// // Lol Engine // // Copyright: (c) 2010-2012 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #if defined _XBOX # include # undef near /* Fuck Microsoft */ # undef far /* Fuck Microsoft again */ #elif defined _WIN32 # if defined USE_D3D9 # include # endif # define WIN32_LEAN_AND_MEAN # include # undef near /* Fuck Microsoft */ # undef far /* Fuck Microsoft again */ #endif #include "core.h" #include "lolgl.h" using namespace std; /* FIXME: g_d3ddevice should never be exported */ #if defined USE_D3D9 IDirect3DDevice9 *g_d3ddevice; # if defined USE_SDL extern HWND g_hwnd; # endif #elif defined _XBOX D3DDevice *g_d3ddevice; #endif namespace lol { class VideoData { friend class Video; private: static mat4 proj_matrix; static ivec2 saved_viewport; #if defined USE_D3D9 || defined _XBOX # if defined USE_D3D9 static IDirect3D9 *d3d_ctx; static IDirect3DDevice9 *d3d_dev; # elif defined _XBOX static Direct3D *d3d_ctx; static D3DDevice *d3d_dev; # endif static D3DCOLOR clear_color; static float clear_depth; #endif }; mat4 VideoData::proj_matrix; ivec2 VideoData::saved_viewport(0, 0); #if defined USE_D3D9 || defined _XBOX # if defined USE_D3D9 IDirect3D9 *VideoData::d3d_ctx; IDirect3DDevice9 *VideoData::d3d_dev; # elif defined _XBOX Direct3D *VideoData::d3d_ctx; D3DDevice *VideoData::d3d_dev; # endif D3DCOLOR VideoData::clear_color; float VideoData::clear_depth; #endif /* * Public Video class */ void Video::Setup(ivec2 size) { #if defined USE_D3D9 || defined _XBOX VideoData::d3d_ctx = Direct3DCreate9(D3D_SDK_VERSION); if (!VideoData::d3d_ctx) { Log::Error("cannot initialise D3D\n"); exit(EXIT_FAILURE); } HWND window = 0; D3DPRESENT_PARAMETERS d3dpp; memset(&d3dpp, 0, sizeof(d3dpp)); # if defined USE_SDL window = g_hwnd; d3dpp.hDeviceWindow = g_hwnd; d3dpp.Windowed = TRUE; # elif defined _XBOX XVIDEO_MODE VideoMode; XGetVideoMode( &VideoMode ); if (size.x > VideoMode.dwDisplayWidth) size.x = VideoMode.dwDisplayWidth; if (size.y > VideoMode.dwDisplayHeight) size.y = VideoMode.dwDisplayHeight; # endif VideoData::saved_viewport = size; d3dpp.BackBufferWidth = size.x; d3dpp.BackBufferHeight = size.y; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; HRESULT hr = VideoData::d3d_ctx->CreateDevice(0, D3DDEVTYPE_HAL, window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &VideoData::d3d_dev); if (FAILED(hr)) { Log::Error("cannot create D3D device\n"); exit(EXIT_FAILURE); } g_d3ddevice = VideoData::d3d_dev; #else # if defined USE_GLEW && !defined __APPLE__ /* Initialise GLEW if necessary */ GLenum glerr = glewInit(); if (glerr != GLEW_OK) { Log::Error("cannot initialise GLEW: %s\n", glewGetErrorString(glerr)); exit(EXIT_FAILURE); } # endif /* Initialise OpenGL */ glViewport(0, 0, size.x, size.y); VideoData::saved_viewport = size; # if defined HAVE_GL_2X && !defined __APPLE__ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); # endif #endif /* Initialise reasonable scene default properties */ SetClearColor(vec4(0.1f, 0.2f, 0.3f, 1.0f)); SetClearDepth(1.f); } void Video::SetFov(float theta) { vec2 size = GetSize(); float near = -size.x - size.y; float far = size.x + size.y; #if defined __ANDROID__ size = vec2(640.0f, 480.0f); #endif /* Set the projection matrix */ if (theta < 1e-4f) { /* The easy way: purely orthogonal projection. */ VideoData::proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); } else { /* Compute a view that approximates the glOrtho view when theta * approaches zero. This view ensures that the z=0 plane fills * the screen. */ float t1 = tanf(theta / 2); float t2 = t1 * size.y / size.y; float dist = size.x / (2.0f * t1); near += dist; far += dist; if (near <= 0.0f) { far -= (near - 1.0f); near = 1.0f; } mat4 proj = mat4::frustum(-near * t1, near * t1, -near * t2, near * t2, near, far); mat4 trans = mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist); VideoData::proj_matrix = proj * trans; } } void Video::SetDepth(bool set) { #if defined USE_D3D9 || defined _XBOX # define STR0(x) #x # define STR(x) STR0(x) # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Video::SetDepth() not implemented") #else if (set) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); #endif } void Video::SetClearColor(vec4 color) { #if defined USE_D3D9 || defined _XBOX VideoData::clear_color = D3DCOLOR_XRGB((int)(color.r * 255.999f), (int)(color.g * 255.999f), (int)(color.b * 255.999f)); #else glClearColor(color.r, color.g, color.b, color.a); #endif } void Video::SetClearDepth(float f) { #if defined USE_D3D9 || defined _XBOX VideoData::clear_depth = f; #elif defined HAVE_GLES_2X glClearDepthf(f); #else glClearDepth(f); #endif } void Video::Clear(ClearMask m) { #if defined USE_D3D9 || defined _XBOX int mask = 0; if (m & ClearMask::Color) mask |= D3DCLEAR_TARGET; if (m & ClearMask::Depth) mask |= D3DCLEAR_ZBUFFER; if (m & ClearMask::Stencil) mask |= D3DCLEAR_STENCIL; if (FAILED(VideoData::d3d_dev->Clear(0, NULL, mask, VideoData::clear_color, VideoData::clear_depth, 0))) Abort(); #else /* FIXME: is this necessary here? */ ivec2 size = GetSize(); glViewport(0, 0, size.x, size.y); GLbitfield mask = 0; if (m & ClearMask::Color) mask |= GL_COLOR_BUFFER_BIT; if (m & ClearMask::Depth) mask |= GL_DEPTH_BUFFER_BIT; if (m & ClearMask::Stencil) mask |= GL_STENCIL_BUFFER_BIT; glClear(mask); #endif SetFov(0.0f); } void Video::Destroy() { ; } void Video::Capture(uint32_t *buffer) { #if defined USE_D3D9 || defined _XBOX /* TODO */ #else GLint v[4]; # if defined __CELLOS_LV2__ // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions v[2] = 1920; v[3] = 1080; # else glGetIntegerv(GL_VIEWPORT, v); # endif int width = v[2], height = v[3]; # if defined HAVE_GL_2X glPixelStorei(GL_PACK_ROW_LENGTH, 0); # endif glPixelStorei(GL_PACK_ALIGNMENT, 1); # if defined GL_BGRA glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer); # else glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); # endif for (int j = 0; j < height / 2; j++) for (int i = 0; i < width; i++) { uint32_t tmp = buffer[j * width + i]; buffer[j * width + i] = buffer[(height - j - 1) * width + i]; buffer[(height - j - 1) * width + i] = tmp; } #endif } ivec2 Video::GetSize() { #if defined USE_D3D9 || defined _XBOX return VideoData::saved_viewport; #elif 1 /* GetSize() is called too often on the game thread; we cannot rely on * the GL context at this point */ return VideoData::saved_viewport; #elif defined __CELLOS_LV2__ // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions #else GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); return ivec2(v[2], v[3]); #endif } } /* namespace lol */