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#include "video_driver.hh"
#include "chrono.hh"
#include "config.hh"
#include "controllers.hh"
#include "fs.hh"
#include "glmath.hh"
#include "image.hh"
#include "platform.hh"
#include "screen.hh"
#include "util.hh"
#include <boost/filesystem.hpp>
namespace {
float s_width;
float s_height;
/// Attempt to set attribute and report errors.
/// Tests for success when destoryed.
struct GLattrSetter {
GLattrSetter(SDL_GLattr attr, int value): m_attr(attr), m_value(value) {
if (SDL_GL_SetAttribute(attr, value)) std::clog << "video/warning: Error setting GLattr " << m_attr << std::endl;
}
~GLattrSetter() {
int value;
SDL_GL_GetAttribute(m_attr, &value);
if (value != m_value)
std::clog << "video/warning: Error setting GLattr " << m_attr
<< ": requested " << m_value << ", got " << value << std::endl;
}
SDL_GLattr m_attr;
int m_value;
};
float getSeparation() {
return config["graphic/stereo3d"].b() ? 0.001f * config["graphic/stereo3dseparation"].f() : 0.0;
}
// stump: under MSVC, near and far are #defined to nothing for compatibility with ancient code, hence the underscores.
const float near_ = 0.1f; // This determines the near clipping distance (must be > 0)
const float far_ = 110.0f; // How far away can things be seen
const float z0 = 1.5f; // This determines FOV: the value is your distance from the monitor (the unit being the width of the Performous window)
glmath::mat4 g_color = glmath::mat4(1.0f);
glmath::mat4 g_projection = glmath::mat4(1.0f);
glmath::mat4 g_modelview = glmath::mat4(1.0f);
}
float screenW() { return s_width; }
float screenH() { return s_height; }
GLuint Window::m_ubo = 0;
GLuint Window::m_vao = 0;
GLuint Window::m_vbo = 0;
GLint Window::bufferOffsetAlignment = -1;
Window::Window() {
std::atexit(SDL_Quit);
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_JOYSTICK))
throw std::runtime_error(std::string("SDL_Init failed: ") + SDL_GetError());
SDL_JoystickEventState(SDL_ENABLE);
{ // Setup GL attributes for context creation
SDL_SetHintWithPriority("SDL_HINT_VIDEO_HIGHDPI_DISABLED", "0", SDL_HINT_DEFAULT);
GLattrSetter attr_r(SDL_GL_RED_SIZE, 8);
GLattrSetter attr_g(SDL_GL_GREEN_SIZE, 8);
GLattrSetter attr_b(SDL_GL_BLUE_SIZE, 8);
GLattrSetter attr_a(SDL_GL_ALPHA_SIZE, 8);
GLattrSetter attr_buf(SDL_GL_BUFFER_SIZE, 32);
GLattrSetter attr_d(SDL_GL_DEPTH_SIZE, 24);
GLattrSetter attr_db(SDL_GL_DOUBLEBUFFER, 1);
GLattrSetter attr_glmaj(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
GLattrSetter attr_glmin(SDL_GL_CONTEXT_MINOR_VERSION, 3);
GLattrSetter attr_glprof(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
auto flags = SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL;
if (config["graphic/highdpi"].b()) { flags |= SDL_WINDOW_ALLOW_HIGHDPI; }
else { SDL_SetHintWithPriority("SDL_HINT_VIDEO_HIGHDPI_DISABLED", "1", SDL_HINT_OVERRIDE); }
int width = config["graphic/window_width"].i();
int height = config["graphic/window_height"].i();
std::clog << "video/info: Create window " << width << "x" << height << std::endl;
screen = SDL_CreateWindow(PACKAGE " " VERSION, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, flags);
if (!screen) throw std::runtime_error(std::string("SDL_SetVideoMode failed: ") + SDL_GetError());
SDL_GL_CreateContext(screen);
glutil::GLErrorChecker error("Initializing buffers");
{
initBuffers();
}
}
SDL_SetWindowMinimumSize(screen, 640, 360);
SDL_GetWindowPosition(screen, &m_windowX, &m_windowY);
// Dump some OpenGL info
std::clog << "video/info: GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::clog << "video/info: GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
std::clog << "video/info: GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
// Extensions would need more complex outputting, otherwise they will break clog.
//std::clog << "video/info: GL_EXTENSIONS: " << glGetString(GL_EXTENSIONS) << std::endl;
if (epoxy_gl_version() < 33) throw std::runtime_error("OpenGL 3.3 is required but not available");
createShaders();
resize();
SDL_ShowWindow(screen);
m_fullscreen = !config["graphic/fullscreen"].b();
}
void Window::createShaders() {
// The Stereo3D shader needs OpenGL 3.3 and GL_ARB_viewport_array, some Intel drivers support GL 3.3,
// but not GL_ARB_viewport_array, so we just check for the extension here.
if (config["graphic/stereo3d"].b()) {
if (epoxy_has_gl_extension("GL_ARB_viewport_array")) {
// Compile geometry shaders when stereo is requested
shader("color").compileFile(findFile("shaders/stereo3d.geom"));
shader("texture").compileFile(findFile("shaders/stereo3d.geom"));
shader("3dobject").compileFile(findFile("shaders/stereo3d.geom"));
shader("dancenote").compileFile(findFile("shaders/stereo3d.geom"));
}
else {
std::clog << "video/warning: Stereo3D was enabled but the 'GL_ARB_viewport_array' extension is unsupported; will now disable Stereo3D." << std::endl;
config["graphic/stereo3d"].b() = false;
}
}
shader("color")
.addDefines("#define ENABLE_VERTEX_COLOR\n")
.compileFile(findFile("shaders/core.vert"))
.compileFile(findFile("shaders/core.frag"))
.link()
.bindUniformBlocks();
shader("texture")
.addDefines("#define ENABLE_TEXTURING\n")
.addDefines("#define ENABLE_VERTEX_COLOR\n")
.compileFile(findFile("shaders/core.vert"))
.compileFile(findFile("shaders/core.frag"))
.link()
.bindUniformBlocks();
shader("3dobject")
.addDefines("#define ENABLE_LIGHTING\n")
.compileFile(findFile("shaders/core.vert"))
.compileFile(findFile("shaders/core.frag"))
.link()
.bindUniformBlocks();
shader("dancenote")
.addDefines("#define ENABLE_TEXTURING\n")
.addDefines("#define ENABLE_VERTEX_COLOR\n")
.compileFile(findFile("shaders/dancenote.vert"))
.compileFile(findFile("shaders/core.frag"))
.link()
.bindUniformBlocks();
updateColor();
view(0); // For loading screens
}
void Window::initBuffers() {
glGenVertexArrays(1, &Window::m_vao); // Create VAO.
glBindVertexArray(Window::m_vao);
glGenBuffers(1, &Window::m_vbo); // Create VBO.
glGenBuffers(1, &Window::m_ubo); // Create UBO.
GLsizei stride = glutil::VertexArray::stride();
glBindBuffer(GL_ARRAY_BUFFER, Window::m_vbo);
glEnableVertexAttribArray(vertPos);
glVertexAttribPointer(vertPos, 3, GL_FLOAT, GL_FALSE, stride, (void *)offsetof(glutil::VertexInfo, vertPos));
glEnableVertexAttribArray(vertTexCoord);
glVertexAttribPointer(vertTexCoord, 2, GL_FLOAT, GL_FALSE, stride, (void *)offsetof(glutil::VertexInfo, vertTexCoord));
glEnableVertexAttribArray(vertNormal);
glVertexAttribPointer(vertNormal, 3, GL_FLOAT, GL_FALSE, stride, (void *)offsetof(glutil::VertexInfo, vertNormal));
glEnableVertexAttribArray(vertColor);
glVertexAttribPointer(vertColor, 4, GL_FLOAT, GL_FALSE, stride, (void *)offsetof(glutil::VertexInfo, vertColor));
}
Window::~Window() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindVertexArray(0);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ubo);
glDeleteVertexArrays(1, &m_vao);
}
void Window::blank() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Window::updateStereo(float sepFactor) {
try {
m_stereoUniforms.sepFactor = sepFactor;
m_stereoUniforms.z0 = (z0 - 2.0f * near_);
glBufferSubData(GL_UNIFORM_BUFFER, m_stereoUniforms.offset(), m_stereoUniforms.size(), &m_stereoUniforms);
} catch(...) {} // Not fatal if 3d shader is missing
}
void Window::updateColor() {
m_matrixUniforms.colorMatrix = g_color;
glBufferSubData(GL_UNIFORM_BUFFER, (glutil::shaderMatrices::offset() + offsetof(glutil::shaderMatrices, colorMatrix)), sizeof(glmath::mat4), &m_matrixUniforms.colorMatrix);
}
void Window::updateLyricHighlight(glmath::vec4 const& fill, glmath::vec4 const& stroke, glmath::vec4 const& newFill, glmath::vec4 const& newStroke) {
m_lyricColorUniforms.origFill = fill;
m_lyricColorUniforms.origStroke = stroke;
m_lyricColorUniforms.newFill = newFill;
m_lyricColorUniforms.newStroke = newStroke;
glBufferSubData(GL_UNIFORM_BUFFER, m_lyricColorUniforms.offset(), m_lyricColorUniforms.size(), &m_lyricColorUniforms);
}
void Window::updateLyricHighlight(glmath::vec4 const& fill, glmath::vec4 const& stroke) {
m_lyricColorUniforms.newFill = fill;
m_lyricColorUniforms.newStroke = stroke;
glBufferSubData(GL_UNIFORM_BUFFER, m_lyricColorUniforms.offset(), m_lyricColorUniforms.size(), &m_lyricColorUniforms);
}
void Window::updateTransforms() {
using namespace glmath;
mat4 normal(g_modelview);
m_matrixUniforms.projMatrix = g_projection;
m_matrixUniforms.mvMatrix = g_modelview;
m_matrixUniforms.normalMatrix = normal;
glBufferSubData(GL_UNIFORM_BUFFER, m_matrixUniforms.offset(), m_matrixUniforms.size(), &m_matrixUniforms);
}
void Window::render(std::function<void (void)> drawFunc) {
glutil::GLErrorChecker glerror("Window::render");
ViewTrans trans; // Default frustum
bool stereo = config["graphic/stereo3d"].b();
int type = config["graphic/stereo3dtype"].i();
static bool warn3d = false;
if (!stereo) warn3d = false;
if (stereo && !epoxy_has_gl_extension("GL_ARB_viewport_array")) {
stereo = false;
if (!warn3d) {
warn3d = true;
std::clog << "video/warning: Your GPU does not support Stereo3D mode (OpenGL extension ARB_viewport_array is required)" << std::endl;
Game::getSingletonPtr()->flashMessage("Your GPU does not support Stereo3D mode");
}
}
// Over/under only available in fullscreen
if (stereo && type == 2 && !m_fullscreen) stereo = false;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
updateStereo(stereo ? getSeparation() : 0.0);
glerror.check("setup");
// Can we do direct to framebuffer rendering (no FBO)?
if (!stereo || type == 2) { view(stereo); drawFunc(); return; }
// Render both eyes to FBO (full resolution top/bottom for anaglyph)
glerror.check("FBO");
{
UseFBO user(getFBO());
blank();
view(0);
glViewportIndexedf(1, 0, (getFBO().height() / 2), getFBO().width(), (getFBO().height() / 2));
glViewportIndexedf(2, 0, 0, getFBO().width(), (getFBO().height() / 2));
drawFunc();
}
glerror.check("Render to FBO");
// Render to actual framebuffer from FBOs
UseTexture use(getFBO().getTexture());
view(0); // Viewport for drawable area
glDisable(GL_BLEND);
glmath::mat4 colorMatrix = glmath::mat4(1.0f);
updateStereo(0.0); // Disable stereo mode while we composite
glerror.check("FBO->FB setup");
for (int num = 0; num < 2; ++num) {
{
float saturation = 0.5; // (0..1)
float col = (1.0 + 2.0 * saturation) / 3.0;
float gry = 0.5 * (1.0 - col);
bool out[3] = {}; // Which colors to output
if (type == 0 && num == 0) { out[0] = true; } // Red
if (type == 0 && num == 1) { out[1] = out[2] = true; } // Cyan
if (type == 1 && num == 0) { out[1] = true; } // Green
if (type == 1 && num == 1) { out[0] = out[2] = true; } // Magenta
for (unsigned i = 0; i < 3; ++i) {
for (unsigned j = 0; j < 3; ++j) {
float val = 0.0;
if (out[i]) val = (i == j ? col : gry);
colorMatrix[j][i] = val;
}
}
}
// Render FBO with 1:1 pixels, properly filtered/positioned for 3d
ColorTrans c(colorMatrix);
Dimensions dim = Dimensions(getFBO().width() / getFBO().height()).fixedWidth(1.0);
dim.center((num == 0 ? 0.25 : -0.25) * dim.h());
if (num == 1) {
// Right eye blends over the left eye
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
}
getFBO().getTexture().draw(dim, TexCoords(0.0, 1.0, 1.0, 0));
}
}
void Window::view(unsigned num) {
glutil::GLErrorChecker glerror("Window::view");
// Set flags
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
if (GL_EXT_framebuffer_sRGB) glEnable(GL_FRAMEBUFFER_SRGB);
glerror.check("setup");
shader("color").bind();
// Setup views (with black bars for cropping)
int nativeW;
int nativeH;
if (std::stoi(SDL_GetHint("SDL_HINT_VIDEO_HIGHDPI_DISABLED")) == 1) {
SDL_GetWindowSize(screen, &nativeW, &nativeH);
}
else { SDL_GL_GetDrawableSize(screen, &nativeW, &nativeH); }
float vx = 0.5f * (nativeW - s_width);
float vy = 0.5f * (nativeH - s_height);
float vw = s_width, vh = s_height;
if (num == 0) {
glViewport(vx, vy, vw, vh); // Drawable area of the window (excluding black bars)
} else {
// Splitscreen stereo3d
if (nativeW == 1280 && nativeH == 1470) { // HDMI 720p 3D mode
glViewportIndexedf(1, 0, 750, 1280, 720);
glViewportIndexedf(2, 0, 0, 1280, 720);
s_width = 1280;
s_height = 720;
} else if (nativeW == 1920 && nativeH == 2205) { // HDMI 1080p 3D mode
glViewportIndexedf(1, 0, 1125, 1920, 1080);
glViewportIndexedf(2, 0, 0, 1920, 1080);
s_width = 1920;
s_height = 1080;
} else { // Regular top/bottom 3d
glViewportIndexedf(1, 0, vh / 2, vw, vh / 2); // Top half of the drawable area
glViewportIndexedf(2, 0, 0, vw, vh / 2); // Bottom half of the drawable area
}
}
}
void Window::swap() {
SDL_GL_SwapWindow(screen);
}
void Window::event(Uint8 const& eventID) {
switch (eventID) {
case SDL_WINDOWEVENT_MAXIMIZED:
config["graphic/fullscreen"].b() = true;
break;
case SDL_WINDOWEVENT_RESTORED:
config["graphic/fullscreen"].b() = false;
break;
case SDL_WINDOWEVENT_RESIZED:
[[fallthrough]];
case SDL_WINDOWEVENT_SHOWN:
[[fallthrough]];
case SDL_WINDOWEVENT_SIZE_CHANGED:
m_needResize = true;
break;
default: break;
}
}
FBO& Window::getFBO() {
if (!m_fbo) m_fbo = std::make_unique<FBO>(s_width, (2 * s_height));
return *m_fbo;
}
void Window::setFullscreen() {
if (m_fullscreen == config["graphic/fullscreen"].b()) return; // We are done here
m_fullscreen = config["graphic/fullscreen"].b();
std::clog << "video/info: Toggle into " << (m_fullscreen ? "FULL SCREEN MODE" : "WINDOWED MODE") << std::endl;
auto ret = SDL_SetWindowFullscreen(screen, (m_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0 ));
if (ret < 0) std::clog << "video/error: SDL_SetWindowFullscreen returned " << ret << std::endl;
// Resize window to old size and position (if windowed now)
if (!m_fullscreen) {
int w = config["graphic/window_width"].i();
int h = config["graphic/window_height"].i();
std::clog << "video/debug: Restoring window size " << w << "x" << h << " and position " << m_windowX << "," << m_windowY << std::endl;
SDL_SetWindowSize(screen, w, h);
SDL_SetWindowPosition(screen, m_windowX, m_windowY);
}
}
void Window::resize() {
setFullscreen();
if (!m_needResize) return;
m_needResize = false;
// Get nominal window dimensions
int w, h;
SDL_GetWindowSize(screen, &w, &h);
if (m_fullscreen) {
SDL_ShowCursor(SDL_DISABLE);
SDL_DisableScreenSaver();
} else {
SDL_ShowCursor(SDL_TRUE);
SDL_EnableScreenSaver();
config["graphic/window_width"].i() = w;
config["graphic/window_height"].i() = h;
SDL_GetWindowPosition(screen, &m_windowX, &m_windowY);
}
// Get actual resolution
int nativeW, nativeH;
if (std::stoi(SDL_GetHint("SDL_HINT_VIDEO_HIGHDPI_DISABLED")) == 1) {
SDL_GetWindowSize(screen, &nativeW, &nativeH);
}
else { SDL_GL_GetDrawableSize(screen, &nativeW, &nativeH); }
s_width = nativeW;
s_height = nativeH;
// Enforce aspect ratio limits
if (s_height < 0.56f * s_width) s_width = round(s_height / 0.56f);
if (s_height > 0.8f * s_width) s_height = round(0.8f * s_width);
std::clog << "video/info: Window size " << w << "x" << h;
if (w != nativeW) std::clog << " (HiDPI " << nativeW << "x" << nativeH << ")";
std::clog << ", rendering in " << s_width << "x" << s_height << std::endl;
if (m_fbo) { m_fbo->resize(s_width, 2 * s_height); }
}
void Window::screenshot() {
Bitmap img;
int nativeW;
int nativeH;
if (std::stoi(SDL_GetHint("SDL_HINT_VIDEO_HIGHDPI_DISABLED")) == 1) {
SDL_GetWindowSize(screen, &nativeW, &nativeH);
}
else { SDL_GL_GetDrawableSize(screen, &nativeW, &nativeH); }
img.width = nativeW;
img.height = nativeH;
unsigned stride = (img.width * 3 + 3) & ~3; // Rows are aligned to 4 byte boundaries
img.buf.resize(stride * img.height);
img.fmt = pix::RGB;
img.linearPremul = true; // Not really, but this will use correct gamma.
img.bottomFirst = true;
// Get pixel data from OpenGL
glReadPixels(0, 0, img.width, img.height, GL_RGB, GL_UNSIGNED_BYTE, img.data());
// Compose filename with first available number
fs::path filename;
for (unsigned i = 1;; ++i) {
filename = getHomeDir() / ("Performous_" + std::to_string(i) + ".png");
if (!fs::exists(filename)) break;
}
// Save to disk
writePNG(filename.string(), img, stride);
std::clog << "video/info: Screenshot taken: " << filename << " (" << img.width << "x" << img.height << ")" << std::endl;
}
ColorTrans::ColorTrans(Color const& c): m_old(g_color) {
using namespace glmath;
g_color = g_color * diagonal(c.linear());
Game::getSingletonPtr()->window().updateColor();
}
LyricColorTrans::LyricColorTrans(Color const& fill, Color const& stroke, Color const& newFill, Color const& newStroke) {
oldFill = fill.linear();
oldStroke = stroke.linear();
Game::getSingletonPtr()->window().updateLyricHighlight(fill.linear(), stroke.linear(), newFill.linear(), newStroke.linear());
}
LyricColorTrans::~LyricColorTrans() {
Game::getSingletonPtr()->window().updateLyricHighlight(oldFill, oldStroke);
}
ColorTrans::ColorTrans(glmath::mat4 const& mat): m_old(g_color) {
g_color = g_color * mat;
Game::getSingletonPtr()->window().updateColor();
}
ColorTrans::~ColorTrans() {
g_color = m_old;
Game::getSingletonPtr()->window().updateColor();
}
ViewTrans::ViewTrans(float offsetX, float offsetY, float frac): m_old(g_projection) {
// Setup the projection matrix for 2D translates
using namespace glmath;
float h = virtH();
const float f = near_ / z0; // z0 to nearplane conversion factor
// Corners of the screen at z0
float x1 = -0.5, x2 = 0.5;
float y1 = 0.5 * h, y2 = -0.5 * h;
// Move the perspective point by frac of offset (i.e. move the image)
float persX = frac * offsetX, persY = frac * offsetY;
x1 -= persX; x2 -= persX;
y1 -= persY; y2 -= persY;
// Perspective projection + the rest of the offset in eye (world) space
g_projection = glm::frustum(f * x1, f * x2, f * y1, f * y2, near_, far_)
* translate(vec3(offsetX - persX, offsetY - persY, -z0));
Game::getSingletonPtr()->window().updateTransforms();
}
ViewTrans::ViewTrans(glmath::mat4 const& m): m_old(g_projection) {
g_projection = g_projection * m;
Game::getSingletonPtr()->window().updateTransforms();
}
ViewTrans::~ViewTrans() {
g_projection = m_old;
Game::getSingletonPtr()->window().updateTransforms();
}
Transform::Transform(glmath::mat4 const& m): m_old(g_modelview) {
g_modelview = g_modelview * m;
Game::getSingletonPtr()->window().updateTransforms();
}
Transform::~Transform() {
g_modelview = m_old;
Game::getSingletonPtr()->window().updateTransforms();
}
glmath::mat4 farTransform() {
float z = far_ - 0.1f; // Very near the far plane but just a bit closer to avoid accidental clipping
float s = z / z0; // Scale the image so that it looks the same size
s *= 1.0 + 2.0 * getSeparation(); // A bit more for stereo3d (avoid black borders)
using namespace glmath;
return translate(vec3(0.0f, 0.0f, -z + z0)) * scale(s); // Very near the farplane
}
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