dxx-rebirth/similar/arch/ogl/gr.cpp

1117 lines
31 KiB
C++

/*
* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
* 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 "bcm_host.h"
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef _MSC_VER
#include <windows.h>
#endif
#if !defined(_MSC_VER) && !defined(macintosh)
#include <unistd.h>
#endif
#if !defined(macintosh)
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#endif
#include <algorithm>
#include <errno.h>
#include <SDL.h>
#include "hudmsg.h"
#include "game.h"
#include "text.h"
#include "gr.h"
#include "gamefont.h"
#include "grdef.h"
#include "palette.h"
#include "u_mem.h"
#include "dxxerror.h"
#include "inferno.h"
#include "screens.h"
#include "strutil.h"
#include "args.h"
#include "key.h"
#include "physfsx.h"
#include "internal.h"
#include "render.h"
#include "console.h"
#include "config.h"
#include "playsave.h"
#include "vers_id.h"
#include "game.h"
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/glu.h>
#else
#ifdef OGLES
#include <EGL/egl.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <SDL_syswm.h>
#else
#include <GL/glu.h>
#endif
#endif
using std::max;
#ifdef OGLES
int sdl_video_flags = 0;
#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
int sdl_video_flags = SDL_OPENGL;
#endif
int gr_installed = 0;
int gl_initialized=0;
int linedotscale=1; // scalar of glLinewidth and glPointSize - only calculated once when resolution changes
#ifdef RPI
int sdl_no_modeswitch=0;
#else
enum { sdl_no_modeswitch = 0 };
#endif
#ifdef OGLES
EGLDisplay eglDisplay=EGL_NO_DISPLAY;
EGLConfig eglConfig;
EGLSurface eglSurface=EGL_NO_SURFACE;
EGLContext eglContext=EGL_NO_CONTEXT;
bool TestEGLError(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
void ogl_swap_buffers_internal(void)
{
#ifdef OGLES
eglSwapBuffers(eglDisplay, eglSurface);
#else
SDL_GL_SwapBuffers();
#endif
}
#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)
void rpi_destroy_element(void)
{
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;
}
}
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 ((uint32_t)x > display_width) {
con_printf(CON_URGENT, "RPi: Requested width %d exceeds display width %u, scaling down!",
x,display_width);
x=(int)display_width;
}
if ((uint32_t)y > display_height) {
con_printf(CON_URGENT, "RPi: Requested height %d exceeds display height %u, scaling down!",
y,display_height);
y=(int)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 = (uint32_t)x;
dst_rect.height= (uint32_t)y;
}
src_rect.x = 0;
src_rect.y = 0;
src_rect.width = ((uint32_t)x)<< 16;
src_rect.height =((uint32_t)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*/, 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*/,
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
#ifdef OGLES
void ogles_destroy(void)
{
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
int ogl_init_window(int x, int y)
{
int use_x,use_y,use_bpp;
Uint32 use_flags;
#ifdef OGLES
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 (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);
SDL_WM_SetIcon( SDL_LoadBMP( DXX_SDL_WINDOW_ICON_BITMAP ), NULL );
use_x=x;
use_y=y;
use_bpp=GameArg.DbgBpp;
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)",
x, y, GameArg.DbgBpp, SDL_GetError());
#else
Error("Could not set %dx%dx%d opengl video mode: %s\n", x, y, GameArg.DbgBpp, SDL_GetError());
#endif
}
#ifdef OGLES
#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 ===", (void*)x11Display, (int)x11Window);
}
}
if (eglDisplay == EGL_NO_DISPLAY) {
#ifdef RPI
eglDisplay = eglGetDisplay((EGLNativeDisplayType)EGL_DEFAULT_DISPLAY);
#else
eglDisplay = eglGetDisplay((EGLNativeDisplayType)x11Display);
#endif
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(x,y,sdl_video_flags,1)) {
Error("RPi: Could not set up a %dx%d element\n", x, y);
}
#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, (EGLNativeWindowType)&nativewindow, winAttribs);
#else
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (NativeWindowType)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
linedotscale = ((x/640<y/480?x/640:y/480)<1?1:(x/640<y/480?x/640:y/480));
gl_initialized=1;
return 0;
}
int gr_check_fullscreen(void)
{
return (sdl_video_flags & SDL_FULLSCREEN)?1:0;
}
int gr_toggle_fullscreen(void)
{
if (sdl_video_flags & SDL_FULLSCREEN)
sdl_video_flags &= ~SDL_FULLSCREEN;
else
sdl_video_flags |= SDL_FULLSCREEN;
if (gl_initialized)
{
if (sdl_no_modeswitch == 0) {
if (!SDL_VideoModeOK(SM_W(Game_screen_mode), SM_H(Game_screen_mode), GameArg.DbgBpp, sdl_video_flags))
{
con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480",SM_W(Game_screen_mode), SM_H(Game_screen_mode));
Game_screen_mode=SM(640,480);
}
if (!SDL_SetVideoMode(SM_W(Game_screen_mode), SM_H(Game_screen_mode), GameArg.DbgBpp, sdl_video_flags))
{
Error("Could not set %dx%dx%d opengl video mode: %s\n", SM_W(Game_screen_mode), SM_H(Game_screen_mode), GameArg.DbgBpp, SDL_GetError());
}
}
#ifdef RPI
if (rpi_setup_element(SM_W(Game_screen_mode), SM_H(Game_screen_mode), 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();
gr_remap_mono_fonts();
if (gl_initialized) // update viewing values for menus
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef 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
}
GameCfg.WindowMode = (sdl_video_flags & SDL_FULLSCREEN)?0:1;
return (sdl_video_flags & SDL_FULLSCREEN)?1:0;
}
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();
#ifdef 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->sc_w, grd_curscreen->sc_h);
}
// Set the buffer to draw to. 0 is front, 1 is back
void gr_set_draw_buffer(int buf)
{
#ifndef OGLES
glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK);
#endif
}
const char *gl_vendor, *gl_renderer, *gl_version, *gl_extensions;
static void ogl_get_verinfo(void)
{
#ifndef OGLES
gl_vendor = (const char *) glGetString (GL_VENDOR);
gl_renderer = (const char *) glGetString (GL_RENDERER);
gl_version = (const char *) glGetString (GL_VERSION);
gl_extensions = (const char *) glGetString (GL_EXTENSIONS);
con_printf(CON_VERBOSE, "OpenGL: vendor: %s\nOpenGL: renderer: %s\nOpenGL: version: %s",gl_vendor,gl_renderer,gl_version);
#ifdef _WIN32
dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB");
dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB");
dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS");
dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS");
#endif
//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)
{
GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent.
GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely
GameArg.DbgGlGetTexLevelParamOk=0;//returns random data..
}
if (d_stricmp(gl_vendor,"Matrox Graphics Inc.")==0)
{
//displays garbage. reported by
// redomen@crcwnet.com (render="Matrox G400" version="1.1.3 5.52.015")
// orulz (Matrox G200)
GameArg.DbgGlIntensity4Ok=0;
}
#ifdef macintosh
if (d_stricmp(gl_renderer,"3dfx Voodoo 3")==0) // strangely, includes Voodoo 2
GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0
#endif
#ifndef NDEBUG
con_printf(CON_VERBOSE,"gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i",GameArg.DbgGlIntensity4Ok,GameArg.DbgGlLuminance4Alpha4Ok,GameArg.DbgGlRGBA2Ok,GameArg.DbgGlReadPixelsOk,GameArg.DbgGlGetTexLevelParamOk);
#endif
if (!d_stricmp(gl_extensions,"GL_EXT_texture_filter_anisotropic")==0)
{
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &ogl_maxanisotropy);
con_printf(CON_VERBOSE,"ogl_maxanisotropy:%f",ogl_maxanisotropy);
}
else if (GameCfg.TexFilt >= 3)
GameCfg.TexFilt = 2;
#endif
}
// returns possible (fullscreen) resolutions if any.
int gr_list_modes( array<uint32_t, 50> &gsmodes )
{
SDL_Rect** modes;
int modesnum = 0;
#ifdef 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 == (SDL_Rect**)0) // check if we get any modes - if not, return 0
return 0;
if (modes == (SDL_Rect**)-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] = SM(modes[i]->w,modes[i]->h);
modesnum++;
if (modesnum >= 50) // that really seems to be enough big boy.
break;
}
return modesnum;
}
}
int gr_check_mode(u_int32_t mode)
{
unsigned int w, h;
w=SM_W(mode);
h=SM_H(mode);
if (sdl_no_modeswitch == 0) {
return SDL_VideoModeOK(w, h, GameArg.DbgBpp, sdl_video_flags);
} else {
// just tell the caller that any mode is valid...
return 32;
}
}
int gr_set_mode(u_int32_t mode)
{
unsigned int w, h;
unsigned char *gr_bm_data;
if (mode<=0)
return 0;
w=SM_W(mode);
h=SM_H(mode);
if (!gr_check_mode(mode))
{
con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480",w,h);
w=640;
h=480;
Game_screen_mode=mode=SM(w,h);
}
gr_bm_data=grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around.
unsigned char *gr_new_bm_data = (unsigned char *)d_realloc(gr_bm_data,w*h);
if (!gr_new_bm_data)
return 0;
*grd_curscreen = {};
grd_curscreen->sc_mode = mode;
grd_curscreen->sc_w = w;
grd_curscreen->sc_h = h;
grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameCfg.AspectX,grd_curscreen->sc_h*GameCfg.AspectY);
gr_init_canvas(&grd_curscreen->sc_canvas, gr_new_bm_data, BM_OGL, w, h);
gr_set_current_canvas(NULL);
ogl_init_window(w,h);//platform specific code
ogl_get_verinfo();
OGL_VIEWPORT(0,0,w,h);
ogl_init_state();
gamefont_choose_game_font(w,h);
gr_remap_color_fonts();
gr_remap_mono_fonts();
return 0;
}
#define GLstrcmptestr(a,b) if (d_stricmp(a,#b)==0 || d_stricmp(a,"GL_" #b)==0)return GL_ ## b;
#ifdef _WIN32
static const 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)
{
#ifndef 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);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL,GameCfg.VSync);
if (GameCfg.Multisample)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
#endif
ogl_smash_texture_list_internal();
gr_remap_color_fonts();
gr_remap_mono_fonts();
}
int gr_init(int mode)
{
#ifdef RPI
char sdl_driver[32];
char *sdl_driver_ret;
#endif
int retcode;
// 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 ...
sdl_driver_ret=SDL_VideoDriverName(sdl_driver,32);
if (sdl_driver_ret) {
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
if (!GameCfg.WindowMode && !GameArg.SysWindow)
sdl_video_flags|=SDL_FULLSCREEN;
if (GameArg.SysNoBorders)
sdl_video_flags|=SDL_NOFRAME;
gr_set_attributes();
ogl_init_texture_list_internal();
CALLOC( grd_curscreen,grs_screen,1 );
grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL;
// Set the mode.
if ((retcode=gr_set_mode(mode)))
return retcode;
grd_curscreen->sc_canvas.cv_color = 0;
grd_curscreen->sc_canvas.cv_fade_level = GR_FADE_OFF;
grd_curscreen->sc_canvas.cv_blend_func = GR_BLEND_NORMAL;
grd_curscreen->sc_canvas.cv_drawmode = 0;
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();
}
if (grd_curscreen)
{
if (grd_curscreen->sc_canvas.cv_bitmap.bm_data)
d_free(grd_curscreen->sc_canvas.cv_bitmap.bm_data);
d_free(grd_curscreen);
}
ogl_close_pixel_buffers();
#ifdef _WIN32
if (ogl_rt_loaded)
OpenGL_LoadLibrary(false, OglLibPath);
#endif
#ifdef OGLES
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
}
void ogl_upixelc(int x, int y, int c)
{
GLfloat vertex_array[] = {
static_cast<GLfloat>((x+grd_curcanv->cv_bitmap.bm_x)/(float)last_width),
static_cast<GLfloat>(1.0-(y+grd_curcanv->cv_bitmap.bm_y)/(float)last_height)
};
GLfloat color_array[] = {
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), 1.0,
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), 1.0,
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), 1.0,
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), 1.0
};
r_upixelc++;
OGL_DISABLE(TEXTURE_2D);
glPointSize(linedotscale);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
glColorPointer(4, GL_FLOAT, 0, color_array);
glDrawArrays(GL_POINTS, 0, 1);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
unsigned char ogl_ugpixel( grs_bitmap * bitmap, int x, int y )
{
GLint gl_draw_buffer;
ubyte buf[4];
#ifndef OGLES
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(int left,int top,int right,int bot)
{
GLfloat xo, yo, xf, yf, color_r, color_g, color_b, color_a;
GLfloat color_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
int c=COLOR;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width;
xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width;
yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height;
yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height;
OGL_DISABLE(TEXTURE_2D);
color_r = CPAL2Tr(c);
color_g = CPAL2Tg(c);
color_b = CPAL2Tb(c);
if (grd_curcanv->cv_fade_level >= GR_FADE_OFF)
color_a = 1.0;
else
color_a = 1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0);
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;
vertex_array[0] = xo;
vertex_array[1] = yo;
vertex_array[2] = xo;
vertex_array[3] = yf;
vertex_array[4] = xf;
vertex_array[5] = yf;
vertex_array[6] = xf;
vertex_array[7] = yo;
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
glColorPointer(4, GL_FLOAT, 0, color_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS
glDisableClientState(GL_VERTEX_ARRAY);
}
void ogl_ulinec(int left,int top,int right,int bot,int c)
{
GLfloat xo,yo,xf,yf;
GLfloat fade_alpha = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0);
GLfloat color_array[] = {
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), fade_alpha,
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), fade_alpha,
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), 1.0,
static_cast<GLfloat>(CPAL2Tr(c)), static_cast<GLfloat>(CPAL2Tg(c)), static_cast<GLfloat>(CPAL2Tb(c)), fade_alpha
};
GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0 };
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
xf = (right + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
OGL_DISABLE(TEXTURE_2D);
vertex_array[0] = xo;
vertex_array[1] = yo;
vertex_array[2] = xf;
vertex_array[3] = yf;
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
glColorPointer(4, GL_FLOAT, 0, color_array);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
GLfloat last_r=0, last_g=0, last_b=0;
int do_pal_step=0;
void ogl_do_palfx(void)
{
GLfloat color_array[] = { last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0 };
GLfloat vertex_array[] = { 0,0,0,1,1,1,1,0 };
OGL_DISABLE(TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if (do_pal_step)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
}
else
return;
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
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);
}
int ogl_brightness_ok = 0;
int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0;
static int old_b_r = 0, old_b_g = 0, old_b_b = 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 = max(r + gr_palette_gamma, 0);
ogl_brightness_g = max(g + gr_palette_gamma, 0);
ogl_brightness_b = max(b + gr_palette_gamma, 0);
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;
}
}
#undef min
using std::min;
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.
init_computed_colors();
}
void gr_palette_read(palette_array_t &pal)
{
copy_bound_palette(pal, gr_current_pal);
}
#define GL_BGR_EXT 0x80E0
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.
static void write_bmp(char *savename,unsigned w,unsigned h)
{
PHYSFS_file* TGAFile;
TGA_header TGA;
GLbyte HeightH,HeightL,WidthH,WidthL;
RAIIdubyte buf;
CALLOC( buf,unsigned char, w*h*4);
RAIIdubyte rgbaBuf;
CALLOC(rgbaBuf, unsigned char, w * h * 4);
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rgbaBuf);
for(unsigned int pixel = 0; pixel < w * h; pixel++) {
*(buf + pixel * 3) = *(rgbaBuf + pixel * 4 + 2);
*(buf + pixel * 3 + 1) = *(rgbaBuf + pixel * 4 + 1);
*(buf + pixel * 3 + 2) = *(rgbaBuf + pixel * 4);
}
if (!(TGAFile = PHYSFSX_openWriteBuffered(savename)))
{
con_printf(CON_URGENT,"Could not create TGA file to dump screenshot!");
return;
}
HeightH = (GLbyte)(h / 256);
HeightL = (GLbyte)(h % 256);
WidthH = (GLbyte)(w / 256);
WidthL = (GLbyte)(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] = (GLbyte) WidthL;
TGA.header[1] = (GLbyte) WidthH;
TGA.header[2] = (GLbyte) HeightL;
TGA.header[3] = (GLbyte) HeightH;
TGA.header[4] = (GLbyte) 24;
TGA.header[5] = 0;
PHYSFS_write(TGAFile,&TGA,sizeof(TGA_header),1);
PHYSFS_write(TGAFile,buf,w*h*3*sizeof(unsigned char),1);
PHYSFS_close(TGAFile);
}
void save_screen_shot(int automap_flag)
{
static int savenum=0;
char savename[13+sizeof(SCRNS_DIR)];
if (!GameArg.DbgGlReadPixelsOk){
if (!automap_flag)
HUD_init_message_literal(HM_DEFAULT, "glReadPixels not supported on your configuration");
return;
}
stop_time();
if (!PHYSFSX_exists(SCRNS_DIR,0))
PHYSFS_mkdir(SCRNS_DIR); //try making directory
do
{
sprintf(savename, "%sscrn%04d.tga",SCRNS_DIR, savenum++);
} while (PHYSFSX_exists(savename,0));
if (!automap_flag)
HUD_init_message(HM_DEFAULT, "%s 'scrn%04d.tga'", TXT_DUMPING_SCREEN, savenum-1 );
#ifndef OGLES
glReadBuffer(GL_FRONT);
#endif
write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h);
start_time();
}