source: trunk/src/video.cpp @ 1513

Last change on this file since 1513 was 1513, checked in by sam, 8 years ago

core: replace usage of sin() or std::sin() with lol::sin() where appropriate.

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1//
2// Lol Engine
3//
4// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
5//   This program is free software; you can redistribute it and/or
6//   modify it under the terms of the Do What The Fuck You Want To
7//   Public License, Version 2, as published by Sam Hocevar. See
8//   http://sam.zoy.org/projects/COPYING.WTFPL for more details.
9//
10
11#if defined HAVE_CONFIG_H
12#   include "config.h"
13#endif
14
15#if defined _XBOX
16#   include <xtl.h>
17#   undef near /* Fuck Microsoft */
18#   undef far /* Fuck Microsoft again */
19#elif defined _WIN32
20#   if defined USE_D3D9
21#      include <d3d9.h>
22#   endif
23#   define WIN32_LEAN_AND_MEAN
24#   include <windows.h>
25#   undef near /* Fuck Microsoft */
26#   undef far /* Fuck Microsoft again */
27#endif
28
29#include "core.h"
30#include "lolgl.h"
31
32using namespace std;
33
34/* FIXME: g_d3ddevice should never be exported */
35#if defined USE_D3D9
36IDirect3DDevice9 *g_d3ddevice;
37#   if defined USE_SDL
38extern HWND g_hwnd;
39#   endif
40#elif defined _XBOX
41D3DDevice *g_d3ddevice;
42#endif
43
44namespace lol
45{
46
47class VideoData
48{
49    friend class Video;
50
51private:
52    static mat4 proj_matrix;
53    static ivec2 saved_viewport;
54#if defined USE_D3D9
55    static IDirect3D9 *d3d_ctx;
56    static IDirect3DDevice9 *d3d_dev;
57    static D3DCOLOR clear_color;
58#elif defined _XBOX
59    static Direct3D *d3d_ctx;
60    static D3DDevice *d3d_dev;
61    static D3DCOLOR clear_color;
62#endif
63};
64
65mat4 VideoData::proj_matrix;
66ivec2 VideoData::saved_viewport(0, 0);
67
68#if defined USE_D3D9
69IDirect3D9 *VideoData::d3d_ctx;
70IDirect3DDevice9 *VideoData::d3d_dev;
71D3DCOLOR VideoData::clear_color;
72#elif defined _XBOX
73Direct3D *VideoData::d3d_ctx;
74D3DDevice *VideoData::d3d_dev;
75D3DCOLOR VideoData::clear_color;
76#endif
77
78/*
79 * Public Video class
80 */
81
82void Video::Setup(ivec2 size)
83{
84#if defined USE_D3D9 || defined _XBOX
85    VideoData::d3d_ctx = Direct3DCreate9(D3D_SDK_VERSION);
86    if (!VideoData::d3d_ctx)
87    {
88        Log::Error("cannot initialise D3D\n");
89        exit(EXIT_FAILURE);
90    }
91
92    HWND window = 0;
93    D3DPRESENT_PARAMETERS d3dpp;
94    memset(&d3dpp, 0, sizeof(d3dpp));
95
96#   if defined USE_SDL
97    window = g_hwnd;
98    d3dpp.hDeviceWindow = g_hwnd;
99    d3dpp.Windowed = TRUE;
100#   elif defined _XBOX
101    XVIDEO_MODE VideoMode;
102    XGetVideoMode( &VideoMode );
103    if (size.x > VideoMode.dwDisplayWidth)
104        size.x = VideoMode.dwDisplayWidth;
105    if (size.y > VideoMode.dwDisplayHeight)
106        size.y = VideoMode.dwDisplayHeight;
107#   endif
108    VideoData::saved_viewport = size;
109
110    VideoData::clear_color = D3DCOLOR_XRGB(26, 51, 77);
111
112    d3dpp.BackBufferWidth = size.x;
113    d3dpp.BackBufferHeight = size.y;
114    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
115    d3dpp.BackBufferCount = 1;
116    d3dpp.EnableAutoDepthStencil = TRUE;
117    d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
118    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
119    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
120
121    HRESULT hr = VideoData::d3d_ctx->CreateDevice(0, D3DDEVTYPE_HAL, window,
122                                                  D3DCREATE_HARDWARE_VERTEXPROCESSING,
123                                                  &d3dpp, &VideoData::d3d_dev);
124    if (FAILED(hr))
125    {
126        Log::Error("cannot create D3D device\n");
127        exit(EXIT_FAILURE);
128    }
129
130    g_d3ddevice = VideoData::d3d_dev;
131#else
132#   if defined USE_GLEW && !defined __APPLE__
133    /* Initialise GLEW if necessary */
134    GLenum glerr = glewInit();
135    if (glerr != GLEW_OK)
136    {
137        Log::Error("cannot initialise GLEW: %s\n", glewGetErrorString(glerr));
138        exit(EXIT_FAILURE);
139    }
140#   endif
141
142    /* Initialise OpenGL */
143    glViewport(0, 0, size.x, size.y);
144    VideoData::saved_viewport = size;
145
146    glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
147    glClearDepth(1.0);
148
149#   if defined HAVE_GL_2X && !defined __APPLE__
150    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
151#   endif
152#endif
153}
154
155void Video::SetFov(float theta)
156{
157    vec2 size = GetSize();
158    float near = -size.x - size.y;
159    float far = size.x + size.y;
160
161#if defined __ANDROID__
162    size = vec2(640.0f, 480.0f);
163#endif
164
165    /* Set the projection matrix */
166    if (theta < 1e-4f)
167    {
168        /* The easy way: purely orthogonal projection. */
169        VideoData::proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far);
170    }
171    else
172    {
173        /* Compute a view that approximates the glOrtho view when theta
174         * approaches zero. This view ensures that the z=0 plane fills
175         * the screen. */
176        float t1 = tanf(theta / 2);
177        float t2 = t1 * size.y / size.y;
178        float dist = size.x / (2.0f * t1);
179
180        near += dist;
181        far += dist;
182
183        if (near <= 0.0f)
184        {
185            far -= (near - 1.0f);
186            near = 1.0f;
187        }
188
189        mat4 proj = mat4::frustum(-near * t1, near * t1,
190                                  -near * t2, near * t2, near, far);
191        mat4 trans = mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist);
192        VideoData::proj_matrix = proj * trans;
193    }
194}
195
196void Video::SetDepth(bool set)
197{
198#if defined USE_D3D9 || defined _XBOX
199#   define STR0(x) #x
200#   define STR(x) STR0(x)
201#   pragma message(__FILE__ "(" STR(__LINE__) "): warning: Video::SetDepth() not implemented")
202#else
203    if (set)
204        glEnable(GL_DEPTH_TEST);
205    else
206        glDisable(GL_DEPTH_TEST);
207#endif
208}
209
210void Video::SetClearColor(vec4 color)
211{
212#if defined USE_D3D9 || defined _XBOX
213    VideoData::clear_color = D3DCOLOR_XRGB((int)(color.r * 255.999f),
214                                           (int)(color.g * 255.999f),
215                                           (int)(color.b * 255.999f));
216#else
217    glClearColor(color.r, color.g, color.b, color.a);
218#endif
219}
220
221void Video::Clear()
222{
223    ivec2 size = GetSize();
224#if defined USE_D3D9 || defined _XBOX
225    if (FAILED(VideoData::d3d_dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
226                                        | D3DCLEAR_STENCIL,
227                              VideoData::clear_color, 1.0f, 0)))
228        Abort();
229#else
230    glViewport(0, 0, size.x, size.y);
231    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
232#endif
233
234    SetFov(0.0f);
235}
236
237void Video::Destroy()
238{
239    ;
240}
241
242void Video::Capture(uint32_t *buffer)
243{
244#if defined USE_D3D9 || defined _XBOX
245    /* TODO */
246#else
247    GLint v[4];
248#   if defined __CELLOS_LV2__
249    // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions
250    v[2] = 1920;
251    v[3] = 1080;
252#   else
253    glGetIntegerv(GL_VIEWPORT, v);
254#   endif
255    int width = v[2], height = v[3];
256
257#   if defined HAVE_GL_2X
258    glPixelStorei(GL_PACK_ROW_LENGTH, 0);
259#   endif
260    glPixelStorei(GL_PACK_ALIGNMENT, 1);
261
262#   if defined GL_BGRA
263    glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
264#   else
265    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
266#   endif
267
268    for (int j = 0; j < height / 2; j++)
269        for (int i = 0; i < width; i++)
270        {
271            uint32_t tmp = buffer[j * width + i];
272            buffer[j * width + i] = buffer[(height - j - 1) * width + i];
273            buffer[(height - j - 1) * width + i] = tmp;
274        }
275#endif
276}
277
278ivec2 Video::GetSize()
279{
280#if defined USE_D3D9 || defined _XBOX
281    return VideoData::saved_viewport;
282#elif 1
283    /* GetSize() is called too often on the game thread; we cannot rely on
284     * the GL context at this point */
285    return VideoData::saved_viewport;
286#elif defined __CELLOS_LV2__
287    // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions
288#else
289    GLint v[4];
290    glGetIntegerv(GL_VIEWPORT, v);
291    return ivec2(v[2], v[3]);
292#endif
293}
294
295} /* namespace lol */
296
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