#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using System; using System.Drawing; using System.IO; using System.Runtime.InteropServices; using System.Threading; using OpenRA; using OpenRA.Graphics; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; 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 Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode) { Console.WriteLine("Using SDL 2 with OpenGL renderer"); WindowSize = windowSize; 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); window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, WindowSize.Width, WindowSize.Height, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL); 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())); GraphicsContext.CurrentContext = context; GL.LoadAll(); ErrorHandler.CheckGlVersion(); ErrorHandler.CheckGlError(); if (SDL.SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object") == SDL.SDL_bool.SDL_FALSE) { ErrorHandler.WriteGraphicsLog("OpenRA requires the OpenGL extension GL_EXT_framebuffer_object.\n" + "Please try updating your GPU driver to the latest version provided by the manufacturer."); throw new InvalidProgramException("Missing OpenGL extension GL_EXT_framebuffer_object. See graphics.log for details."); } GL.EnableClientState(ArrayCap.VertexArray); ErrorHandler.CheckGlError(); GL.EnableClientState(ArrayCap.TextureCoordArray); ErrorHandler.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 { return new SDL2HardwareCursor(size, data, hotspot); } catch (Exception ex) { throw new InvalidDataException("Failed to create hardware cursor `{0}`".F(name), 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); } } 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 BeginMode ModeFromPrimitiveType(PrimitiveType pt) { switch (pt) { case PrimitiveType.PointList: return BeginMode.Points; case PrimitiveType.LineList: return BeginMode.Lines; case PrimitiveType.TriangleList: return BeginMode.Triangles; case PrimitiveType.QuadList: return BeginMode.Quads; } throw new NotImplementedException(); } public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices) { VerifyThreadAffinity(); GL.DrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices); ErrorHandler.CheckGlError(); } public void Clear() { VerifyThreadAffinity(); GL.ClearColor(0, 0, 0, 1); ErrorHandler.CheckGlError(); GL.Clear(ClearBufferMask.ColorBufferBit); ErrorHandler.CheckGlError(); } public void EnableDepthBuffer() { VerifyThreadAffinity(); GL.Clear(ClearBufferMask.DepthBufferBit); ErrorHandler.CheckGlError(); GL.Enable(EnableCap.DepthTest); ErrorHandler.CheckGlError(); } public void DisableDepthBuffer() { VerifyThreadAffinity(); GL.Disable(EnableCap.DepthTest); ErrorHandler.CheckGlError(); } public void SetBlendMode(BlendMode mode) { VerifyThreadAffinity(); GL.BlendEquation(BlendEquationMode.FuncAdd); ErrorHandler.CheckGlError(); switch (mode) { case BlendMode.None: GL.Disable(EnableCap.Blend); break; case BlendMode.Alpha: GL.Enable(EnableCap.Blend); ErrorHandler.CheckGlError(); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); break; case BlendMode.Additive: case BlendMode.Subtractive: GL.Enable(EnableCap.Blend); ErrorHandler.CheckGlError(); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); if (mode == BlendMode.Subtractive) { ErrorHandler.CheckGlError(); GL.BlendEquation(BlendEquationMode.FuncReverseSubtract); } break; case BlendMode.Multiply: GL.Enable(EnableCap.Blend); ErrorHandler.CheckGlError(); GL.BlendFunc(BlendingFactorSrc.DstColor, BlendingFactorDest.OneMinusSrcAlpha); ErrorHandler.CheckGlError(); break; case BlendMode.Multiplicative: GL.Enable(EnableCap.Blend); ErrorHandler.CheckGlError(); GL.BlendFunc(BlendingFactorSrc.Zero, BlendingFactorDest.SrcColor); break; case BlendMode.DoubleMultiplicative: GL.Enable(EnableCap.Blend); ErrorHandler.CheckGlError(); GL.BlendFunc(BlendingFactorSrc.DstColor, BlendingFactorDest.SrcColor); break; } ErrorHandler.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; GL.Scissor(left, WindowSize.Height - (top + height), width, height); ErrorHandler.CheckGlError(); GL.Enable(EnableCap.ScissorTest); ErrorHandler.CheckGlError(); } public void DisableScissor() { VerifyThreadAffinity(); GL.Disable(EnableCap.ScissorTest); ErrorHandler.CheckGlError(); } public void SetLineWidth(float width) { VerifyThreadAffinity(); GL.LineWidth(width); ErrorHandler.CheckGlError(); } public Bitmap TakeScreenshot() { var rect = new Rectangle(Point.Empty, WindowSize); 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); GL.PushClientAttrib(ClientAttribMask.ClientPixelStoreBit); GL.PixelStore(PixelStoreParameter.PackRowLength, data.Stride / 4f); GL.PixelStore(PixelStoreParameter.PackAlignment, 1); GL.ReadPixels(rect.X, rect.Y, rect.Width, rect.Height, PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); GL.Finish(); GL.PopClientAttrib(); 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(inputHandler); } public string GetClipboardText() { VerifyThreadAffinity(); return input.GetClipboardText(); } 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); } } }