Files
itgmania212121/stepmania/src/RageDisplay.cpp
T

436 lines
10 KiB
C++
Raw Normal View History

2002-05-20 08:59:37 +00:00
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: RageDisplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageLog.h"
2002-07-27 19:29:51 +00:00
#include "RageTimer.h"
#include "RageException.h"
#include "RageTexture.h"
#include "RageMath.h"
#include "SDL.h"
#include "SDL_opengl.h"
#include "RageTypes.h"
#include "GameConstantsAndTypes.h"
2002-06-14 22:25:22 +00:00
2002-05-20 08:59:37 +00:00
RageDisplay* DISPLAY = NULL;
////////////
// Globals
////////////
const int MAX_NUM_VERTICIES = 1000;
SDL_Surface *g_screen = NULL; // this class is a singleton, so there can be only one
vector<RageMatrix> g_matModelStack; // model matrix stack
RageMatrix g_matView; // view matrix
RageMatrix& GetTopModelMatrix() { return g_matModelStack.back(); }
int g_flags = 0; /* SDL video flags */
GLenum g_vertMode = GL_TRIANGLES;
RageVertex g_vertQueue[MAX_NUM_VERTICIES];
RageTimer g_LastCheckTimer;
int g_iNumVerts;
float g_fLastCheckTime;
2002-11-11 20:43:30 +00:00
int g_iFPS, g_iVPF, g_iDPF;
2002-05-20 08:59:37 +00:00
2002-11-11 20:43:30 +00:00
int RageDisplay::GetFPS() const { return g_iFPS; }
int RageDisplay::GetVPF() const { return g_iVPF; }
int RageDisplay::GetDPF() const { return g_iDPF; }
static int g_iFramesRenderedSinceLastCheck,
g_iVertsRenderedSinceLastCheck,
g_iDrawsSinceLastCheck;
RageDisplay::RageDisplay( bool windowed, int width, int height, int bpp, RefreshRateMode rate, bool vsync )
{
// LOG->Trace( "RageDisplay::RageDisplay()" );
SDL_InitSubSystem(SDL_INIT_VIDEO);
SetVideoMode( windowed, width, height, bpp, rate, vsync );
}
2002-05-20 08:59:37 +00:00
RageDisplay::~RageDisplay()
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
2002-08-29 22:30:06 +00:00
}
//-----------------------------------------------------------------------------
// Name: SwitchDisplayMode()
// Desc:
//-----------------------------------------------------------------------------
void RageDisplay::SetVideoMode( bool windowed, int width, int height, int bpp, RefreshRateMode rate, bool vsync )
2002-08-29 22:30:06 +00:00
{
// LOG->Trace( "RageDisplay::SetVideoMode( %d, %d, %d, %d, %d, %d )", windowed, width, height, bpp, rate, vsync );
2002-08-29 22:30:06 +00:00
// if( windowed )
// flags |= SDL_FULLSCREEN;
g_flags |= SDL_DOUBLEBUF;
g_flags |= SDL_RESIZABLE;
g_flags |= SDL_OPENGL;
2002-08-29 22:30:06 +00:00
SDL_ShowCursor( ~g_flags & SDL_FULLSCREEN );
2002-08-29 22:30:06 +00:00
SDL_InitSubSystem(SDL_INIT_VIDEO);
2002-05-20 08:59:37 +00:00
switch( bpp )
2002-05-20 08:59:37 +00:00
{
case 15:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 16:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 24:
case 32:
default:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
2002-05-20 08:59:37 +00:00
}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, bpp);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, TRUE);
2002-05-20 08:59:37 +00:00
g_screen = SDL_SetVideoMode(width, height, bpp, g_flags);
if(!g_screen)
throw RageException("Failed to open screen!");
2002-05-20 08:59:37 +00:00
/*
* Set up OpenGL for 2D rendering.
*/
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
2002-05-20 08:59:37 +00:00
glViewport(0, 0, g_screen->w, g_screen->h);
2002-05-20 08:59:37 +00:00
/*
* Set state variables
*/
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2002-05-20 08:59:37 +00:00
// glBegin( GL_TRIANGLES );
// glColor4f( 1,1,1,1 );
// glVertex3f( 0, 0, 0 );
// glVertex3f( 320, 0, 0 );
// glVertex3f( 320, 240, 0 );
// glEnd();
2002-05-20 08:59:37 +00:00
// SDL_GL_SwapBuffers();
2002-05-20 08:59:37 +00:00
}
int RageDisplay::GetMaxTextureSize() const
2002-05-20 08:59:37 +00:00
{
GLint size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
return size;
2002-05-20 08:59:37 +00:00
}
void RageDisplay::Clear()
2002-05-20 08:59:37 +00:00
{
glClearColor( 0,0,0,1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
2002-05-20 08:59:37 +00:00
}
void RageDisplay::Flip()
2002-05-20 08:59:37 +00:00
{
FlushQueue();
SDL_GL_SwapBuffers();
g_iFramesRenderedSinceLastCheck++;
if( g_LastCheckTimer.PeekDeltaTime() >= 1.0f ) // update stats every 1 sec.
{
g_LastCheckTimer.GetDeltaTime();
g_iFPS = g_iFramesRenderedSinceLastCheck;
g_iFramesRenderedSinceLastCheck = 0;
2002-11-11 20:43:30 +00:00
g_iVPF = g_iVertsRenderedSinceLastCheck / g_iFPS;
g_iVertsRenderedSinceLastCheck = 0;
g_iDPF = g_iDrawsSinceLastCheck / g_iFPS;
g_iDrawsSinceLastCheck = 0;
2002-11-11 20:43:30 +00:00
//LOG->Trace( "FPS: %d, VPF: %d, DPF: %d", m_iFPS, m_iVPF, m_iDPF );
}
2002-05-20 08:59:37 +00:00
}
void RageDisplay::GetHzAtResolution(int width, int height, int bpp, CArray<int,int> &add) const
2002-05-20 08:59:37 +00:00
{
}
2002-05-20 08:59:37 +00:00
bool RageDisplay::IsWindowed() const
2002-05-20 08:59:37 +00:00
{
return true; // FIXME
2002-05-20 08:59:37 +00:00
}
void RageDisplay::DrawQuad( const RageVertex v[4] ) // upper-left, upper-right, lower-left, lower-right
2002-05-20 08:59:37 +00:00
{
DrawQuads( v, 4 );
2002-05-20 08:59:37 +00:00
}
void RageDisplay::DrawQuads( const RageVertex v[], int iNumVerts )
{
if( g_vertMode != GL_QUADS )
FlushQueue();
ASSERT( (iNumVerts%4) == 0 );
g_vertMode = GL_QUADS;
AddVerts( v, iNumVerts );
}
void RageDisplay::DrawFan( const RageVertex v[], int iNumVerts )
{
if( g_vertMode != GL_TRIANGLE_FAN )
FlushQueue();
ASSERT( iNumVerts >= 3 );
g_vertMode = GL_TRIANGLE_FAN;
AddVerts( v, iNumVerts );
FlushQueue();
}
void RageDisplay::DrawStrip( const RageVertex v[], int iNumVerts )
{
if( g_vertMode != GL_TRIANGLE_STRIP )
FlushQueue();
ASSERT( iNumVerts >= 3 );
g_vertMode = GL_TRIANGLE_STRIP;
AddVerts( v, iNumVerts );
FlushQueue();
}
void RageDisplay::AddVerts( const RageVertex v[], int iNumVerts )
{
for( int i=0; i<iNumVerts; i++ )
{
// Don't overflow the queue
if( g_iNumVerts+1 > MAX_NUM_VERTICIES )
FlushQueue();
// transform the verticies as we copy
RageVec3TransformCoord( &g_vertQueue[g_iNumVerts].p, &v[i].p, &GetTopModelMatrix() );
g_vertQueue[g_iNumVerts].c = v[i].c;
g_vertQueue[g_iNumVerts].t = v[i].t;
g_iNumVerts++;
}
}
void RageDisplay::FlushQueue()
{
if( g_iNumVerts == 0 )
return;
2002-08-19 20:02:30 +00:00
glInterleavedArrays( GL_T2F_C4UB_V3F, sizeof(RageVertex), g_vertQueue );
glDrawArrays( g_vertMode, 0, g_iNumVerts );
2002-08-19 20:02:30 +00:00
g_iVertsRenderedSinceLastCheck += g_iNumVerts;
g_iNumVerts = 0;
g_iDrawsSinceLastCheck++;
}
void RageDisplay::SetViewTransform( const RageMatrix* pMatrix )
{
FlushQueue();
// OpenGL doesn't have a separate view matrix. We need to save it and muliply in later
g_matView = *pMatrix;
}
void RageDisplay::SetProjectionTransform( const RageMatrix* pMatrix )
{
FlushQueue();
glMatrixMode( GL_MODELVIEW );
glLoadMatrixf( (float*)pMatrix );
}
void RageDisplay::GetViewTransform( RageMatrix* pMatrixOut )
{
*pMatrixOut = g_matView;
}
void RageDisplay::GetProjectionTransform( RageMatrix* pMatrixOut )
{
glGetFloatv( GL_PROJECTION_MATRIX, (float*)pMatrixOut );
}
void RageDisplay::ResetMatrixStack()
{
RageMatrix ident;
RageMatrixIdentity( &ident );
g_matModelStack.clear();
g_matModelStack.push_back(ident);
}
void RageDisplay::PushMatrix()
{
g_matModelStack.push_back( GetTopModelMatrix() );
ASSERT(g_matModelStack.size()<20); // check for infinite loop
}
void RageDisplay::PopMatrix()
{
g_matModelStack.erase( g_matModelStack.end()-1, g_matModelStack.end() );
ASSERT(g_matModelStack.size()>=1); // popped a matrix we didn't push
}
2002-08-29 21:30:16 +00:00
void RageDisplay::Translate( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
2002-08-29 21:30:16 +00:00
void RageDisplay::TranslateLocal( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &matTop, &matTemp );
}
2002-08-29 21:30:16 +00:00
void RageDisplay::Scale( float x, float y, float z )
{
RageMatrix matTemp;
RageMatrixScaling( &matTemp, x, y, z );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
2002-08-29 21:30:16 +00:00
void RageDisplay::RotateX( float r )
{
RageMatrix matTemp;
RageMatrixRotationX( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
2002-08-29 21:30:16 +00:00
void RageDisplay::RotateY( float r )
{
RageMatrix matTemp;
RageMatrixRotationY( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
2002-08-29 21:30:16 +00:00
void RageDisplay::RotateZ( float r )
{
RageMatrix matTemp;
RageMatrixRotationZ( &matTemp, r );
RageMatrix& matTop = GetTopModelMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::SetTexture( RageTexture* pTexture )
{
static int iLastTexID = 0;
int iNewTexID = pTexture ? pTexture->GetGLTextureID() : 0;
if( iLastTexID != iNewTexID )
FlushQueue();
iLastTexID = iNewTexID;
glBindTexture( GL_TEXTURE_2D, iNewTexID );
}
void RageDisplay::SetTextureModeModulate()
{
int a;
glGetTexEnviv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &a );
if( a != GL_MODULATE )
FlushQueue();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void RageDisplay::SetTextureModeGlow()
{
int a, b;
glGetIntegerv( GL_BLEND_SRC, &a );
glGetIntegerv( GL_BLEND_DST, &b );
if( a!=GL_SRC_ALPHA || b!=GL_ONE )
FlushQueue();
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
}
void RageDisplay::SetBlendModeNormal()
{
int a, b;
glGetIntegerv( GL_BLEND_SRC, &a );
glGetIntegerv( GL_BLEND_DST, &b );
if( a!=GL_SRC_ALPHA || b!=GL_ONE_MINUS_SRC_ALPHA )
FlushQueue();
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
void RageDisplay::SetBlendModeAdd()
{
int a, b;
glGetIntegerv( GL_BLEND_SRC, &a );
glGetIntegerv( GL_BLEND_DST, &b );
if( a!=GL_ONE || b!=GL_ONE )
FlushQueue();
glBlendFunc( GL_ONE, GL_ONE );
}
void RageDisplay::EnableZBuffer()
{
bool a;
glGetBooleanv( GL_DEPTH_TEST, (unsigned char*)&a );
if( !a )
FlushQueue();
glEnable( GL_DEPTH_TEST );
}
void RageDisplay::DisableZBuffer()
{
bool a;
glGetBooleanv( GL_DEPTH_TEST, (unsigned char*)&a );
if( a )
FlushQueue();
glDisable( GL_DEPTH_TEST );
2002-10-18 19:01:32 +00:00
}
void RageDisplay::EnableTextureWrapping()
{
int a, b;
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &a );
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &b );
2002-10-18 19:01:32 +00:00
if( a!=GL_REPEAT || b!=GL_REPEAT )
2002-10-18 19:01:32 +00:00
FlushQueue();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
2002-10-18 19:01:32 +00:00
}
void RageDisplay::DisableTextureWrapping()
{
int a, b;
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &a );
glGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &b );
2002-10-18 19:01:32 +00:00
if( a!=GL_CLAMP || b!=GL_CLAMP )
2002-10-18 19:01:32 +00:00
FlushQueue();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
2002-10-18 19:01:32 +00:00
}