LCOV - code coverage report
Current view: top level - engine/render - renderwindow.cpp (source / functions) Coverage Total Hit
Test: Libprimis Test Coverage Lines: 9.2 % 390 36
Test Date: 2025-02-18 06:21:28 Functions: 20.7 % 29 6

            Line data    Source code
       1              : /* renderwindow: screen rendering functionality
       2              :  *
       3              :  * screen rendering functions, such as background, progress bar
       4              :  * also handles stuff such as main menu rendering and other non-intensive rendering
       5              :  * as well as global rendering settings such as gamma
       6              :  */
       7              : #include "SDL_ttf.h"
       8              : 
       9              : #include "../libprimis-headers/cube.h"
      10              : #include "../../shared/geomexts.h"
      11              : #include "../../shared/glemu.h"
      12              : #include "../../shared/glexts.h"
      13              : 
      14              : #include "hud.h"
      15              : #include "octarender.h"
      16              : #include "rendergl.h"
      17              : #include "renderlights.h"
      18              : #include "rendermodel.h"
      19              : #include "renderparticles.h"
      20              : #include "rendertext.h"
      21              : #include "renderttf.h"
      22              : #include "renderva.h"
      23              : #include "renderwindow.h"
      24              : #include "shader.h"
      25              : #include "shaderparam.h"
      26              : #include "stain.h"
      27              : #include "texture.h"
      28              : 
      29              : #include "interface/console.h"
      30              : #include "interface/control.h"
      31              : #include "interface/input.h"
      32              : #include "interface/menus.h"
      33              : 
      34              : #include "world/octaedit.h"
      35              : 
      36            0 : VARFN(screenw, scr_w, SCR_MINW, -1, SCR_MAXW, initwarning("screen resolution"));
      37            0 : VARFN(screenh, scr_h, SCR_MINH, -1, SCR_MAXH, initwarning("screen resolution"));
      38              : 
      39              : VAR(menufps, 0, 60, 1000);   //maximum framerate while in main menu
      40              : VARP(maxfps, 0, 240, 1000);  //maximum framerate while world is being rendered
      41              : 
      42              : VAR(desktopw, 1, 0, 0);
      43              : VAR(desktoph, 1, 0, 0);
      44              : int screenw = 0,
      45              :     screenh = 0;
      46              : SDL_Window   *screen    = nullptr;
      47              : static SDL_GLContext glcontext = nullptr;
      48              : 
      49              : //helper function for main menu rendering routines
      50              : //returns w and h if both are above 1024x768
      51              : //returns w and h multiplied by the factor by which the smallest dimension is smaller than 1024x768
      52            0 : static void getbackgroundres(int &w, int &h)
      53              : {
      54            0 :     float wk = 1,
      55            0 :           hk = 1;
      56            0 :     if(w < 1024)
      57              :     {
      58            0 :         wk = 1024.0f/w; //calculate w subsize factor (if greater than 1)
      59              :     }
      60            0 :     if(h < 768)
      61              :     {
      62            0 :         hk = 768.0f/h; //calculate h subsize factor (if greater than 1)
      63              :     }
      64            0 :     wk = hk = std::max(wk, hk); //pick the largest factor and multiply both by this
      65            0 :     w = static_cast<int>(std::ceil(w*wk));
      66            0 :     h = static_cast<int>(std::ceil(h*hk));
      67            0 : }
      68              : 
      69              : static std::string backgroundcaption   = "",
      70              :                    backgroundmapname   = "",
      71              :                    backgroundmapinfo   = "";
      72              : static Texture *backgroundmapshot = nullptr;
      73              : 
      74            0 : static void bgquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1)
      75              : {
      76            0 :     gle::begin(GL_TRIANGLE_STRIP);
      77            0 :     gle::attribf(x,   y);   gle::attribf(tx,      ty);
      78            0 :     gle::attribf(x+w, y);   gle::attribf(tx + tw, ty);
      79            0 :     gle::attribf(x,   y+h); gle::attribf(tx,      ty + th);
      80            0 :     gle::attribf(x+w, y+h); gle::attribf(tx + tw, ty + th);
      81            0 :     gle::end();
      82            0 : }
      83              : 
      84              : // void renderbackgroundview(int, int, const char*, Texture*, const char*, const char*)
      85              : //   Background picture / text handler
      86              : 
      87              : /*
      88              : Notes:
      89              :     * Unsure what 'w' and 'h' refers to, maybe screen resolution?
      90              : */
      91              : 
      92            0 : static void renderbackgroundview(int win_w, int win_h, const char *caption, Texture *mapshot, const char *mapname, const char *mapinfo)
      93              : {
      94              :     static int lastupdate  = -1,
      95              :                lastw       = -1,
      96              :                lasth       = -1;
      97              :     static float backgroundu = 0,
      98              :                  backgroundv = 0;
      99            0 :     const bool needsRefresh =
     100            0 :         (renderedframe && !mainmenu && lastupdate != lastmillis)
     101            0 :         || lastw != win_w
     102            0 :         || lasth != win_h;
     103            0 :     if(needsRefresh)
     104              :     {
     105            0 :         lastupdate = lastmillis;
     106            0 :         lastw = win_w;
     107            0 :         lasth = win_h;
     108              : 
     109            0 :         backgroundu = randomfloat(1);
     110            0 :         backgroundv = randomfloat(1);
     111              :     }
     112            0 :     else if(lastupdate != lastmillis)
     113              :     {
     114            0 :         lastupdate = lastmillis;
     115              :     }
     116            0 :     hudmatrix.ortho(0, win_w, win_h, 0, -1, 1);
     117            0 :     resethudmatrix();
     118            0 :     resethudshader();
     119              : 
     120            0 :     gle::defvertex(2);
     121            0 :     gle::deftexcoord0();
     122            0 :     settexture("media/interface/background.png", 0); //main menu background
     123            0 :     float bu = win_w*0.67f/256.0f,
     124            0 :           bv = win_h*0.67f/256.0f;
     125            0 :     bgquad(0, 0, win_w, win_h, backgroundu, backgroundv, bu, bv);
     126              : 
     127            0 :     glEnable(GL_BLEND);
     128            0 :     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     129            0 :     settexture("media/interface/shadow.png", 3); //peripheral shadow effect
     130            0 :     bgquad(0, 0, win_w, win_h);
     131            0 :     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
     132              :     // Set position and size of logo
     133            0 :     float logo_h = (1.f/3.f)*std::min(win_w, win_h),
     134            0 :           logo_w = logo_h*(2.f/1.f), // Aspect ratio of logo, defined here
     135            0 :           logo_x = 0.5f*(win_w - logo_w),
     136            0 :           logo_y = 0.5f*(win_h*0.5f - logo_h);
     137              : 
     138            0 :     settexture( (maxtexsize >= 1024 || maxtexsize == 0) && (hudw() > 1280 || hudh() > 800)
     139              :               ? "<premul>media/interface/logo_1024.png" //1024x wide logo
     140              :               : "<premul>media/interface/logo.png", //512x wide logo for small screens
     141              :         3);
     142            0 :     bgquad(logo_x, logo_y, logo_w, logo_h);
     143              : 
     144            0 :     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     145              : 
     146            0 :     if(caption)
     147              :     {
     148            0 :         int tw = text_width(caption);
     149            0 :         float tsz = 0.04f*std::min(win_w, win_h)/FONTH,
     150            0 :               tx  = 0.5f*(win_w - tw*tsz),
     151            0 :               ty  = win_h - 0.075f*1.5f*std::min(win_w, win_h) - FONTH*tsz;
     152            0 :         pushhudtranslate(tx, ty, tsz);
     153              :         //draw_text(caption, 0, 0);
     154            0 :         ttr.renderttf(caption, {0xFF, 0xFF, 0xFF, 0}, 0, 0);
     155            0 :         pophudmatrix();
     156              :     }
     157            0 :     if(mapshot || mapname)
     158              :     {
     159            0 :         float infowidth = 14*FONTH,
     160            0 :               sz  = 0.35f*std::min(win_w, win_h),
     161            0 :               msz = (0.85f*std::min(win_w, win_h) - sz)/(infowidth + FONTH),
     162            0 :               x   = 0.5f*win_w,
     163            0 :               y   = logo_y+logo_h - sz/15,
     164            0 :               mx  = 0,
     165            0 :               my  = 0,
     166            0 :               mw  = 0,
     167            0 :               mh  = 0;
     168              :         // Prepare text area for map info
     169            0 :         if(mapinfo)
     170              :         {
     171            0 :             text_boundsf(mapinfo, mw, mh, infowidth);
     172            0 :             x -= 0.5f * mw * msz;
     173            0 :             if (mapshot && mapshot!=notexture)
     174              :             {
     175            0 :                 x -= 0.5f*FONTH * msz;
     176            0 :                 mx = sz + FONTH * msz;
     177              :             }
     178              :         }
     179              :         // Map shot was provided and isn't empty
     180            0 :         if(mapshot && mapshot!=notexture)
     181              :         {
     182            0 :             x -= 0.5f * sz;
     183            0 :             resethudshader();
     184            0 :             glBindTexture(GL_TEXTURE_2D, mapshot->id);
     185            0 :             bgquad(x, y, sz, sz);
     186              :         }
     187              :         // Map name was provided
     188            0 :         if(mapname)
     189              :         {
     190            0 :             float tw  = text_widthf(mapname),
     191            0 :                   tsz = sz/(8*FONTH),
     192            0 :                   tx  = std::max(0.5f * (mw*msz - tw * tsz), 0.0f);
     193            0 :             pushhudtranslate(x + mx + tx, y, tsz);
     194              :             //draw_text(mapname, 0, 0);
     195            0 :             ttr.fontsize(42);
     196            0 :             ttr.renderttf(mapname, {0xFF, 0xFF, 0xFF, 0}, 0, 0);
     197            0 :             pophudmatrix();
     198            0 :             my = 1.5f*FONTH*tsz;
     199              :         }
     200              :         // Map info was provided
     201            0 :         if(mapinfo)
     202              :         {
     203            0 :             pushhudtranslate(x + mx, y + my, msz);
     204              :             //draw_text(mapinfo, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, -1, infowidth);
     205            0 :             ttr.fontsize(42);
     206            0 :             ttr.renderttf(mapinfo, {0xFF, 0xFF, 0xFF, 0}, 0, 0);
     207            0 :             pophudmatrix();
     208              :         }
     209              :     }
     210            0 :     glDisable(GL_BLEND);
     211            0 : }
     212              : 
     213            0 : void swapbuffers(bool)
     214              : {
     215            0 :     gle::disable();
     216            0 :     SDL_GL_SwapWindow(screen);
     217            0 : }
     218              : 
     219            0 : static void setbackgroundinfo(const char *caption = nullptr, Texture *mapshot = nullptr, const char *mapname = nullptr, const char *mapinfo = nullptr)
     220              : {
     221            0 :     renderedframe = false;
     222            0 :     backgroundcaption = std::string(caption ? caption : "");
     223            0 :     backgroundmapshot = mapshot;
     224            0 :     backgroundmapname = std::string(mapname ? mapname : "");
     225            0 :     std::string minfo = std::string(mapinfo ? mapinfo : "");
     226            0 :     if(minfo != backgroundmapinfo)
     227              :     {
     228            0 :         backgroundmapinfo = "";
     229            0 :         if(!minfo.empty())
     230              :         {
     231            0 :             backgroundmapinfo = std::string(mapinfo);
     232              :         }
     233              :         else
     234              :         {
     235            0 :             backgroundmapinfo = "";
     236              :         }
     237              :     }
     238            0 : }
     239              : 
     240            0 : void renderbackground(const char *caption, Texture *mapshot, const char *mapname, const char *mapinfo, bool force)
     241              : {
     242            0 :     if(!inbetweenframes && !force)
     243              :     {
     244            0 :         return;
     245              :     }
     246            0 :     int w = hudw(),
     247            0 :         h = hudh();
     248            0 :     if(forceaspect)
     249              :     {
     250            0 :         w = std::ceil(h*forceaspect);
     251              :     }
     252            0 :     getbackgroundres(w, h);
     253            0 :     gettextres(w, h);
     254            0 :     if(force)
     255              :     {
     256            0 :         renderbackgroundview(w, h, caption, mapshot, mapname, mapinfo);
     257            0 :         return;
     258              :     }
     259              :     //renders renderbackgroundview three times, with an identical call each time
     260            0 :     for(int i = 0; i < 3; ++i)
     261              :     {
     262            0 :         renderbackgroundview(w, h, caption, mapshot, mapname, mapinfo);
     263            0 :         swapbuffers(false);
     264              :     }
     265            0 :     setbackgroundinfo(caption, mapshot, mapname, mapinfo);
     266              : }
     267              : 
     268            0 : static void restorebackground(int w, int h, bool force = false)
     269              : {
     270            0 :     if(renderedframe)
     271              :     {
     272            0 :         if(!force)
     273              :         {
     274            0 :             return;
     275              :         }
     276            0 :         setbackgroundinfo();
     277              :     }
     278            0 :     renderbackgroundview(w, h, backgroundcaption.c_str(), backgroundmapshot, backgroundmapname.c_str(), backgroundmapinfo.c_str());
     279              : }
     280              : 
     281              : float loadprogress = 0;
     282              : 
     283            0 : static void renderprogressview(int w, int h, float bar, const char *text)   // also used during loading
     284              : {
     285            0 :     hudmatrix.ortho(0, w, h, 0, -1, 1);
     286            0 :     resethudmatrix();
     287            0 :     resethudshader();
     288              : 
     289            0 :     gle::defvertex(2);
     290            0 :     gle::deftexcoord0();
     291              : 
     292            0 :     float fh = 0.060f*std::min(w, h),
     293            0 :           fw = fh * 15,
     294            0 :           fx = renderedframe ? w - fw - fh/4 : 0.5f * (w - fw),
     295            0 :           fy = renderedframe ? fh/4 : h - fh * 1.5f;
     296            0 :     settexture("media/interface/loading_frame.png", 3);
     297            0 :     bgquad(fx, fy, fw, fh);
     298              : 
     299            0 :     glEnable(GL_BLEND);
     300            0 :     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     301              : 
     302            0 :     float bw  = fw * (512 - 2*8)/512.0f,
     303            0 :           bh  = fh * 20/32.0f,
     304            0 :           bx  = fx + fw * 8/512.0f,
     305            0 :           by  = fy + fh * 6/32.0f,
     306            0 :           su1 = 0/32.0f,
     307            0 :           su2 = 8/32.0f,
     308            0 :           sw  = fw * 8/512.0f,
     309            0 :           eu1 = 24/32.0f,
     310            0 :           eu2 = 32/32.0f,
     311            0 :           ew  = fw * 8/512.0f,
     312            0 :           mw  = bw - sw - ew,
     313            0 :           ex  = bx+sw + std::max(mw*bar, fw * 8/512.0f);
     314            0 :     if(bar > 0)
     315              :     {
     316            0 :         settexture("media/interface/loading_bar.png", 3);
     317            0 :         bgquad(bx, by, sw, bh, su1, 0, su2-su1, 1);
     318            0 :         bgquad(bx+sw, by, ex-(bx+sw), bh, su2, 0, eu1-su2, 1);
     319            0 :         bgquad(ex, by, ew, bh, eu1, 0, eu2-eu1, 1);
     320              :     }
     321            0 :     if(text)
     322              :     {
     323            0 :         int tw = text_width(text);
     324            0 :         float tsz = bh * 0.6f/FONTH;
     325            0 :         if(tw * tsz > mw)
     326              :         {
     327            0 :             tsz = mw/tw;
     328              :         }
     329            0 :         pushhudtranslate(bx+sw, by + (bh - FONTH*tsz)/2, tsz);
     330              :         //draw_text(text, 0, 0);
     331            0 :         ttr.fontsize(50);
     332            0 :         ttr.renderttf(text, {0xFF, 0xFF, 0xFF, 0}, 0, 4);
     333            0 :         pophudmatrix();
     334              :     }
     335            0 :     glDisable(GL_BLEND);
     336            0 : }
     337              : 
     338              : VAR(progressbackground, 0, 0, 1); //force rendering progress bar background texture
     339              : static int curvsync = -1;
     340              : 
     341            7 : void renderprogress(float bar, const char *text, bool background)   // also used during loading
     342              : {
     343            7 :     if(!inbetweenframes || drawtex)
     344              :     {
     345            7 :         return;
     346              :     }
     347            0 :     int fps = menufps ? (maxfps ? std::min(maxfps, menufps) : menufps) : maxfps;
     348            0 :     if(fps)
     349              :     {
     350              :         static int lastprogress = 0;
     351            0 :         int ticks = SDL_GetTicks(),
     352            0 :             diff = ticks - lastprogress;
     353            0 :         if(bar > 0 && diff >= 0 && diff < (1000 + fps-1)/fps)
     354              :         {
     355            0 :             return;
     356              :         }
     357            0 :         lastprogress = ticks;
     358              :     }
     359            0 :     int w = hudw(),
     360            0 :         h = hudh();
     361            0 :     if(forceaspect)
     362              :     {
     363            0 :         w = static_cast<int>(std::ceil(h*forceaspect));
     364              :     }
     365            0 :     getbackgroundres(w, h);
     366            0 :     gettextres(w, h);
     367              : 
     368            0 :     bool forcebackground = progressbackground || (mesa_swap_bug && (curvsync || totalmillis==1));
     369            0 :     if(background || forcebackground)
     370              :     {
     371            0 :         restorebackground(w, h, forcebackground);
     372              :     }
     373            0 :     renderprogressview(w, h, bar, text);
     374            0 :     swapbuffers(false);
     375              : }
     376              : 
     377              : static bool initwindowpos = false;
     378              : 
     379            0 : void setfullscreen(bool enable)
     380              : {
     381            0 :     if(!screen)
     382              :     {
     383            0 :         return;
     384              :     }
     385              :     //initwarning(enable ? "fullscreen" : "windowed");
     386            0 :     SDL_SetWindowFullscreen(screen, enable ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
     387            0 :     if(!enable)
     388              :     {
     389            0 :         SDL_SetWindowSize(screen, scr_w, scr_h);
     390            0 :         if(initwindowpos)
     391              :         {
     392            0 :             int winx = SDL_WINDOWPOS_CENTERED,
     393            0 :                 winy = SDL_WINDOWPOS_CENTERED;
     394            0 :             SDL_SetWindowPosition(screen, winx, winy);
     395            0 :             initwindowpos = false;
     396              :         }
     397              :     }
     398              : }
     399              : 
     400            0 : VARF(fullscreen, 0, 1, 1, setfullscreen(fullscreen!=0));
     401              : 
     402              : /* screenres: sets the window size to w * h pixels, or reduces fullscreen
     403              :  * resolution to w * h pixels
     404              :  *
     405              :  * arguments:
     406              :  *    w: width of new screen res
     407              :  *    h: height of new screen res
     408              :  */
     409            1 : void screenres(int w, int h)
     410              : {
     411              :     //need to cast enum to int for std's clamp implementation
     412            1 :     scr_w = std::clamp(w, static_cast<int>(SCR_MINW), static_cast<int>(SCR_MAXW));
     413            1 :     scr_h = std::clamp(h, static_cast<int>(SCR_MINH), static_cast<int>(SCR_MAXH));
     414            1 :     if(screen)
     415              :     {
     416            0 :         scr_w = std::min(scr_w, desktopw);
     417            0 :         scr_h = std::min(scr_h, desktoph);
     418            0 :         if(SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN)
     419              :         {
     420            0 :             gl_resize();
     421              :         }
     422              :         else
     423              :         {
     424            0 :             SDL_SetWindowSize(screen, scr_w, scr_h);
     425              :         }
     426              :     }
     427              :     else
     428              :     {
     429            1 :         initwarning("screen resolution");
     430              :     }
     431            1 : }
     432              : 
     433              : 
     434            0 : static void setgamma(int val)
     435              : {
     436            0 :     if(screen && SDL_SetWindowBrightness(screen, val/100.0f) < 0)
     437              :     {
     438            0 :         conoutf(Console_Error, "Could not set gamma: %s", SDL_GetError());
     439              :     }
     440            0 : }
     441              : 
     442              : static int curgamma = 100;
     443            0 : static VARFNP(gamma, reqgamma, 30, 100, 300,
     444              : {
     445              :     if(initing || reqgamma == curgamma)
     446              :     {
     447              :         return;
     448              :     }
     449              :     curgamma = reqgamma;
     450              :     setgamma(curgamma);
     451              : });
     452              : 
     453              : /* restoregamma: sets gamma to the previous set value, useful for reverting bad-
     454              :  * looking gamma trial settings
     455              :  *
     456              :  * used in iengine.h
     457              :  */
     458            0 : void restoregamma()
     459              : {
     460            0 :     if(initing || reqgamma == 100)
     461              :     {
     462            0 :         return;
     463              :     }
     464            0 :     curgamma = reqgamma;
     465            0 :     setgamma(curgamma);
     466              : }
     467              : 
     468            0 : void cleargamma()
     469              : {
     470            0 :     if(curgamma != 100 && screen)
     471              :     {
     472            0 :         SDL_SetWindowBrightness(screen, 1.0f);
     473              :     }
     474            0 : }
     475              : 
     476              : void restorevsync(); //prototype to fix chicken-egg initialization problem caused by VARFP
     477              : 
     478            0 : VARFP(vsync, 0, 0, 1, restorevsync());                      //vertical sync of framebuffer to refresh rate
     479            0 : VARFP(vsynctear, 0, 0, 1, { if(vsync) restorevsync(); });   //toggles sdl2's adaptive sync function
     480              : 
     481            0 : void restorevsync()
     482              : {
     483            0 :     if(initing || !glcontext)
     484              :     {
     485            0 :         return;
     486              :     }
     487            0 :     if(!SDL_GL_SetSwapInterval(vsync ? (vsynctear ? -1 : 1) : 0))
     488              :     {
     489            0 :         curvsync = vsync;
     490              :     }
     491              : }
     492              : 
     493              : //used in iengine.h
     494            0 : void setupscreen()
     495              : {
     496              :     //clear prior gl context/screen if present
     497            0 :     if(glcontext)
     498              :     {
     499            0 :         SDL_GL_DeleteContext(glcontext);
     500            0 :         glcontext = nullptr;
     501              :     }
     502            0 :     if(screen)
     503              :     {
     504            0 :         SDL_DestroyWindow(screen);
     505            0 :         screen = nullptr;
     506              :     }
     507            0 :     curvsync = -1;
     508              : 
     509              :     SDL_Rect desktop;
     510            0 :     if(SDL_GetDisplayBounds(0, &desktop) < 0)
     511              :     {
     512            0 :         fatal("failed querying desktop bounds: %s", SDL_GetError());
     513              :     }
     514            0 :     desktopw = desktop.w;
     515            0 :     desktoph = desktop.h;
     516              : 
     517            0 :     if(scr_h < 0)
     518              :     {
     519            0 :         scr_h = SCR_DEFAULTH;
     520              :     }
     521            0 :     if(scr_w < 0)
     522              :     {
     523            0 :         scr_w = (scr_h*desktopw)/desktoph;
     524              :     }
     525            0 :     scr_w = std::min(scr_w, desktopw);
     526            0 :     scr_h = std::min(scr_h, desktoph);
     527              : 
     528            0 :     int winx  = SDL_WINDOWPOS_UNDEFINED,
     529            0 :         winy  = SDL_WINDOWPOS_UNDEFINED,
     530            0 :         winw  = scr_w,
     531            0 :         winh  = scr_h,
     532            0 :         flags = SDL_WINDOW_RESIZABLE;
     533            0 :     if(fullscreen)
     534              :     {
     535            0 :         winw   = desktopw;
     536            0 :         winh   = desktoph;
     537            0 :         flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
     538            0 :         initwindowpos = true;
     539              :     }
     540              : 
     541            0 :     SDL_GL_ResetAttributes();
     542            0 :     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
     543            0 :     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
     544            0 :     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
     545              : 
     546            0 :     uint32_t windowflags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS | flags;
     547              :     //create new screen       title          x     y     w     h  flags
     548            0 :     screen = SDL_CreateWindow("Imprimis", winx, winy, winw, winh, windowflags);
     549            0 :     ttr.initttf();
     550            0 :     ttr.openfont("media/interface/font/default.ttf", 24);
     551              : 
     552            0 :     if(!screen)
     553              :     {
     554            0 :         fatal("failed to create OpenGL window: %s", SDL_GetError());
     555              :     }
     556            0 :     SDL_Surface *icon = loadsurface("media/interface/icon.png"); //path to taskbar icon
     557            0 :     if(icon)
     558              :     {
     559            0 :         SDL_SetWindowIcon(screen, icon);
     560            0 :         SDL_FreeSurface(icon); //don't need it any more
     561              :     }
     562              : 
     563            0 :     SDL_SetWindowMinimumSize(screen, SCR_MINW, SCR_MINH);
     564            0 :     SDL_SetWindowMaximumSize(screen, SCR_MAXW, SCR_MAXH);
     565              :     //set opengl version to 4.0
     566            0 :     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
     567            0 :     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
     568              :     //set core profile
     569            0 :     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
     570            0 :     glcontext = SDL_GL_CreateContext(screen);
     571              : 
     572              :     //
     573            0 :     GLenum err = glewInit();
     574            0 :     if (GLEW_OK != err)
     575              :     {
     576              :       /* Problem: glewInit failed, something is seriously wrong. */
     577            0 :       logoutf("Error: %s", glewGetErrorString(err));
     578              :     }
     579            0 :     logoutf("init: GLEW %s", glewGetString(GLEW_VERSION));
     580              :     //check if OpenGL context is sane
     581            0 :     if(!glcontext)
     582              :     {
     583            0 :         fatal("failed to create OpenGL context: %s", SDL_GetError());
     584              :     }
     585            0 :     SDL_GetWindowSize(screen, &screenw, &screenh);
     586            0 : }
     587              : 
     588              : //full reset of renderer
     589            2 : void resetgl()
     590              : {
     591            2 :     if(!glslversion)
     592              :     {
     593            2 :         conoutf(Console_Error, "Cannot reset GL without GL initialized, operation not performed");
     594            2 :         return;
     595              :     }
     596            0 :     clearchanges(Change_Graphics|Change_Shaders);
     597              : 
     598            0 :     renderbackground("resetting OpenGL");
     599              : 
     600            0 :     rootworld.cleanupva();
     601            0 :     cleanupparticles();
     602            0 :     cleanupstains();
     603            0 :     cleanupmodels();
     604            0 :     cleanupprefabs();
     605            0 :     cleanuptextures();
     606            0 :     cleanuplights();
     607            0 :     cleanupshaders();
     608            0 :     cleanupgl();
     609              : 
     610            0 :     setupscreen();
     611              : 
     612            0 :     inputgrab(grabinput);
     613              : 
     614            0 :     gl_init();
     615              : 
     616            0 :     inbetweenframes = false;
     617              :     //texture reloading
     618            0 :     if(!notexture->reload() ||
     619            0 :        !reloadtexture("<premul>media/interface/logo.png") ||
     620            0 :        !reloadtexture("<premul>media/interface/logo_1024.png") ||
     621            0 :        !reloadtexture("media/interface/background.png") ||
     622            0 :        !reloadtexture("media/interface/shadow.png") ||
     623            0 :        !reloadtexture("media/interface/mapshot_frame.png") ||
     624            0 :        !reloadtexture("media/interface/loading_frame.png") ||
     625            0 :        !reloadtexture("media/interface/loading_bar.png"))
     626              :     {
     627            0 :         fatal("failed to reload core texture");
     628              :     }
     629            0 :     reloadfonts();
     630            0 :     inbetweenframes = true;
     631            0 :     renderbackground("initializing...");
     632            0 :     restoregamma();
     633            0 :     restorevsync();
     634            0 :     initgbuffer();
     635            0 :     reloadshaders();
     636            0 :     reloadtextures();
     637            0 :     rootworld.allchanged(true);
     638              : }
     639              : 
     640              : /* limitfps: uses SDL_Delay to delay a frame, given the time the last frame was
     641              :  * rendered and the current time
     642              :  *
     643              :  * Arguments:
     644              :  *    millis: the time (in ms) since program started
     645              :  *    curmillis: the last registered frame time
     646              :  */
     647            0 : void limitfps(int &millis, int curmillis)
     648              : {
     649            0 :     int limit = (mainmenu || minimized) && menufps ? (maxfps ? std::min(maxfps, menufps) : menufps) : maxfps;
     650            0 :     if(!limit)
     651              :     {
     652            0 :         return;
     653              :     }
     654              :     static int fpserror = 0;
     655            0 :     int delay = 1000/limit - (millis-curmillis);
     656            0 :     if(delay < 0)
     657              :     {
     658            0 :         fpserror = 0;
     659              :     }
     660              :     else
     661              :     {
     662            0 :         fpserror += 1000%limit;
     663            0 :         if(fpserror >= limit)
     664              :         {
     665            0 :             ++delay;
     666            0 :             fpserror -= limit;
     667              :         }
     668            0 :         if(delay > 0)
     669              :         {
     670            0 :             SDL_Delay(delay);
     671            0 :             millis += delay;
     672              :         }
     673              :     }
     674              : }
     675              : 
     676              : #ifdef WIN32
     677              :     // Force Optimus setups to use the NVIDIA GPU
     678              :     // or also for AMD dual graphics
     679              :     extern "C"
     680              :     {
     681              :         #ifdef __GNUC__
     682              :             __attribute__((dllexport))
     683              :         #else
     684              :             __declspec(dllexport)
     685              :         #endif
     686              :             DWORD NvOptimusEnablement = 1;
     687              : 
     688              :         #ifdef __GNUC__
     689              :             __attribute__((dllexport))
     690              :         #else
     691              :             __declspec(dllexport)
     692              :         #endif
     693              :         DWORD AmdPowerXpressRequestHighPerformance = 1;
     694              :     }
     695              : #endif
     696              : 
     697              : static constexpr int maxfpshistory = 60;
     698              : 
     699              : int fpspos = 0;
     700              : std::array<int, maxfpshistory> fpshistory;
     701              : 
     702            0 : void resetfpshistory()
     703              : {
     704            0 :     fpshistory.fill(1);
     705            0 :     fpspos = 0;
     706            0 : }
     707              : 
     708            0 : void updatefpshistory(int millis)
     709              : {
     710            0 :     fpshistory[fpspos++] = std::max(1, std::min(1000, millis));
     711            0 :     if(fpspos>=maxfpshistory)
     712              :     {
     713            0 :         fpspos = 0;
     714              :     }
     715            0 : }
     716              : 
     717            1 : void getfps(int &fps, int &bestdiff, int &worstdiff)
     718              : {
     719            1 :     int total = fpshistory.at(maxfpshistory-1),
     720            1 :         best = total,
     721            1 :         worst = total;
     722           61 :     for(const int &millis : fpshistory)
     723              :     {
     724           60 :         total += millis;
     725           60 :         if(millis < best)
     726              :         {
     727            0 :             best = millis;
     728              :         }
     729           60 :         if(millis > worst)
     730              :         {
     731            0 :             worst = millis;
     732              :         }
     733              :     }
     734            1 :     if(total) //guard against div by 0
     735              :     {
     736            0 :         fps = (1000*maxfpshistory)/total;
     737            0 :         bestdiff = 1000/best-fps;
     738            0 :         worstdiff = fps-1000/worst;
     739              :     }
     740              :     else
     741              :     {
     742            1 :         fps = 0;
     743            1 :         bestdiff = 0;
     744            1 :         worstdiff = 0;
     745              :     }
     746            1 : }
     747              : 
     748            1 : void getfpscmd(const int *raw)
     749              : {
     750            1 :     if(*raw)
     751              :     {
     752            0 :         floatret(1000.0f/fpshistory[(fpspos+maxfpshistory-1)%maxfpshistory]);
     753              :     }
     754              :     else
     755              :     {
     756              :         int fps, bestdiff, worstdiff;
     757            1 :         getfps(fps, bestdiff, worstdiff);
     758            1 :         intret(fps);
     759              :     }
     760            1 : }
     761              : 
     762            1 : void initrenderwindowcmds()
     763              : {
     764            1 :     addcommand("getfps", reinterpret_cast<identfun>(getfpscmd), "i", Id_Command);
     765            1 :     addcommand("resetgl", reinterpret_cast<identfun>(resetgl), "", Id_Command);
     766            1 :     addcommand("screenres", reinterpret_cast<identfun>(screenres), "ii", Id_Command);
     767            1 : }
        

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