186 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			186 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file sdl2_opengl_v.cpp Implementation of the OpenGL backend for SDL2 video driver. */
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/* XXX -- Temporary hack for Windows compile */
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#define WINGDIAPI
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#define APIENTRY
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/mem_func.hpp"
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#include "../core/geometry_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl2_opengl_v.h"
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#include <SDL.h>
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#include <mutex>
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#include <condition_variable>
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#if defined(__MINGW32__)
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#include "../3rdparty/mingw-std-threads/mingw.mutex.h"
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#include "../3rdparty/mingw-std-threads/mingw.condition_variable.h"
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#endif
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#include <GL/gl.h>
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#include "../3rdparty/opengl/glext.h"
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#include "opengl.h"
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#ifdef __EMSCRIPTEN__
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#	include <emscripten.h>
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#	include <emscripten/html5.h>
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#endif
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#include "../safeguards.h"
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static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL;
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/** Platform-specific callback to get an OpenGL funtion pointer. */
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static OGLProc GetOGLProcAddressCallback(const char *proc)
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{
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	return reinterpret_cast<OGLProc>(SDL_GL_GetProcAddress(proc));
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}
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bool VideoDriver_SDL_OpenGL::CreateMainWindow(uint w, uint h, uint flags)
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{
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	return this->VideoDriver_SDL_Base::CreateMainWindow(w, h, SDL_WINDOW_OPENGL);
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}
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const char *VideoDriver_SDL_OpenGL::Start(const StringList ¶m)
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{
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	const char *error = VideoDriver_SDL_Base::Start(param);
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	if (error != nullptr) return error;
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	error = this->AllocateContext();
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	if (error != nullptr) {
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		this->Stop();
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		return error;
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	}
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	/* Now we have a OpenGL context, force a client-size-changed event,
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	 * so all buffers are allocated correctly. */
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	int w, h;
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	SDL_GetWindowSize(this->sdl_window, &w, &h);
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	this->ClientSizeChanged(w, h, true);
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	SDL_GL_SetSwapInterval(GetDriverParamBool(param, "vsync") ? 1 : 0);
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	return nullptr;
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}
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void VideoDriver_SDL_OpenGL::Stop()
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{
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	this->DestroyContext();
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	this->VideoDriver_SDL_Base::Stop();
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}
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void VideoDriver_SDL_OpenGL::DestroyContext()
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{
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	OpenGLBackend::Destroy();
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	if (this->gl_context != nullptr) {
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		SDL_GL_DeleteContext(this->gl_context);
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		this->gl_context = nullptr;
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	}
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}
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const char *VideoDriver_SDL_OpenGL::AllocateContext()
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{
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	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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	if (_debug_driver_level >= 8) {
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		SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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	}
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	this->gl_context = SDL_GL_CreateContext(this->sdl_window);
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	if (this->gl_context == nullptr) return "SDL2: Can't active GL context";
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	return OpenGLBackend::Create(&GetOGLProcAddressCallback);
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}
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void VideoDriver_SDL_OpenGL::PopulateSystemSprites()
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{
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	OpenGLBackend::Get()->PopulateCursorCache();
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}
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void VideoDriver_SDL_OpenGL::ClearSystemSprites()
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{
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	OpenGLBackend::Get()->ClearCursorCache();
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}
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bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
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{
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	if (this->gl_context == nullptr) return false;
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	if (_screen.dst_ptr != nullptr) this->ReleaseVideoPointer();
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	w = std::max(w, 64);
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	h = std::max(h, 64);
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	MemSetT(&this->dirty_rect, 0);
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	bool res = OpenGLBackend::Get()->Resize(w, h, force);
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	SDL_GL_SwapWindow(this->sdl_window);
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	_screen.dst_ptr = this->GetVideoPointer();
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	_cur_palette.first_dirty = 0;
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	_cur_palette.count_dirty = 256;
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	this->local_palette = _cur_palette;
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	_cur_palette.count_dirty = 0;
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	return res;
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}
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void *VideoDriver_SDL_OpenGL::GetVideoPointer()
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{
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	if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
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		this->anim_buffer = OpenGLBackend::Get()->GetAnimBuffer();
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	}
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	return OpenGLBackend::Get()->GetVideoBuffer();
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}
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void VideoDriver_SDL_OpenGL::ReleaseVideoPointer()
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{
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	if (this->anim_buffer != nullptr) OpenGLBackend::Get()->ReleaseAnimBuffer(this->dirty_rect);
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	OpenGLBackend::Get()->ReleaseVideoBuffer(this->dirty_rect);
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	MemSetT(&this->dirty_rect, 0);
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	this->anim_buffer = nullptr;
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}
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void VideoDriver_SDL_OpenGL::Paint()
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{
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	PerformanceMeasurer framerate(PFE_VIDEO);
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	if (this->local_palette.count_dirty != 0) {
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		Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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		/* Always push a changed palette to OpenGL. */
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		OpenGLBackend::Get()->UpdatePalette(this->local_palette.palette, this->local_palette.first_dirty, this->local_palette.count_dirty);
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		if (blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_BLITTER) {
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			blitter->PaletteAnimate(this->local_palette);
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		}
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		this->local_palette.count_dirty = 0;
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	}
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	OpenGLBackend::Get()->Paint();
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	OpenGLBackend::Get()->DrawMouseCursor();
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	SDL_GL_SwapWindow(this->sdl_window);
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}
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