dxx-rebirth/similar/arch/ogl/gr.cpp
Kp 173d5559d7 Tighten TGA generation code
- Skip reading unused alpha channel in TGA screenshot path.  The alpha
  channel is discarded, so skip even retrieving it from OpenGL.
- Perform the red/blue swap in place, instead of copying into an
  additional buffer.
2022-07-02 18:10:45 +00:00

1188 lines
33 KiB
C++

/*
* This file is part of the DXX-Rebirth project <https://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 "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 <OpenGL/glu.h>
#else
#if DXX_USE_OGLES
#include <EGL/egl.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <SDL_syswm.h>
#endif
#endif
#include "ogl_sync.h"
#include <memory>
using std::min;
using std::max;
namespace dcx {
static int ogl_brightness_r, ogl_brightness_g, ogl_brightness_b;
#if DXX_USE_OGLES
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
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
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<uint32_t>(x) > display_width) {
con_printf(CON_URGENT, "RPi: Requested width %d exceeds display width %u, scaling down!",
x,display_width);
x=static_cast<int>(display_width);
}
if (static_cast<uint32_t>(y) > display_height) {
con_printf(CON_URGENT, "RPi: Requested height %d exceeds display height %u, scaling down!",
y,display_height);
y=static_cast<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 = static_cast<uint32_t>(x);
dst_rect.height= static_cast<uint32_t>(y);
}
src_rect.x = 0;
src_rect.y = 0;
src_rect.width = (static_cast<uint32_t>(x))<< 16;
src_rect.height =(static_cast<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*/,
static_cast<DISPMANX_TRANSFORM_T>(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<DISPMANX_TRANSFORM_T>(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
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_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
#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<int>(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<EGLNativeWindowType>(&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)
{
const auto gl_vendor = reinterpret_cast<const char *>(glGetString(GL_VENDOR));
const auto gl_renderer = reinterpret_cast<const char *>(glGetString(GL_RENDERER));
const auto gl_version = reinterpret_cast<const char *>(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;
}
}
}
namespace dcx {
#if SDL_MAJOR_VERSION == 1
// returns possible (fullscreen) resolutions if any.
uint_fast32_t gr_list_modes(std::array<screen_mode, 50> &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<SDL_Rect **>(0)) // check if we get any modes - if not, return 0
return 0;
if (modes == reinterpret_cast<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].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<uint8_t *>(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);
#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
#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
gr_set_attributes();
ogl_init_texture_list_internal();
grd_curscreen = std::make_unique<grs_screen>();
*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
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<GLfloat, 2> vertices = {{
(x + cv_bitmap.bm_x) / static_cast<float>(last_width),
static_cast<GLfloat>(1.0 - (y + cv_bitmap.bm_y) / static_cast<float>(last_height))
}};
const auto cr = static_cast<GLfloat>(CPAL2Tr(c));
const auto cg = static_cast<GLfloat>(CPAL2Tg(c));
const auto cb = static_cast<GLfloat>(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<float>(last_width);
xf = (right + 1 + canvas.cv_bitmap.bm_x) / static_cast<float>(last_width);
yo = 1.0 - (top + canvas.cv_bitmap.bm_y) / static_cast<float>(last_height);
yf = 1.0 - (bot + 1 + canvas.cv_bitmap.bm_y) / static_cast<float>(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<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0);
std::array<GLfloat, 16> 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<GLfloat, 8> 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<float>(canvas.cv_fade_level) / (static_cast<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
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
xo = (left + canvas.cv_bitmap.bm_x) / static_cast<float>(last_width);
xf = (right + canvas.cv_bitmap.bm_x) / static_cast<float>(last_width);
yo = 1.0 - (top + canvas.cv_bitmap.bm_y + 0.5) / static_cast<float>(last_height);
yf = 1.0 - (bot + canvas.cv_bitmap.bm_y + 0.5) / static_cast<float>(last_height);
OGL_DISABLE(TEXTURE_2D);
std::array<GLfloat, 4> 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<GLfloat, 8> 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<uint8_t[]>(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<GLbyte>(h / 256);
HeightL = static_cast<GLbyte>(h % 256);
WidthH = static_cast<GLbyte>(w / 256);
WidthL = static_cast<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] = WidthL;
TGA.header[1] = WidthH;
TGA.header[2] = HeightL;
TGA.header[3] = HeightH;
TGA.header[4] = static_cast<GLbyte>(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
}