#include "SDL.h" #include "SDL_opengl.h" #include #include "graphics_threaded.h" #include "backend_sdl.h" // ------------ CGraphicsBackend_Threaded void CGraphicsBackend_Threaded::ThreadFunc(void *pUser) { CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser; while(!pThis->m_Shutdown) { pThis->m_Activity.wait(); if(pThis->m_pBuffer) { pThis->m_pProcessor->RunBuffer(pThis->m_pBuffer); sync_barrier(); pThis->m_pBuffer = 0x0; pThis->m_BufferDone.signal(); } } } CGraphicsBackend_Threaded::CGraphicsBackend_Threaded() { m_pBuffer = 0x0; m_pProcessor = 0x0; m_pThread = 0x0; } void CGraphicsBackend_Threaded::StartProcessor(ICommandProcessor *pProcessor) { m_Shutdown = false; m_pProcessor = pProcessor; m_pThread = thread_create(ThreadFunc, this); m_BufferDone.signal(); } void CGraphicsBackend_Threaded::StopProcessor() { m_Shutdown = true; m_Activity.signal(); thread_wait(m_pThread); thread_destroy(m_pThread); } void CGraphicsBackend_Threaded::RunBuffer(CCommandBuffer *pBuffer) { WaitForIdle(); m_pBuffer = pBuffer; m_Activity.signal(); } bool CGraphicsBackend_Threaded::IsIdle() const { return m_pBuffer == 0x0; } void CGraphicsBackend_Threaded::WaitForIdle() { while(m_pBuffer != 0x0) m_BufferDone.wait(); } // ------------ CCommandProcessorFragment_General void CCommandProcessorFragment_General::Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand) { pCommand->m_pSemaphore->signal(); } bool CCommandProcessorFragment_General::RunCommand(const CCommandBuffer::SCommand * pBaseCommand) { switch(pBaseCommand->m_Cmd) { case CCommandBuffer::CMD_NOP: break; case CCommandBuffer::CMD_SIGNAL: Cmd_Signal(static_cast(pBaseCommand)); break; default: return false; } return true; } // ------------ CCommandProcessorFragment_OpenGL int CCommandProcessorFragment_OpenGL::TexFormatToOpenGLFormat(int TexFormat) { if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB; if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_ALPHA; if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA; return GL_RGBA; } void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State) { // blend switch(State.m_BlendMode) { case CCommandBuffer::BLEND_NONE: glDisable(GL_BLEND); break; case CCommandBuffer::BLEND_ALPHA: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case CCommandBuffer::BLEND_ADDITIVE: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; default: dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode); }; // clip if(State.m_ClipEnable) { glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH); glEnable(GL_SCISSOR_TEST); } else glDisable(GL_SCISSOR_TEST); // texture if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture]); } else glDisable(GL_TEXTURE_2D); switch(State.m_WrapMode) { case CCommandBuffer::WRAP_REPEAT: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); break; case CCommandBuffer::WRAP_CLAMP: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); break; default: dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode); }; // screen mapping glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(State.m_ScreenTL.x, State.m_ScreenBR.x, State.m_ScreenBR.y, State.m_ScreenTL.y, 1.0f, 10.f); } void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand) { glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot]); glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height, TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData); mem_free(pCommand->m_pData); } void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand) { glDeleteTextures(1, &m_aTextures[pCommand->m_Slot]); } void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand) { int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format); int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat); glGenTextures(1, &m_aTextures[pCommand->m_Slot]); glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot]); if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, pCommand->m_Width, pCommand->m_Height, 0, Oglformat, GL_UNSIGNED_BYTE, pCommand->m_pData); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, pCommand->m_Width, pCommand->m_Height, Oglformat, GL_UNSIGNED_BYTE, pCommand->m_pData); } mem_free(pCommand->m_pData); } void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand) { glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand) { SetState(pCommand->m_State); glVertexPointer(3, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices); glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*3); glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*5); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); switch(pCommand->m_PrimType) { case CCommandBuffer::PRIMTYPE_QUADS: glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4); break; case CCommandBuffer::PRIMTYPE_LINES: glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2); break; default: dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd); }; } void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand) { // fetch image data GLint aViewport[4] = {0,0,0,0}; glGetIntegerv(GL_VIEWPORT, aViewport); int w = aViewport[2]; int h = aViewport[3]; // we allocate one more row to use when we are flipping the texture unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1); unsigned char *pTempRow = pPixelData+w*h*3; // fetch the pixels GLint Alignment; glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData); glPixelStorei(GL_PACK_ALIGNMENT, Alignment); // flip the pixel because opengl works from bottom left corner for(int y = 0; y < h/2; y++) { mem_copy(pTempRow, pPixelData+y*w*3, w*3); mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3); mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3); } // fill in the information pCommand->m_pImage->m_Width = w; pCommand->m_pImage->m_Height = h; pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB; pCommand->m_pImage->m_pData = pPixelData; } CCommandProcessorFragment_OpenGL::CCommandProcessorFragment_OpenGL() { mem_zero(m_aTextures, sizeof(m_aTextures)); } bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand * pBaseCommand) { switch(pBaseCommand->m_Cmd) { case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast(pBaseCommand)); break; default: return false; } return true; } // ------------ CCommandProcessorFragment_SDL void CCommandProcessorFragment_SDL::Cmd_Init(const SCommand_Init *pCommand) { m_GLContext = pCommand->m_Context; GL_MakeCurrent(m_GLContext); // set some default settings glEnable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glAlphaFunc(GL_GREATER, 0); glEnable(GL_ALPHA_TEST); glDepthMask(0); } void CCommandProcessorFragment_SDL::Cmd_Shutdown(const SCommand_Shutdown *pCommand) { GL_ReleaseContext(m_GLContext); } void CCommandProcessorFragment_SDL::Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand) { GL_SwapBuffers(m_GLContext); if(pCommand->m_Finish) glFinish(); } void CCommandProcessorFragment_SDL::Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand) { // TODO: fix this code on osx or windows SDL_Rect **ppModes = SDL_ListModes(NULL, SDL_OPENGL|SDL_GL_DOUBLEBUFFER|SDL_FULLSCREEN); if(ppModes == NULL) { // no modes *pCommand->m_pNumModes = 0; } else if(ppModes == (SDL_Rect**)-1) { // no modes *pCommand->m_pNumModes = 0; } else { int NumModes = 0; for(int i = 0; ppModes[i]; ++i) { if(NumModes == pCommand->m_MaxModes) break; pCommand->m_pModes[NumModes].m_Width = ppModes[i]->w; pCommand->m_pModes[NumModes].m_Height = ppModes[i]->h; pCommand->m_pModes[NumModes].m_Red = 8; pCommand->m_pModes[NumModes].m_Green = 8; pCommand->m_pModes[NumModes].m_Blue = 8; NumModes++; } *pCommand->m_pNumModes = NumModes; } } CCommandProcessorFragment_SDL::CCommandProcessorFragment_SDL() { } bool CCommandProcessorFragment_SDL::RunCommand(const CCommandBuffer::SCommand *pBaseCommand) { switch(pBaseCommand->m_Cmd) { case CCommandBuffer::CMD_SWAP: Cmd_Swap(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast(pBaseCommand)); break; case CMD_INIT: Cmd_Init(static_cast(pBaseCommand)); break; case CMD_SHUTDOWN: Cmd_Shutdown(static_cast(pBaseCommand)); break; default: return false; } return true; } // ------------ CCommandProcessor_SDL_OpenGL void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer) { unsigned CmdIndex = 0; while(1) { const CCommandBuffer::SCommand *pBaseCommand = pBuffer->GetCommand(&CmdIndex); if(pBaseCommand == 0x0) break; if(m_OpenGL.RunCommand(pBaseCommand)) continue; if(m_SDL.RunCommand(pBaseCommand)) continue; if(m_General.RunCommand(pBaseCommand)) continue; dbg_msg("graphics", "unknown command %d", pBaseCommand->m_Cmd); } } // ------------ CGraphicsBackend_SDL_OpenGL int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Width, int *Height, int FsaaSamples, int Flags) { if(!SDL_WasInit(SDL_INIT_VIDEO)) { if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) { dbg_msg("gfx", "unable to init SDL video: %s", SDL_GetError()); return -1; } #ifdef CONF_FAMILY_WINDOWS if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention putenv("SDL_VIDEO_WINDOW_POS=8,27"); // ignore_convention #endif } const SDL_VideoInfo *pInfo = SDL_GetVideoInfo(); SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); // prevent stuck mouse cursor sdl-bug when loosing fullscreen focus in windows // use current resolution as default if(*Width == 0 || *Height == 0) { *Width = pInfo->current_w; *Height = pInfo->current_h; } // set flags int SdlFlags = SDL_OPENGL; if(Flags&IGraphicsBackend::INITFLAG_RESIZABLE) SdlFlags |= SDL_RESIZABLE; if(pInfo->hw_available) // ignore_convention SdlFlags |= SDL_HWSURFACE; else SdlFlags |= SDL_SWSURFACE; if(pInfo->blit_hw) // ignore_convention SdlFlags |= SDL_HWACCEL; dbg_assert(!(Flags&IGraphicsBackend::INITFLAG_BORDERLESS) || !(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN), "only one of borderless and fullscreen may be activated at the same time"); if(Flags&IGraphicsBackend::INITFLAG_BORDERLESS) SdlFlags |= SDL_NOFRAME; if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN) SdlFlags |= SDL_FULLSCREEN; // set gl attributes if(FsaaSamples) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, FsaaSamples); } else { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); } SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0); // set caption SDL_WM_SetCaption(pName, pName); // create window m_pScreenSurface = SDL_SetVideoMode(*Width, *Height, 0, SdlFlags); if(!m_pScreenSurface) { dbg_msg("gfx", "unable to set video mode: %s", SDL_GetError()); //*pCommand->m_pResult = -1; return -1; } SDL_ShowCursor(0); // fetch gl contexts and release the context from this thread m_GLContext = GL_GetCurrentContext(); GL_ReleaseContext(m_GLContext); // start the command processor m_pProcessor = new CCommandProcessor_SDL_OpenGL; StartProcessor(m_pProcessor); // issue a init command CCommandBuffer CmdBuffer(1024, 512); CCommandProcessorFragment_SDL::SCommand_Init Cmd; Cmd.m_Context = m_GLContext; CmdBuffer.AddCommand(Cmd); RunBuffer(&CmdBuffer); WaitForIdle(); // return return 0; } int CGraphicsBackend_SDL_OpenGL::Shutdown() { // issue a shutdown command CCommandBuffer CmdBuffer(1024, 512); CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd; CmdBuffer.AddCommand(Cmd); RunBuffer(&CmdBuffer); WaitForIdle(); // stop and delete the processor StopProcessor(); delete m_pProcessor; m_pProcessor = 0; SDL_QuitSubSystem(SDL_INIT_VIDEO); return 0; } void CGraphicsBackend_SDL_OpenGL::Minimize() { SDL_WM_IconifyWindow(); } void CGraphicsBackend_SDL_OpenGL::Maximize() { // TODO: SDL } int CGraphicsBackend_SDL_OpenGL::WindowActive() { return SDL_GetAppState()&SDL_APPINPUTFOCUS; } int CGraphicsBackend_SDL_OpenGL::WindowOpen() { return SDL_GetAppState()&SDL_APPACTIVE; } IGraphicsBackend *CreateGraphicsBackend() { return new CGraphicsBackend_SDL_OpenGL; }