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display.cpp
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display.cpp
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/*
Copyright (c) 2008 Andrew Caudwell (acaudwell@gmail.com)
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. The name of the author may not be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "display.h"
#include "sdlapp.h"
SDLAppDisplay display;
SDLAppDisplay::SDLAppDisplay() {
clearColour = vec4f(0.0f,0.0f,0.0f,1.0f);
enable_shaders=false;
enable_alpha=false;
vsync=false;
screensaver=false;
multi_sample = 0;
#ifdef SDLAPP_XWINDOWS
xwindow = 0;
#endif
}
SDLAppDisplay::~SDLAppDisplay() {
}
void SDLAppDisplay::setClearColour(vec3f colour) {
setClearColour(vec4f(colour, enable_alpha ? 0.0f : 1.0f));
}
void SDLAppDisplay::setClearColour(vec4f colour) {
clearColour = colour;
}
int SDLAppDisplay::SDLFlags(bool fullscreen) {
int flags = SDL_OPENGL | SDL_HWSURFACE | SDL_ANYFORMAT | SDL_DOUBLEBUF;
if (fullscreen) flags |= SDL_FULLSCREEN;
return flags;
}
void SDLAppDisplay::enableVsync(bool vsync) {
this->vsync = vsync;
}
void SDLAppDisplay::enableShaders(bool enable) {
enable_shaders = enable;
}
void SDLAppDisplay::enableAlpha(bool enable) {
enable_alpha = enable;
}
void SDLAppDisplay::multiSample(int samples) {
multi_sample = samples;
}
void SDLAppDisplay::setupARBExtensions() {
GLenum err = glewInit();
if (GLEW_OK != err) {
/* Problem: glewInit failed, something is seriously wrong. */
char glewerr[1024];
snprintf(glewerr, 1024, "GLEW Error: %s", glewGetErrorString(err));
throw SDLInitException(std::string(glewerr));
}
}
#ifdef SDLAPP_XWINDOWS
void SDLAppDisplay::setXWindow(const Window& xwindow) {
this->xwindow = xwindow;
}
#endif
void SDLAppDisplay::init(std::string window_title, int width, int height, bool fullscreen) {
int gl_depth = 24;
int colour_depth = 32;
#ifndef _WIN32
if(!enable_shaders) {
gl_depth = 16;
colour_depth = 24;
}
#endif
bool no_cursor = false;
#ifdef SDLAPP_XWINDOWS
/* check for window_id in ENV */
if(xwindow == 0) {
char* xscreensaver_window_env = getenv("XSCREENSAVER_WINDOW");
if(xscreensaver_window_env != 0) {
//parse xscreensaver window id
sscanf(xscreensaver_window_env, "0x%lx", &xwindow);
if (!xwindow) sscanf(xscreensaver_window_env, "%lu", &xwindow);
if (!xwindow) throw SDLInitException("Invalid window");
}
}
if(xwindow != 0) {
char sdl_window_env[100];
snprintf(sdl_window_env, 100, "SDL_WINDOWID=%d", xwindow);
putenv(sdl_window_env);
Display* dpy = XOpenDisplay(0);
if(!dpy) {
throw SDLInitException("Cannot get display");
}
XWindowAttributes win_attributes;
if (!XGetWindowAttributes(dpy, xwindow, &win_attributes)) {
throw SDLInitException("Cannot get window attributes");
}
width = win_attributes.width;
height = win_attributes.height;
colour_depth = win_attributes.depth;
screensaver = true;
fullscreen = false;
// assume window opened at y=0 by xscreensaver is actually running as a screensaver and not a preview
if(win_attributes.y == 0) no_cursor = true;
}
#endif
this->width = width;
this->height = height;
this->fullscreen = fullscreen;
int flags = SDLFlags(fullscreen);
if(SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO) != 0) {
throw SDLInitException(SDL_GetError());
}
atexit(SDL_Quit);
SDL_EnableUNICODE(1);
if(no_cursor) SDL_ShowCursor(false);
//vsync
if(vsync) SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
else SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0);
if(multi_sample > 0) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, (GLuint) multi_sample);
}
if(enable_alpha) {
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, gl_depth);
surface = SDL_SetVideoMode(width, height, colour_depth, flags);
if (!surface) {
std::string sdlerr(SDL_GetError());
throw SDLInitException(sdlerr);
}
setupARBExtensions();
SDL_WM_SetCaption(window_title.c_str(),0);
}
void SDLAppDisplay::quit() {
texturemanager.purge();
fontmanager.purge();
}
void SDLAppDisplay::update() {
SDL_GL_SwapBuffers();
}
void SDLAppDisplay::clear() {
glClearColor(clearColour.x, clearColour.y, clearColour.z, clearColour.w);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void SDLAppDisplay::mode3D(float fov, float znear, float zfar) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov, (GLfloat)width/(GLfloat)height, znear, zfar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void SDLAppDisplay::mode2D() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, height, 0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void SDLAppDisplay::push2D() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, display.width, display.height, 0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void SDLAppDisplay::pop2D() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
vec4f SDLAppDisplay::currentColour() {
vec4f colour;
glGetFloatv(GL_CURRENT_COLOR, colour);
return colour;
}
void SDLAppDisplay::checkGLErrors() {
//TODO
}
void SDLAppDisplay::fullScreenQuad(bool coord_flip) {
int y1 = coord_flip ? 0 : 1;
int y2 = coord_flip ? 1 : 0;
glBegin(GL_QUADS);
glTexCoord2i(0,y1);
glVertex2f(0, 0);
glTexCoord2i(1,y1);
glVertex2i(display.width, 0);
glTexCoord2i(1,y2);
glVertex2i(display.width, display.height);
glTexCoord2i(0,y2);
glVertex2i(0, display.height);
glEnd();
}
void SDLAppDisplay::renderToTexture(GLuint target, int width, int height, GLenum format) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, target);
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, width, height, 0);
}
GLuint SDLAppDisplay::emptyTexture(int width, int height, GLenum format) {
GLuint textureid;
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textureid);
glBindTexture(GL_TEXTURE_2D, textureid);
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
return textureid;
}
GLuint SDLAppDisplay::createTexture(int width, int height, bool mipmaps, bool clamp, bool trilinear, GLenum format, unsigned int* data) {
GLuint textureid;
glGenTextures(1, &textureid);
glBindTexture(GL_TEXTURE_2D, textureid);
if(mipmaps) {
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, format, GL_UNSIGNED_BYTE, data);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, format, GL_UNSIGNED_BYTE, data);
}
//GL_LINEAR_MIPMAP_LINEAR - Trilinear
//GL_LINEAR_MIPMAP_NEAREST - Bilinear
if(trilinear) {
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST);
if(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);
}
return textureid;
}
vec3f SDLAppDisplay::project(vec3f pos) {
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLdouble winX, winY, winZ;
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetIntegerv( GL_VIEWPORT, viewport );
gluProject( pos.x, pos.y, pos.z, modelview, projection, viewport, &winX, &winY, &winZ);
winY = (float)viewport[3] - winY;
return vec3f((float) winX, (float) winY, (float) winZ);
}
vec3f SDLAppDisplay::unproject(vec2f pos) {
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
GLdouble posX, posY, posZ;
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetIntegerv( GL_VIEWPORT, viewport );
winX = pos.x;
winY = (float)viewport[3] - pos.y;
glReadPixels( int(winX), int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
return vec3f((float) posX, (float) posY, (float) posZ);
}