#region Copyright & License Information /* * Copyright 2007-2017 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Drawing; using System.IO; using System.Runtime.InteropServices; using OpenRA.Graphics; using SDL2; namespace OpenRA.Platforms.Default { sealed class Sdl2GraphicsDevice : ThreadAffine, IGraphicsDevice { readonly Sdl2Input input; IntPtr context, window; bool disposed; public Size WindowSize { get; private set; } public float WindowScale { get; private set; } internal Size SurfaceSize { get; private set; } public event Action OnWindowScaleChanged = (before, after) => { }; [DllImport("user32.dll")] static extern bool SetProcessDPIAware(); public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode) { Console.WriteLine("Using SDL 2 with OpenGL renderer"); WindowSize = windowSize; // Disable legacy scaling on Windows if (Platform.CurrentPlatform == PlatformType.Windows) SetProcessDPIAware(); SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0); SDL.SDL_DisplayMode display; SDL.SDL_GetCurrentDisplayMode(0, out display); Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h); if (WindowSize.Width == 0 && WindowSize.Height == 0) { Console.WriteLine("No custom resolution provided, using desktop resolution"); WindowSize = new Size(display.w, display.h); } Console.WriteLine("Using resolution: {0}x{1}", WindowSize.Width, WindowSize.Height); var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI; window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, WindowSize.Width, WindowSize.Height, windowFlags); SurfaceSize = WindowSize; WindowScale = 1; // Enable high resolution rendering for Retina displays if (Platform.CurrentPlatform == PlatformType.OSX) { // OSX defines the window size in "points", with a device-dependent number of pixels per point. // The window scale is simply the ratio of GL pixels / window points. int width, height; SDL.SDL_GL_GetDrawableSize(window, out width, out height); SurfaceSize = new Size(width, height); WindowScale = width * 1f / WindowSize.Width; } else if (Platform.CurrentPlatform == PlatformType.Windows) { float ddpi, hdpi, vdpi; if (SDL.SDL_GetDisplayDPI(0, out ddpi, out hdpi, out vdpi) == 0) { WindowScale = ddpi / 96; WindowSize = new Size((int)(SurfaceSize.Width / WindowScale), (int)(SurfaceSize.Height / WindowScale)); } } else { float scale = 1; var scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE"); if (scaleVariable != null && float.TryParse(scaleVariable, out scale)) { WindowScale = scale; WindowSize = new Size((int)(SurfaceSize.Width / WindowScale), (int)(SurfaceSize.Height / WindowScale)); } } Console.WriteLine("Using window scale {0:F2}", WindowScale); if (Game.Settings.Game.LockMouseWindow) GrabWindowMouseFocus(); else ReleaseWindowMouseFocus(); if (windowMode == WindowMode.Fullscreen) SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN); else if (windowMode == WindowMode.PseudoFullscreen) { // Work around a visual glitch in OSX: the window is offset // partially offscreen if the dock is at the left of the screen if (Platform.CurrentPlatform == PlatformType.OSX) SDL.SDL_SetWindowPosition(window, 0, 0); SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP); SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); } context = SDL.SDL_GL_CreateContext(window); if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0) throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError())); OpenGL.Initialize(); OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex); OpenGL.CheckGLError(); OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex); OpenGL.CheckGLError(); OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex); OpenGL.CheckGLError(); SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE); input = new Sdl2Input(); } public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot) { VerifyThreadAffinity(); try { // Pixel double the cursor on non-OSX if the window scale is large enough // OSX does this for us automatically if (Platform.CurrentPlatform != PlatformType.OSX && WindowScale > 1.5) { var scaledData = new byte[4 * data.Length]; for (var y = 0; y < size.Height * 4; y += 4) { for (var x = 0; x < size.Width * 4; x += 4) { var a = 4 * (y * size.Width + x); var b = 4 * ((y + 1) * size.Width + x); for (var i = 0; i < 4; i++) { scaledData[2 * a + i] = scaledData[2 * a + 4 + i] = data[a + i]; scaledData[2 * b + i] = scaledData[2 * b + 4 + i] = data[b + i]; } } } size = new Size(2 * size.Width, 2 * size.Height); data = scaledData; } return new SDL2HardwareCursor(size, data, hotspot); } catch (Exception ex) { throw new InvalidDataException("Failed to create hardware cursor `{0}` - {1}".F(name, ex.Message), ex); } } public void SetHardwareCursor(IHardwareCursor cursor) { VerifyThreadAffinity(); var c = cursor as SDL2HardwareCursor; if (c == null) SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_FALSE); else { SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_TRUE); SDL.SDL_SetCursor(c.Cursor); } } internal void WindowSizeChanged() { // The ratio between pixels and points can change when moving between displays in OSX // We need to recalculate our scale to account for the potential change in the actual rendered area if (Platform.CurrentPlatform == PlatformType.OSX) { int width, height; SDL.SDL_GL_GetDrawableSize(window, out width, out height); if (width != SurfaceSize.Width || height != SurfaceSize.Height) { var oldScale = WindowScale; SurfaceSize = new Size(width, height); WindowScale = width * 1f / WindowSize.Width; OnWindowScaleChanged(oldScale, WindowScale); } } } sealed class SDL2HardwareCursor : IHardwareCursor { public IntPtr Cursor { get; private set; } IntPtr surface; public SDL2HardwareCursor(Size size, byte[] data, int2 hotspot) { try { surface = SDL.SDL_CreateRGBSurface(0, size.Width, size.Height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); if (surface == IntPtr.Zero) throw new InvalidDataException("Failed to create surface: {0}".F(SDL.SDL_GetError())); var sur = (SDL.SDL_Surface)Marshal.PtrToStructure(surface, typeof(SDL.SDL_Surface)); Marshal.Copy(data, 0, sur.pixels, data.Length); // This call very occasionally fails on Windows, but often works when retried. for (var retries = 0; retries < 3 && Cursor == IntPtr.Zero; retries++) Cursor = SDL.SDL_CreateColorCursor(surface, hotspot.X, hotspot.Y); if (Cursor == IntPtr.Zero) throw new InvalidDataException("Failed to create cursor: {0}".F(SDL.SDL_GetError())); } catch { Dispose(); throw; } } ~SDL2HardwareCursor() { Game.RunAfterTick(() => Dispose(false)); } public void Dispose() { Game.RunAfterTick(() => Dispose(true)); GC.SuppressFinalize(this); } void Dispose(bool disposing) { if (Cursor != IntPtr.Zero) { SDL.SDL_FreeCursor(Cursor); Cursor = IntPtr.Zero; } if (surface != IntPtr.Zero) { SDL.SDL_FreeSurface(surface); surface = IntPtr.Zero; } } } public void Dispose() { if (disposed) return; disposed = true; if (context != IntPtr.Zero) { SDL.SDL_GL_DeleteContext(context); context = IntPtr.Zero; } if (window != IntPtr.Zero) { SDL.SDL_DestroyWindow(window); window = IntPtr.Zero; } SDL.SDL_Quit(); } static int ModeFromPrimitiveType(PrimitiveType pt) { switch (pt) { case PrimitiveType.PointList: return OpenGL.GL_POINTS; case PrimitiveType.LineList: return OpenGL.GL_LINES; case PrimitiveType.TriangleList: return OpenGL.GL_TRIANGLES; } throw new NotImplementedException(); } public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices) { VerifyThreadAffinity(); OpenGL.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices); OpenGL.CheckGLError(); } public void Clear() { VerifyThreadAffinity(); OpenGL.glClearColor(0, 0, 0, 1); OpenGL.CheckGLError(); OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); OpenGL.CheckGLError(); } public void EnableDepthBuffer() { VerifyThreadAffinity(); OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT); OpenGL.CheckGLError(); OpenGL.glEnable(OpenGL.GL_DEPTH_TEST); OpenGL.CheckGLError(); OpenGL.glDepthFunc(OpenGL.GL_LEQUAL); OpenGL.CheckGLError(); } public void DisableDepthBuffer() { VerifyThreadAffinity(); OpenGL.glDisable(OpenGL.GL_DEPTH_TEST); OpenGL.CheckGLError(); } public void ClearDepthBuffer() { VerifyThreadAffinity(); OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT); OpenGL.CheckGLError(); } public void SetBlendMode(BlendMode mode) { VerifyThreadAffinity(); OpenGL.glBlendEquation(OpenGL.GL_FUNC_ADD); OpenGL.CheckGLError(); switch (mode) { case BlendMode.None: OpenGL.glDisable(OpenGL.GL_BLEND); break; case BlendMode.Alpha: OpenGL.glEnable(OpenGL.GL_BLEND); OpenGL.CheckGLError(); OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE_MINUS_SRC_ALPHA); break; case BlendMode.Additive: case BlendMode.Subtractive: OpenGL.glEnable(OpenGL.GL_BLEND); OpenGL.CheckGLError(); OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE); if (mode == BlendMode.Subtractive) { OpenGL.CheckGLError(); OpenGL.glBlendEquation(OpenGL.GL_FUNC_REVERSE_SUBTRACT); } break; case BlendMode.Multiply: OpenGL.glEnable(OpenGL.GL_BLEND); OpenGL.CheckGLError(); OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_ONE_MINUS_SRC_ALPHA); OpenGL.CheckGLError(); break; case BlendMode.Multiplicative: OpenGL.glEnable(OpenGL.GL_BLEND); OpenGL.CheckGLError(); OpenGL.glBlendFunc(OpenGL.GL_ZERO, OpenGL.GL_SRC_COLOR); break; case BlendMode.DoubleMultiplicative: OpenGL.glEnable(OpenGL.GL_BLEND); OpenGL.CheckGLError(); OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_SRC_COLOR); break; } OpenGL.CheckGLError(); } public void GrabWindowMouseFocus() { VerifyThreadAffinity(); SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_TRUE); } public void ReleaseWindowMouseFocus() { VerifyThreadAffinity(); SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_FALSE); } public void EnableScissor(int left, int top, int width, int height) { VerifyThreadAffinity(); if (width < 0) width = 0; if (height < 0) height = 0; var bottom = WindowSize.Height - (top + height); if (WindowSize != SurfaceSize) { left = (int)Math.Round(WindowScale * left); bottom = (int)Math.Round(WindowScale * bottom); width = (int)Math.Round(WindowScale * width); height = (int)Math.Round(WindowScale * height); } OpenGL.glScissor(left, bottom, width, height); OpenGL.CheckGLError(); OpenGL.glEnable(OpenGL.GL_SCISSOR_TEST); OpenGL.CheckGLError(); } public void DisableScissor() { VerifyThreadAffinity(); OpenGL.glDisable(OpenGL.GL_SCISSOR_TEST); OpenGL.CheckGLError(); } public Bitmap TakeScreenshot() { var rect = new Rectangle(Point.Empty, SurfaceSize); var bitmap = new Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); var data = bitmap.LockBits(rect, System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); OpenGL.glPushClientAttrib(OpenGL.GL_CLIENT_PIXEL_STORE_BIT); OpenGL.glPixelStoref(OpenGL.GL_PACK_ROW_LENGTH, data.Stride / 4f); OpenGL.glPixelStoref(OpenGL.GL_PACK_ALIGNMENT, 1); OpenGL.glReadPixels(rect.X, rect.Y, rect.Width, rect.Height, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, data.Scan0); OpenGL.glFinish(); OpenGL.glPopClientAttrib(); bitmap.UnlockBits(data); // OpenGL standard defines the origin in the bottom left corner which is why this is upside-down by default. bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY); return bitmap; } public void Present() { VerifyThreadAffinity(); SDL.SDL_GL_SwapWindow(window); } public void PumpInput(IInputHandler inputHandler) { VerifyThreadAffinity(); input.PumpInput(this, inputHandler); } public string GetClipboardText() { VerifyThreadAffinity(); return input.GetClipboardText(); } public bool SetClipboardText(string text) { VerifyThreadAffinity(); return input.SetClipboardText(text); } public IVertexBuffer CreateVertexBuffer(int size) { VerifyThreadAffinity(); return new VertexBuffer(size); } public ITexture CreateTexture() { VerifyThreadAffinity(); return new Texture(); } public ITexture CreateTexture(Bitmap bitmap) { VerifyThreadAffinity(); return new Texture(bitmap); } public IFrameBuffer CreateFrameBuffer(Size s) { VerifyThreadAffinity(); return new FrameBuffer(s); } public IShader CreateShader(string name) { VerifyThreadAffinity(); return new Shader(name); } public string GLVersion { get { return OpenGL.Version; } } } }