) / static_cast(last_height); OGL_DISABLE(TEXTURE_2D); color_r = CPAL2Tr(c); color_g = CPAL2Tg(c); color_b = CPAL2Tb(c); if (canvas.cv_fade_level >= GR_FADE_OFF) color_a = 1.0; else color_a = 1.0 - static_cast(canvas.cv_fade_level) / (static_cast(GR_FADE_LEVELS) - 1.0); std::array color_array; color_array[0] = color_array[4] = color_array[8] = color_array[12] = color_r; color_array[1] = color_array[5] = color_array[9] = color_array[13] = color_g; color_array[2] = color_array[6] = color_array[10] = color_array[14] = color_b; color_array[3] = color_array[7] = color_array[11] = color_array[15] = color_a; std::array vertices; vertices[0] = xo; vertices[1] = yo; vertices[2] = xo; vertices[3] = yf; vertices[4] = xf; vertices[5] = yf; vertices[6] = xf; vertices[7] = yo; glVertexPointer(2, GL_FLOAT, 0, vertices.data()); glColorPointer(4, GL_FLOAT, 0, color_array.data()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } void ogl_ulinec(grs_canvas &canvas, const int left, const int top, const int right, const int bot, const int c) { GLfloat xo,yo,xf,yf; GLfloat fade_alpha = (canvas.cv_fade_level >= GR_FADE_OFF) ? 1.0 : 1.0 - static_cast(canvas.cv_fade_level) / (static_cast(GR_FADE_LEVELS) - 1.0); GLfloat color_array[] = { static_cast(CPAL2Tr(c)), static_cast(CPAL2Tg(c)), static_cast(CPAL2Tb(c)), fade_alpha, static_cast(CPAL2Tr(c)), static_cast(CPAL2Tg(c)), static_cast(CPAL2Tb(c)), fade_alpha, static_cast(CPAL2Tr(c)), static_cast(CPAL2Tg(c)), static_cast(CPAL2Tb(c)), 1.0, static_cast(CPAL2Tr(c)), static_cast(CPAL2Tg(c)), static_cast(CPAL2Tb(c)), fade_alpha }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); xo = (left + canvas.cv_bitmap.bm_x) / static_cast(last_width); xf = (right + canvas.cv_bitmap.bm_x) / static_cast(last_width); yo = 1.0 - (top + canvas.cv_bitmap.bm_y + 0.5) / static_cast(last_height); yf = 1.0 - (bot + canvas.cv_bitmap.bm_y + 0.5) / static_cast(last_height); OGL_DISABLE(TEXTURE_2D); std::array vertices = {{ xo, yo, xf, yf, }}; glVertexPointer(2, GL_FLOAT, 0, vertices.data()); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_LINES, 0, 2); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } static GLfloat last_r, last_g, last_b; static int do_pal_step; void ogl_do_palfx(void) { OGL_DISABLE(TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); GLfloat alast_r = last_r; GLfloat alast_g = last_g; GLfloat alast_b = last_b; if (!do_pal_step) { return; } else if (last_r <= 0 && last_g <= 0 && last_b <= 0) { // scale negative effect by 2.5 to match D1/D2 on GL // also make values positive to actually have an effect alast_r = last_r * -2.5; alast_g = last_g * -2.5; alast_b = last_b * -2.5; glEnable(GL_BLEND); glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR); } else { glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE); } GLfloat color_array[] = { alast_r, alast_g, alast_b, 1.0, alast_r, alast_g, alast_b, 1.0, alast_r, alast_g, alast_b, 1.0, alast_r, alast_g, alast_b, 1.0 }; std::array vertices = {{ 0, 0, 0, 1, 1, 1, 1, 0 }}; glVertexPointer(2, GL_FLOAT, 0, vertices.data()); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } static int ogl_brightness_ok; static int old_b_r, old_b_g, old_b_b; inline int gr_apply_gamma_clamp(int v) { if (v >= 0) return max(v + gr_palette_gamma, 0); else return min(v + gr_palette_gamma, 0); } void gr_palette_step_up(int r, int g, int b) { old_b_r = ogl_brightness_r; old_b_g = ogl_brightness_g; old_b_b = ogl_brightness_b; ogl_brightness_r = gr_apply_gamma_clamp(r); ogl_brightness_g = gr_apply_gamma_clamp(g); ogl_brightness_b = gr_apply_gamma_clamp(b); if (!ogl_brightness_ok) { last_r = ogl_brightness_r / 63.0; last_g = ogl_brightness_g / 63.0; last_b = ogl_brightness_b / 63.0; do_pal_step = (r || g || b || gr_palette_gamma); } else { do_pal_step = 0; } } void gr_palette_load( palette_array_t &pal ) { copy_bound_palette(gr_current_pal, pal); gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too. reset_computed_colors(); } struct TGA_header { unsigned char TGAheader[12]; unsigned char header[6]; }; //writes out an uncompressed RGB .tga file //if we got really spiffy, we could optionally link in libpng or something, and use that. #if DXX_USE_SCREENSHOT_FORMAT_LEGACY void write_bmp(PHYSFS_File *const TGAFile, const unsigned w, const unsigned h) { TGA_header TGA; GLbyte HeightH,HeightL,WidthH,WidthL; const unsigned buffer_size_TGA = w * h * 3; const auto buf = std::make_unique(buffer_size_TGA); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, buf.get()); for (const auto pixel : xrange(w * h)) std::swap(buf[pixel * 3], buf[pixel * 3 + 2]); HeightH = static_cast(h / 256); HeightL = static_cast(h % 256); WidthH = static_cast(w / 256); WidthL = static_cast(w % 256); // Write TGA Header TGA.TGAheader[0] = 0; TGA.TGAheader[1] = 0; TGA.TGAheader[2] = 2; TGA.TGAheader[3] = 0; TGA.TGAheader[4] = 0; TGA.TGAheader[5] = 0; TGA.TGAheader[6] = 0; TGA.TGAheader[7] = 0; TGA.TGAheader[8] = 0; TGA.TGAheader[9] = 0; TGA.TGAheader[10] = 0; TGA.TGAheader[11] = 0; TGA.header[0] = WidthL; TGA.header[1] = WidthH; TGA.header[2] = HeightL; TGA.header[3] = HeightH; TGA.header[4] = static_cast(24); TGA.header[5] = 0; PHYSFS_write(TGAFile,&TGA,sizeof(TGA_header),1); PHYSFS_write(TGAFile,buf, buffer_size_TGA * sizeof(unsigned char),1); } #endif }