#include "lg-renderer.h" #include #include #include #include #define GL_GLEXT_PROTOTYPES #include #include #include #include "debug.h" #include "memcpySSE.h" #include "utils.h" #define BUFFER_COUNT 1 #define FRAME_TEXTURE 0 #define FPS_TEXTURE 1 #define MOUSE_TEXTURE 2 #define TEXTURE_COUNT 3 static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL; static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL; struct LGR_OpenGL { LG_RendererParams params; bool initialized; SDL_GLContext glContext; bool resizeWindow; bool frameUpdate; LG_RendererFormat format; GLuint intFormat; GLuint vboFormat; size_t texSize; uint64_t drawStart; bool hasBuffers; GLuint vboID[1]; uint8_t * texPixels[BUFFER_COUNT]; int texIndex; int texList; int fpsList; int mouseList; LG_RendererRect destRect; bool mipmap; bool hasTextures; GLuint textures[TEXTURE_COUNT]; uint gpuFrameCount; bool fpsTexture; uint64_t lastFrameTime; uint64_t renderTime; uint64_t frameCount; SDL_Rect fpsRect; bool mouseUpdate; uint64_t lastMouseDraw; LG_RendererCursor mouseType; bool mouseVisible; SDL_Rect mousePos; }; bool lgr_opengl_check_error(const char * name) { GLenum error = glGetError(); if (error == GL_NO_ERROR) return false; const GLubyte * errStr = gluErrorString(error); DEBUG_ERROR("%s = %d (%s)", name, error, errStr); return true; } const char * lgr_opengl_get_name() { return "OpenGL"; } bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format) { // create our local storage *opaque = malloc(sizeof(struct LGR_OpenGL)); if (!*opaque) { DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_OpenGL)); return false; } memset(*opaque, 0, sizeof(struct LGR_OpenGL)); struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque; memcpy(&this->params, ¶ms, sizeof(LG_RendererParams)); this->glContext = SDL_GL_CreateContext(params.window); if (!this->glContext) { DEBUG_ERROR("Failed to create the OpenGL context"); return false; } if (SDL_GL_MakeCurrent(params.window, this->glContext) != 0) { DEBUG_ERROR("Failed to make the GL context current"); return false; } DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR )); DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER)); DEBUG_INFO("Version : %s", glGetString(GL_VERSION )); if (!glXGetVideoSyncSGI) { glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" ); glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI"); if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI) { glXGetVideoSyncSGI = NULL; DEBUG_ERROR("Failed to get proc addresses"); return false; } } SDL_GL_SetSwapInterval(0); // check if the GPU supports GL_ARB_buffer_storage first // there is no advantage to this renderer if it is not present. const GLubyte * extensions = glGetString(GL_EXTENSIONS); if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions)) { DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage"); return false; } // assume 24 and 32 bit formats are RGB and RGBA switch(format.bpp) { case 24: this->intFormat = GL_RGB8; this->vboFormat = GL_BGR; break; case 32: this->intFormat = GL_RGBA8; this->vboFormat = GL_BGRA; break; default: DEBUG_INFO("%d bpp not supported", format.bpp); return false; } // calculate the texture size in bytes this->texSize = format.height * format.pitch; // generate lists for drawing this->texList = glGenLists(BUFFER_COUNT); this->fpsList = glGenLists(1); this->mouseList = glGenLists(1); // generate the pixel unpack buffers glGenBuffers(1, this->vboID); if (lgr_opengl_check_error("glGenBuffers")) return false; this->hasBuffers = true; glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]); if (lgr_opengl_check_error("glBindBuffer")) return false; glBufferStorage( GL_PIXEL_UNPACK_BUFFER, this->texSize * BUFFER_COUNT, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT ); if (lgr_opengl_check_error("glBufferStorage")) return false; this->texPixels[0] = glMapBufferRange( GL_PIXEL_UNPACK_BUFFER, 0, this->texSize * BUFFER_COUNT, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT ); if (lgr_opengl_check_error("glMapBufferRange")) return false; for(int i = 1; i < BUFFER_COUNT; ++i) this->texPixels[i] = this->texPixels[i-1] + this->texSize; // create the textures glGenTextures(TEXTURE_COUNT, this->textures); if (lgr_opengl_check_error("glGenTextures")) return false; this->hasTextures = true; // create the frame texture glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]); if (lgr_opengl_check_error("glBindTexture")) return false; glTexImage2D( GL_TEXTURE_2D, 0, this->intFormat, format.width, format.height * BUFFER_COUNT, 0, this->vboFormat, GL_UNSIGNED_BYTE, (void*)0 ); if (lgr_opengl_check_error("glTexImage2D")) return false; // configure the texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); for (int i = 0; i < BUFFER_COUNT; ++i) { const float ts = (1.0f / BUFFER_COUNT) * i; const float te = (1.0f / BUFFER_COUNT) + ts; // create the display lists glNewList(this->texList + i, GL_COMPILE); glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, ts); glVertex2i(format.width, 0 ); glTexCoord2f(0.0f, te); glVertex2i(0 , format.height); glTexCoord2f(1.0f, te); glVertex2i(format.width, format.height); glEnd(); glEndList(); } glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glEnable(GL_TEXTURE_2D); glEnable(GL_COLOR_MATERIAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glEnable(GL_SCISSOR_TEST); this->resizeWindow = true; this->drawStart = nanotime(); glXGetVideoSyncSGI(&this->gpuFrameCount); // copy the format into the local storage memcpy(&this->format, &format, sizeof(LG_RendererFormat)); this->initialized = true; return true; } void lgr_opengl_deinitialize(void * opaque) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this) return; if (this->hasTextures) glDeleteTextures(TEXTURE_COUNT, this->textures); if (this->hasBuffers) glDeleteBuffers(1, this->vboID); if (this->glContext) SDL_GL_DeleteContext(this->glContext); free(this); } bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format) { const struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return false; return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0); } void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return; this->params.width = width; this->params.height = height; memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect)); this->resizeWindow = true; } bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return false; this->mouseType = cursor; switch(cursor) { case LG_CURSOR_COLOR: { glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glTexImage2D ( GL_TEXTURE_2D, 0 , GL_RGBA, width , height , 0 , GL_RGBA, GL_UNSIGNED_BYTE, data ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); this->mousePos.w = width; this->mousePos.h = height; glNewList(this->mouseList, GL_COMPILE); glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , height); glTexCoord2f(1.0f, 1.0f); glVertex2i(width, height); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); glEndList(); break; } case LG_CURSOR_MONOCHROME: { const int hheight = height / 2; uint32_t d[width * height]; for(int y = 0; y < hheight; ++y) for(int x = 0; x < width; ++x) { const uint8_t * srcAnd = data + (pitch * y) + (x / 8); const uint8_t * srcXor = srcAnd + pitch * hheight; const uint8_t mask = 0x80 >> (x % 8); const uint32_t andMask = (*srcAnd & mask) ? 0xFFFFFFFF : 0xFF000000; const uint32_t xorMask = (*srcXor & mask) ? 0x00FFFFFF : 0x00000000; d[y * width + x ] = andMask; d[y * width + x + width * hheight] = xorMask; } glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glTexImage2D ( GL_TEXTURE_2D, 0 , GL_RGBA, width , height , 0 , GL_RGBA, GL_UNSIGNED_BYTE, d ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); this->mousePos.w = width; this->mousePos.h = hheight; glNewList(this->mouseList, GL_COMPILE); glEnable(GL_COLOR_LOGIC_OP); glBindTexture(GL_TEXTURE_2D, this->textures[MOUSE_TEXTURE]); glLogicOp(GL_AND); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.0f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , hheight); glTexCoord2f(1.0f, 0.5f); glVertex2i(width, hheight); glEnd(); glLogicOp(GL_XOR); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.5f); glVertex2i(0 , 0 ); glTexCoord2f(1.0f, 0.5f); glVertex2i(width, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , hheight); glTexCoord2f(1.0f, 1.0f); glVertex2i(width, hheight); glEnd(); glDisable(GL_COLOR_LOGIC_OP); glEndList(); break; } case LG_CURSOR_MASKED_COLOR: { //TODO break; } } this->mouseUpdate = true; return true; } bool lgr_opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return false; if (this->mousePos.x == x && this->mousePos.y == y && this->mouseVisible == visible) return true; this->mouseVisible = visible; this->mousePos.x = x; this->mousePos.y = y; this->mouseUpdate = true; return false; } bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return false; if (this->params.showFPS && this->renderTime > 1e9) { char str[128]; const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f); snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS); SDL_Color color = {0xff, 0xff, 0xff}; SDL_Surface *textSurface = NULL; if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color))) { DEBUG_ERROR("Failed to render text"); return false; } glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w ); glTexImage2D( GL_TEXTURE_2D, 0, textSurface->format->BytesPerPixel, textSurface->w, textSurface->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, textSurface->pixels ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); this->fpsRect.x = 5; this->fpsRect.y = 5; this->fpsRect.w = textSurface->w; this->fpsRect.h = textSurface->h; SDL_FreeSurface(textSurface); this->renderTime = 0; this->frameCount = 0; this->fpsTexture = true; glNewList(this->fpsList, GL_COMPILE); glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glColor4f(0.0f, 0.0f, 1.0f, 0.5f); glBegin(GL_TRIANGLE_STRIP); glVertex2i(this->fpsRect.x , this->fpsRect.y ); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y ); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h); glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y ); glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y ); glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h); glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h); glEnd(); glDisable(GL_BLEND); glEndList(); } // bind the texture and update it glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] ); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width ); // copy the buffer to the texture memcpySSE(this->texPixels[this->texIndex], data, this->texSize); glFlushMappedBufferRange( GL_PIXEL_UNPACK_BUFFER, this->texSize * this->texIndex, this->texSize ); // update the texture glTexSubImage2D( GL_TEXTURE_2D, 0, 0, this->texIndex * this->format.height, this->format.width , this->format.height, this->vboFormat, GL_UNSIGNED_BYTE, (void*)(this->texIndex * this->texSize) ); lgr_opengl_check_error("glTexSubImage2D"); // unbind the buffer glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); const bool mipmap = this->params.resample && ( (this->format.width > this->destRect.w) || (this->format.height > this->destRect.h)); if (this->mipmap != mipmap) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR); this->mipmap = mipmap; } if (mipmap) glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); if (++this->texIndex == BUFFER_COUNT) this->texIndex = 0; this->frameUpdate = true; return true; } static inline void lgr_opengl_draw_mouse(struct LGR_OpenGL * this) { if (!this->mouseVisible) return; glPushMatrix(); glTranslatef(this->mousePos.x, this->mousePos.y, 0.0f); glCallList(this->mouseList); glPopMatrix(); } bool lgr_opengl_render(void * opaque) { struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; if (!this || !this->initialized) return false; if (this->resizeWindow) { // setup the projection matrix glViewport(0, 0, this->params.width, this->params.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, this->params.width, this->params.height, 0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(this->destRect.x, this->destRect.y, 0.0f); glScalef( (float)this->destRect.w / (float)this->format.width, (float)this->destRect.h / (float)this->format.height, 1.0f ); // update the scissor rect to prevent drawing outside of the frame glScissor( this->destRect.x, this->destRect.y, this->destRect.w, this->destRect.h ); this->resizeWindow = false; } if (!this->frameUpdate) { if (!this->mouseUpdate) return true; // don't update the mouse too fast const uint64_t delta = nanotime() - this->lastMouseDraw; if (delta < 1e7) return true; } // wait for vsync unsigned int count; glXWaitVideoSyncSGI(1, 0, &count); glDisable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); glCallList(this->texList + this->texIndex); lgr_opengl_draw_mouse(this); if (this->fpsTexture) glCallList(this->fpsList); glFlush(); ++this->frameCount; const uint64_t t = nanotime(); this->renderTime += t - this->lastFrameTime; this->lastFrameTime = t; this->frameUpdate = false; this->mouseUpdate = false; this->lastMouseDraw = t; return true; } const LG_Renderer LGR_OpenGL = { .get_name = lgr_opengl_get_name, .initialize = lgr_opengl_initialize, .deinitialize = lgr_opengl_deinitialize, .is_compatible = lgr_opengl_is_compatible, .on_resize = lgr_opengl_on_resize, .on_mouse_shape = lgr_opengl_on_mouse_shape, .on_mouse_event = lgr_opengl_on_mouse_event, .on_frame_event = lgr_opengl_on_frame_event, .render = lgr_opengl_render };