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