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-rw-r--r--src/engine/client/backend_sdl.cpp515
1 files changed, 515 insertions, 0 deletions
diff --git a/src/engine/client/backend_sdl.cpp b/src/engine/client/backend_sdl.cpp
new file mode 100644
index 00000000..e7975aca
--- /dev/null
+++ b/src/engine/client/backend_sdl.cpp
@@ -0,0 +1,515 @@
+
+#include "SDL.h"
+#include "SDL_opengl.h"
+
+#include <base/tl/threading.h>
+
+#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<const CCommandBuffer::SCommand_Signal *>(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<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand)); break;
+	case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand)); break;
+	case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand)); break;
+	case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand)); break;
+	case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand)); break;
+	case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(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<const CCommandBuffer::SCommand_Swap *>(pBaseCommand)); break;
+	case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast<const CCommandBuffer::SCommand_VideoModes *>(pBaseCommand)); break;
+	case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
+	case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(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
+
+	// 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;
+
+	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&CCommandBuffer::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; }