458 lines
12 KiB
C++
458 lines
12 KiB
C++
/*
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** sdlglvideo.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Christoph Oelckers et.al.
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include "doomtype.h"
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#include "i_module.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "m_argv.h"
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#include "v_video.h"
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#include "version.h"
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#include "c_console.h"
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#include "s_sound.h"
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#include "hardware.h"
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#include "gl_sysfb.h"
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#include "gl_load/gl_system.h"
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#include "r_defs.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_shader.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern IVideo *Video;
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Int, vid_adapter)
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EXTERN_CVAR (Int, vid_displaybits)
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EXTERN_CVAR (Int, vid_maxfps)
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EXTERN_CVAR (Int, vid_defwidth)
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EXTERN_CVAR (Int, vid_defheight)
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EXTERN_CVAR (Bool, cl_capfps)
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CVAR(Bool, i_soundinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR (Int, vid_adapter, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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class SDLGLVideo : public IVideo
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{
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public:
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SDLGLVideo (int parm);
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~SDLGLVideo ();
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DFrameBuffer *CreateFrameBuffer ();
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void SetupPixelFormat(bool allowsoftware, int multisample, const int *glver);
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};
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// CODE --------------------------------------------------------------------
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SDLGLVideo::SDLGLVideo (int parm)
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{
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if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
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fprintf( stderr, "Video initialization failed: %s\n",
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SDL_GetError( ) );
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}
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}
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SDLGLVideo::~SDLGLVideo ()
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{
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}
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DFrameBuffer *SDLGLVideo::CreateFrameBuffer ()
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{
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SystemGLFrameBuffer *fb = new OpenGLFrameBuffer(0, fullscreen);
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return fb;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SDLGLVideo::SetupPixelFormat(bool allowsoftware, int multisample, const int *glver)
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{
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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if (multisample > 0) {
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, multisample );
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}
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if (gl_debug)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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if (gl_es)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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}
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else if (glver[0] > 2)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, glver[0]);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, glver[1]);
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}
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else
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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}
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}
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IVideo *gl_CreateVideo()
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{
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return new SDLGLVideo(0);
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}
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// FrameBuffer implementation -----------------------------------------------
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FModule sdl_lib("SDL2");
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typedef int (*SDL_GetWindowBordersSizePtr)(SDL_Window *, int *, int *, int *, int *);
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static TOptProc<sdl_lib, SDL_GetWindowBordersSizePtr> SDL_GetWindowBordersSize_("SDL_GetWindowBordersSize");
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SystemGLFrameBuffer::SystemGLFrameBuffer (void *, bool fullscreen)
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: DFrameBuffer (vid_defwidth, vid_defheight)
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{
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m_fsswitch = false;
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// SDL_GetWindowBorderSize() is only available since 2.0.5, but because
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// GZDoom supports platforms with older SDL2 versions, this function
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// has to be dynamically loaded
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if (!sdl_lib.IsLoaded())
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{
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sdl_lib.Load({ "libSDL2.so", "libSDL2-2.0.so" });
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}
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// NOTE: Core profiles were added with GL 3.2, so there's no sense trying
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// to set core 3.1 or 3.0. We could try a forward-compatible context
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// instead, but that would be too restrictive (w.r.t. shaders).
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static const int glvers[][2] = {
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{ 4, 5 }, { 4, 4 }, { 4, 3 }, { 4, 2 }, { 4, 1 }, { 4, 0 },
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{ 3, 3 }, { 3, 2 }, { 2, 0 },
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{ 0, 0 },
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};
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int glveridx = 0;
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int i;
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UpdatePending = false;
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const char *version = Args->CheckValue("-glversion");
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if (version != NULL)
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{
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double gl_version = strtod(version, NULL) + 0.01;
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int vermaj = (int)gl_version;
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int vermin = (int)(gl_version*10.0) % 10;
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while (glvers[glveridx][0] > vermaj || (glvers[glveridx][0] == vermaj &&
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glvers[glveridx][1] > vermin))
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{
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glveridx++;
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if (glvers[glveridx][0] == 0)
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{
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glveridx = 0;
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break;
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}
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}
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}
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FString caption;
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caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
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for ( ; glvers[glveridx][0] > 0; ++glveridx)
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{
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static_cast<SDLGLVideo*>(Video)->SetupPixelFormat(false, 0, glvers[glveridx]);
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SDL_Rect bounds;
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SDL_GetDisplayBounds(vid_adapter,&bounds);
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// set default size
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if ( win_w <= 0 || win_h <= 0 )
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{
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win_w = bounds.w * 8 / 10;
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win_h = bounds.h * 8 / 10;
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}
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Screen = SDL_CreateWindow(caption,
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(win_x <= 0) ? SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter) : win_x,
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(win_y <= 0) ? SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter) : win_y,
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win_w, win_h, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0) | (win_maximized ? SDL_WINDOW_MAXIMIZED : 0) | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (Screen != NULL)
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{
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// enforce minimum size limit
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SDL_SetWindowMinimumSize(Screen, MIN_WIDTH, MIN_HEIGHT);
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GLContext = SDL_GL_CreateContext(Screen);
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if (GLContext != NULL)
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{
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m_supportsGamma = -1 != SDL_GetWindowGammaRamp(Screen,
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m_origGamma[0], m_origGamma[1], m_origGamma[2]
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);
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return;
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}
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SDL_DestroyWindow(Screen);
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Screen = NULL;
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}
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}
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}
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SystemGLFrameBuffer::~SystemGLFrameBuffer ()
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{
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if (Screen)
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{
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ResetGammaTable();
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if (GLContext)
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{
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SDL_GL_DeleteContext(GLContext);
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}
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SDL_DestroyWindow(Screen);
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}
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}
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void SystemGLFrameBuffer::SetGammaTable(uint16_t *tbl)
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{
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if (m_supportsGamma)
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{
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SDL_SetWindowGammaRamp(Screen, &tbl[0], &tbl[256], &tbl[512]);
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}
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}
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void SystemGLFrameBuffer::ResetGammaTable()
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{
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if (m_supportsGamma)
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{
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SDL_SetWindowGammaRamp(Screen, m_origGamma[0], m_origGamma[1], m_origGamma[2]);
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}
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}
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bool SystemGLFrameBuffer::IsFullscreen ()
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{
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return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
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}
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void SystemGLFrameBuffer::SetVSync( bool vsync )
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{
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#if defined (__APPLE__)
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const GLint value = vsync ? 1 : 0;
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CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval, &value );
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#else
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if (vsync)
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{
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if (SDL_GL_SetSwapInterval(-1) == -1)
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SDL_GL_SetSwapInterval(1);
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}
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else
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{
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SDL_GL_SetSwapInterval(0);
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}
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#endif
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}
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void SystemGLFrameBuffer::SwapBuffers()
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{
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#if !defined(__APPLE__) && !defined(__OpenBSD__)
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if (vid_maxfps && !cl_capfps)
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{
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SEMAPHORE_WAIT(FPSLimitSemaphore)
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}
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#endif
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SDL_GL_SwapWindow (Screen);
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}
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void SystemGLFrameBuffer::ToggleFullscreen(bool yes)
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{
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SDL_SetWindowFullscreen(Screen, yes ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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if ( !yes )
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{
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if ( !m_fsswitch )
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{
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m_fsswitch = true;
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fullscreen = false;
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}
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else
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{
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m_fsswitch = false;
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SetWindowSize(win_w, win_h);
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}
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}
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}
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int SystemGLFrameBuffer::GetClientWidth()
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{
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int width = 0;
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SDL_GL_GetDrawableSize(Screen, &width, nullptr);
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return width;
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}
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int SystemGLFrameBuffer::GetClientHeight()
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{
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int height = 0;
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SDL_GL_GetDrawableSize(Screen, nullptr, &height);
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return height;
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}
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void SystemGLFrameBuffer::SetWindowSize(int w, int h)
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{
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if (w < MIN_WIDTH || h < MIN_HEIGHT)
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{
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w = MIN_WIDTH;
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h = MIN_HEIGHT;
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}
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win_w = w;
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win_h = h;
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if ( fullscreen )
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{
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fullscreen = false;
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}
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else
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{
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win_maximized = false;
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SDL_SetWindowSize(Screen, w, h);
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SDL_SetWindowPosition(Screen, SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter), SDL_WINDOWPOS_CENTERED_DISPLAY(vid_adapter));
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SetSize(GetClientWidth(), GetClientHeight());
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int x, y;
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SDL_GetWindowPosition(Screen, &x, &y);
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win_x = x;
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win_y = y;
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}
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}
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void SystemGLFrameBuffer::GetWindowBordersSize(int &top, int &left)
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{
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if (SDL_GetWindowBordersSize_)
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{
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SDL_GetWindowBordersSize_(Screen, &top, &left, nullptr, nullptr);
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}
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}
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void ProcessSDLWindowEvent(const SDL_WindowEvent &event)
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{
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switch (event.event)
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{
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extern bool AppActive;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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S_SetSoundPaused(1);
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AppActive = true;
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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S_SetSoundPaused(i_soundinbackground);
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AppActive = false;
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break;
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case SDL_WINDOWEVENT_MOVED:
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if (!fullscreen)
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{
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int top = 0, left = 0;
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static_cast<SystemGLFrameBuffer *>(screen)->GetWindowBordersSize(top,left);
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win_x = event.data1-left;
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win_y = event.data2-top;
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}
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break;
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case SDL_WINDOWEVENT_RESIZED:
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if (!fullscreen && !(static_cast<SystemGLFrameBuffer *>(screen)->m_fsswitch))
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{
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win_w = event.data1;
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win_h = event.data2;
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}
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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win_maximized = true;
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break;
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case SDL_WINDOWEVENT_RESTORED:
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win_maximized = false;
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break;
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}
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}
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// each platform has its own specific version of this function.
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void I_SetWindowTitle(const char* caption)
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{
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auto window = static_cast<SystemGLFrameBuffer *>(screen)->GetSDLWindow();
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if (caption)
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SDL_SetWindowTitle(window, caption);
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else
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{
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FString default_caption;
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default_caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
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SDL_SetWindowTitle(window, default_caption);
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}
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}
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