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 : /**
50 : * @brief helper function for main menu rendering routines
51 : *
52 : * @return w and h if both are above 1024x768
53 : * @return w and h multiplied by the factor by which the smallest dimension is smaller than 1024x768
54 : */
55 0 : static void getbackgroundres(int &w, int &h)
56 : {
57 0 : float wk = 1,
58 0 : hk = 1;
59 0 : if(w < 1024)
60 : {
61 0 : wk = 1024.0f/w; //calculate w subsize factor (if greater than 1)
62 : }
63 0 : if(h < 768)
64 : {
65 0 : hk = 768.0f/h; //calculate h subsize factor (if greater than 1)
66 : }
67 0 : wk = hk = std::max(wk, hk); //pick the largest factor and multiply both by this
68 0 : w = static_cast<int>(std::ceil(w*wk));
69 0 : h = static_cast<int>(std::ceil(h*hk));
70 0 : }
71 :
72 : static std::string backgroundcaption = "",
73 : backgroundmapname = "",
74 : backgroundmapinfo = "";
75 : static const Texture *backgroundmapshot = nullptr;
76 :
77 0 : static void bgquad(float x, float y, float w, float h, float tx = 0, float ty = 0, float tw = 1, float th = 1)
78 : {
79 0 : gle::begin(GL_TRIANGLE_STRIP);
80 0 : gle::attribf(x, y); gle::attribf(tx, ty);
81 0 : gle::attribf(x+w, y); gle::attribf(tx + tw, ty);
82 0 : gle::attribf(x, y+h); gle::attribf(tx, ty + th);
83 0 : gle::attribf(x+w, y+h); gle::attribf(tx + tw, ty + th);
84 0 : gle::end();
85 0 : }
86 :
87 : // void renderbackgroundview(int, int, const char*, Texture*, const char*, const char*)
88 : // Background picture / text handler
89 :
90 : /*
91 : Notes:
92 : * Unsure what 'w' and 'h' refers to, maybe screen resolution?
93 : */
94 :
95 0 : static void renderbackgroundview(int win_w, int win_h, const char *caption, const Texture *mapshot, const char *mapname, const char *mapinfo)
96 : {
97 : static int lastupdate = -1,
98 : lastw = -1,
99 : lasth = -1;
100 : static float backgroundu = 0,
101 : backgroundv = 0;
102 0 : const bool needsRefresh =
103 0 : (renderedframe && !mainmenu && lastupdate != lastmillis)
104 0 : || lastw != win_w
105 0 : || lasth != win_h;
106 0 : if(needsRefresh)
107 : {
108 0 : lastupdate = lastmillis;
109 0 : lastw = win_w;
110 0 : lasth = win_h;
111 :
112 0 : backgroundu = randomfloat(1);
113 0 : backgroundv = randomfloat(1);
114 : }
115 0 : else if(lastupdate != lastmillis)
116 : {
117 0 : lastupdate = lastmillis;
118 : }
119 0 : hudmatrix.ortho(0, win_w, win_h, 0, -1, 1);
120 0 : resethudmatrix();
121 0 : resethudshader();
122 :
123 0 : gle::defvertex(2);
124 0 : gle::deftexcoord0();
125 0 : settexture("media/interface/background.png", 0); //main menu background
126 0 : const float bu = win_w*0.67f/256.0f,
127 0 : bv = win_h*0.67f/256.0f;
128 0 : bgquad(0, 0, win_w, win_h, backgroundu, backgroundv, bu, bv);
129 :
130 0 : glEnable(GL_BLEND);
131 0 : glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
132 0 : settexture("media/interface/shadow.png", 3); //peripheral shadow effect
133 0 : bgquad(0, 0, win_w, win_h);
134 0 : glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 : // Set position and size of logo
136 0 : const float logo_h = (1.f/3.f)*std::min(win_w, win_h),
137 0 : logo_w = logo_h*(2.f/1.f), // Aspect ratio of logo, defined here
138 0 : logo_x = 0.5f*(win_w - logo_w),
139 0 : logo_y = 0.5f*(win_h*0.5f - logo_h);
140 :
141 0 : settexture( (maxtexsize >= 1024 || maxtexsize == 0) && (hudw() > 1280 || hudh() > 800)
142 : ? "<premul>media/interface/logo_1024.png" //1024x wide logo
143 : : "<premul>media/interface/logo.png", //512x wide logo for small screens
144 : 3);
145 0 : bgquad(logo_x, logo_y, logo_w, logo_h);
146 :
147 0 : glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
148 :
149 0 : if(caption)
150 : {
151 0 : int tw = text_width(caption);
152 0 : const float tsz = 0.04f*std::min(win_w, win_h)/FONTH,
153 0 : tx = 0.5f*(win_w - tw*tsz),
154 0 : ty = win_h - 0.075f*1.5f*std::min(win_w, win_h) - FONTH*tsz;
155 0 : pushhudtranslate(tx, ty, tsz);
156 : //draw_text(caption, 0, 0);
157 0 : ttr.renderttf(caption, {0xFF, 0xFF, 0xFF, 0}, 0, 0);
158 0 : pophudmatrix();
159 : }
160 0 : if(mapshot || mapname)
161 : {
162 0 : float infowidth = 14*FONTH,
163 0 : sz = 0.35f*std::min(win_w, win_h),
164 0 : msz = (0.85f*std::min(win_w, win_h) - sz)/(infowidth + FONTH),
165 0 : x = 0.5f*win_w,
166 0 : y = logo_y+logo_h - sz/15,
167 0 : mx = 0,
168 0 : my = 0,
169 0 : mw = 0,
170 0 : mh = 0;
171 : // Prepare text area for map info
172 0 : if(mapinfo)
173 : {
174 0 : text_boundsf(mapinfo, mw, mh, infowidth);
175 0 : x -= 0.5f * mw * msz;
176 0 : if (mapshot && mapshot!=notexture)
177 : {
178 0 : x -= 0.5f*FONTH * msz;
179 0 : mx = sz + FONTH * msz;
180 : }
181 : }
182 : // Map shot was provided and isn't empty
183 0 : if(mapshot && mapshot!=notexture)
184 : {
185 0 : x -= 0.5f * sz;
186 0 : resethudshader();
187 0 : glBindTexture(GL_TEXTURE_2D, mapshot->id);
188 0 : bgquad(x, y, sz, sz);
189 : }
190 : // Map name was provided
191 0 : if(mapname)
192 : {
193 0 : float tw = text_widthf(mapname),
194 0 : tsz = sz/(8*FONTH),
195 0 : tx = std::max(0.5f * (mw*msz - tw * tsz), 0.0f);
196 0 : pushhudtranslate(x + mx + tx, y, tsz);
197 : //draw_text(mapname, 0, 0);
198 0 : ttr.fontsize(42);
199 0 : ttr.renderttf(mapname, {0xFF, 0xFF, 0xFF, 0}, 0, 0);
200 0 : pophudmatrix();
201 0 : my = 1.5f*FONTH*tsz;
202 : }
203 : // Map info was provided
204 0 : if(mapinfo)
205 : {
206 0 : pushhudtranslate(x + mx, y + my, msz);
207 : //draw_text(mapinfo, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, -1, infowidth);
208 0 : ttr.fontsize(42);
209 0 : ttr.renderttf(mapinfo, {0xFF, 0xFF, 0xFF, 0}, 0, 0);
210 0 : pophudmatrix();
211 : }
212 : }
213 0 : glDisable(GL_BLEND);
214 0 : }
215 :
216 0 : void swapbuffers(bool)
217 : {
218 0 : gle::disable();
219 0 : SDL_GL_SwapWindow(screen);
220 0 : }
221 :
222 0 : static void setbackgroundinfo(const char *caption = nullptr, const Texture *mapshot = nullptr, const char *mapname = nullptr, const char *mapinfo = nullptr)
223 : {
224 0 : renderedframe = false;
225 0 : backgroundcaption = std::string(caption ? caption : "");
226 0 : backgroundmapshot = mapshot;
227 0 : backgroundmapname = std::string(mapname ? mapname : "");
228 0 : std::string minfo = std::string(mapinfo ? mapinfo : "");
229 0 : if(minfo != backgroundmapinfo)
230 : {
231 0 : backgroundmapinfo = "";
232 0 : if(!minfo.empty())
233 : {
234 0 : backgroundmapinfo = std::string(mapinfo);
235 : }
236 : else
237 : {
238 0 : backgroundmapinfo = "";
239 : }
240 : }
241 0 : }
242 :
243 0 : void renderbackground(const char *caption, const Texture *mapshot, const char *mapname, const char *mapinfo, bool force)
244 : {
245 0 : if(!inbetweenframes && !force)
246 : {
247 0 : return;
248 : }
249 0 : int w = hudw(),
250 0 : h = hudh();
251 0 : if(forceaspect)
252 : {
253 0 : w = std::ceil(h*forceaspect);
254 : }
255 0 : getbackgroundres(w, h);
256 0 : gettextres(w, h);
257 0 : if(force)
258 : {
259 0 : renderbackgroundview(w, h, caption, mapshot, mapname, mapinfo);
260 0 : return;
261 : }
262 : //renders renderbackgroundview three times, with an identical call each time
263 0 : for(int i = 0; i < 3; ++i)
264 : {
265 0 : renderbackgroundview(w, h, caption, mapshot, mapname, mapinfo);
266 0 : swapbuffers(false);
267 : }
268 0 : setbackgroundinfo(caption, mapshot, mapname, mapinfo);
269 : }
270 :
271 0 : static void restorebackground(int w, int h, bool force = false)
272 : {
273 0 : if(renderedframe)
274 : {
275 0 : if(!force)
276 : {
277 0 : return;
278 : }
279 0 : setbackgroundinfo();
280 : }
281 0 : renderbackgroundview(w, h, backgroundcaption.c_str(), backgroundmapshot, backgroundmapname.c_str(), backgroundmapinfo.c_str());
282 : }
283 :
284 : float loadprogress = 0;
285 :
286 0 : static void renderprogressview(int w, int h, float bar, const char *text) // also used during loading
287 : {
288 0 : hudmatrix.ortho(0, w, h, 0, -1, 1);
289 0 : resethudmatrix();
290 0 : resethudshader();
291 :
292 0 : gle::defvertex(2);
293 0 : gle::deftexcoord0();
294 :
295 0 : const float fh = 0.060f*std::min(w, h),
296 0 : fw = fh * 15,
297 0 : fx = renderedframe ? w - fw - fh/4 : 0.5f * (w - fw),
298 0 : fy = renderedframe ? fh/4 : h - fh * 1.5f;
299 0 : settexture("media/interface/loading_frame.png", 3);
300 0 : bgquad(fx, fy, fw, fh);
301 :
302 0 : glEnable(GL_BLEND);
303 0 : glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
304 :
305 0 : const float bw = fw * (512 - 2*8)/512.0f,
306 0 : bh = fh * 20/32.0f,
307 0 : bx = fx + fw * 8/512.0f,
308 0 : by = fy + fh * 6/32.0f,
309 0 : su1 = 0/32.0f,
310 0 : su2 = 8/32.0f,
311 0 : sw = fw * 8/512.0f,
312 0 : eu1 = 24/32.0f,
313 0 : eu2 = 32/32.0f,
314 0 : ew = fw * 8/512.0f,
315 0 : mw = bw - sw - ew,
316 0 : ex = bx+sw + std::max(mw*bar, fw * 8/512.0f);
317 0 : if(bar > 0)
318 : {
319 0 : settexture("media/interface/loading_bar.png", 3);
320 0 : bgquad(bx, by, sw, bh, su1, 0, su2-su1, 1);
321 0 : bgquad(bx+sw, by, ex-(bx+sw), bh, su2, 0, eu1-su2, 1);
322 0 : bgquad(ex, by, ew, bh, eu1, 0, eu2-eu1, 1);
323 : }
324 0 : if(text)
325 : {
326 0 : const int tw = text_width(text);
327 0 : float tsz = bh * 0.6f/FONTH;
328 0 : if(tw * tsz > mw)
329 : {
330 0 : tsz = mw/tw;
331 : }
332 0 : pushhudtranslate(bx+sw, by + (bh - FONTH*tsz)/2, tsz);
333 : //draw_text(text, 0, 0);
334 0 : ttr.fontsize(50);
335 0 : ttr.renderttf(text, {0xFF, 0xFF, 0xFF, 0}, 0, 4);
336 0 : pophudmatrix();
337 : }
338 0 : glDisable(GL_BLEND);
339 0 : }
340 :
341 : VAR(progressbackground, 0, 0, 1); //force rendering progress bar background texture
342 : static int curvsync = -1;
343 :
344 7 : void renderprogress(float bar, const char *text, bool background) // also used during loading
345 : {
346 7 : if(!inbetweenframes || drawtex)
347 : {
348 7 : return;
349 : }
350 0 : int fps = menufps ? (maxfps ? std::min(maxfps, menufps) : menufps) : maxfps;
351 0 : if(fps)
352 : {
353 : static int lastprogress = 0;
354 0 : int ticks = SDL_GetTicks(),
355 0 : diff = ticks - lastprogress;
356 0 : if(bar > 0 && diff >= 0 && diff < (1000 + fps-1)/fps)
357 : {
358 0 : return;
359 : }
360 0 : lastprogress = ticks;
361 : }
362 0 : int w = hudw(),
363 0 : h = hudh();
364 0 : if(forceaspect)
365 : {
366 0 : w = static_cast<int>(std::ceil(h*forceaspect));
367 : }
368 0 : getbackgroundres(w, h);
369 0 : gettextres(w, h);
370 :
371 0 : bool forcebackground = progressbackground || (mesa_swap_bug && (curvsync || totalmillis==1));
372 0 : if(background || forcebackground)
373 : {
374 0 : restorebackground(w, h, forcebackground);
375 : }
376 0 : renderprogressview(w, h, bar, text);
377 0 : swapbuffers(false);
378 : }
379 :
380 : static bool initwindowpos = false;
381 :
382 0 : void setfullscreen(bool enable)
383 : {
384 0 : if(!screen)
385 : {
386 0 : return;
387 : }
388 : //initwarning(enable ? "fullscreen" : "windowed");
389 0 : SDL_SetWindowFullscreen(screen, enable ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
390 0 : if(!enable)
391 : {
392 0 : SDL_SetWindowSize(screen, scr_w, scr_h);
393 0 : if(initwindowpos)
394 : {
395 0 : int winx = SDL_WINDOWPOS_CENTERED,
396 0 : winy = SDL_WINDOWPOS_CENTERED;
397 0 : SDL_SetWindowPosition(screen, winx, winy);
398 0 : initwindowpos = false;
399 : }
400 : }
401 : }
402 :
403 0 : VARF(fullscreen, 0, 1, 1, setfullscreen(fullscreen!=0));
404 :
405 : /* screenres: sets the window size to w * h pixels, or reduces fullscreen
406 : * resolution to w * h pixels
407 : *
408 : * arguments:
409 : * w: width of new screen res
410 : * h: height of new screen res
411 : */
412 1 : void screenres(int w, int h)
413 : {
414 : //need to cast enum to int for std's clamp implementation
415 1 : scr_w = std::clamp(w, static_cast<int>(SCR_MINW), static_cast<int>(SCR_MAXW));
416 1 : scr_h = std::clamp(h, static_cast<int>(SCR_MINH), static_cast<int>(SCR_MAXH));
417 1 : if(screen)
418 : {
419 0 : scr_w = std::min(scr_w, desktopw);
420 0 : scr_h = std::min(scr_h, desktoph);
421 0 : if(SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN)
422 : {
423 0 : gl_resize();
424 : }
425 : else
426 : {
427 0 : SDL_SetWindowSize(screen, scr_w, scr_h);
428 : }
429 : }
430 : else
431 : {
432 1 : initwarning("screen resolution");
433 : }
434 1 : }
435 :
436 :
437 0 : static void setgamma(int val)
438 : {
439 0 : if(screen && SDL_SetWindowBrightness(screen, val/100.0f) < 0)
440 : {
441 0 : conoutf(Console_Error, "Could not set gamma: %s", SDL_GetError());
442 : }
443 0 : }
444 :
445 : static int curgamma = 100;
446 0 : static VARFNP(gamma, reqgamma, 30, 100, 300,
447 : {
448 : if(initing || reqgamma == curgamma)
449 : {
450 : return;
451 : }
452 : curgamma = reqgamma;
453 : setgamma(curgamma);
454 : });
455 :
456 : /* restoregamma: sets gamma to the previous set value, useful for reverting bad-
457 : * looking gamma trial settings
458 : *
459 : * used in iengine.h
460 : */
461 0 : void restoregamma()
462 : {
463 0 : if(initing || reqgamma == 100)
464 : {
465 0 : return;
466 : }
467 0 : curgamma = reqgamma;
468 0 : setgamma(curgamma);
469 : }
470 :
471 0 : void cleargamma()
472 : {
473 0 : if(curgamma != 100 && screen)
474 : {
475 0 : SDL_SetWindowBrightness(screen, 1.0f);
476 : }
477 0 : }
478 :
479 : void restorevsync(); //prototype to fix chicken-egg initialization problem caused by VARFP
480 :
481 0 : VARFP(vsync, 0, 0, 1, restorevsync()); //vertical sync of framebuffer to refresh rate
482 0 : VARFP(vsynctear, 0, 0, 1, { if(vsync) restorevsync(); }); //toggles sdl2's adaptive sync function
483 :
484 0 : void restorevsync()
485 : {
486 0 : if(initing || !glcontext)
487 : {
488 0 : return;
489 : }
490 0 : if(!SDL_GL_SetSwapInterval(vsync ? (vsynctear ? -1 : 1) : 0))
491 : {
492 0 : curvsync = vsync;
493 : }
494 : }
495 :
496 : //used in iengine.h
497 0 : void setupscreen()
498 : {
499 : //clear prior gl context/screen if present
500 0 : if(glcontext)
501 : {
502 0 : SDL_GL_DeleteContext(glcontext);
503 0 : glcontext = nullptr;
504 : }
505 0 : if(screen)
506 : {
507 0 : SDL_DestroyWindow(screen);
508 0 : screen = nullptr;
509 : }
510 0 : curvsync = -1;
511 :
512 : SDL_Rect desktop;
513 0 : if(SDL_GetDisplayBounds(0, &desktop) < 0)
514 : {
515 0 : fatal("failed querying desktop bounds: %s", SDL_GetError());
516 : }
517 0 : desktopw = desktop.w;
518 0 : desktoph = desktop.h;
519 :
520 0 : if(scr_h < 0)
521 : {
522 0 : scr_h = SCR_DEFAULTH;
523 : }
524 0 : if(scr_w < 0)
525 : {
526 0 : scr_w = (scr_h*desktopw)/desktoph;
527 : }
528 0 : scr_w = std::min(scr_w, desktopw);
529 0 : scr_h = std::min(scr_h, desktoph);
530 :
531 0 : int winx = SDL_WINDOWPOS_UNDEFINED,
532 0 : winy = SDL_WINDOWPOS_UNDEFINED,
533 0 : winw = scr_w,
534 0 : winh = scr_h,
535 0 : flags = SDL_WINDOW_RESIZABLE;
536 0 : if(fullscreen)
537 : {
538 0 : winw = desktopw;
539 0 : winh = desktoph;
540 0 : flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
541 0 : initwindowpos = true;
542 : }
543 :
544 0 : SDL_GL_ResetAttributes();
545 0 : SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
546 0 : SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
547 0 : SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
548 :
549 0 : uint32_t windowflags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS | flags;
550 : //create new screen title x y w h flags
551 0 : screen = SDL_CreateWindow("Imprimis", winx, winy, winw, winh, windowflags);
552 0 : ttr.initttf();
553 0 : ttr.openfont("media/interface/font/default.ttf", 24);
554 :
555 0 : if(!screen)
556 : {
557 0 : fatal("failed to create OpenGL window: %s", SDL_GetError());
558 : }
559 0 : SDL_Surface *icon = loadsurface("media/interface/icon.png"); //path to taskbar icon
560 0 : if(icon)
561 : {
562 0 : SDL_SetWindowIcon(screen, icon);
563 0 : SDL_FreeSurface(icon); //don't need it any more
564 : }
565 :
566 0 : SDL_SetWindowMinimumSize(screen, SCR_MINW, SCR_MINH);
567 0 : SDL_SetWindowMaximumSize(screen, SCR_MAXW, SCR_MAXH);
568 : //set opengl version to 4.0
569 0 : SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
570 0 : SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
571 : //set core profile
572 0 : SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
573 0 : glcontext = SDL_GL_CreateContext(screen);
574 :
575 : //
576 0 : GLenum err = glewInit();
577 0 : if (GLEW_OK != err)
578 : {
579 : /* Problem: glewInit failed, something is seriously wrong. */
580 0 : logoutf("Error: %s", glewGetErrorString(err));
581 : }
582 0 : logoutf("init: GLEW %s", glewGetString(GLEW_VERSION));
583 : //check if OpenGL context is sane
584 0 : if(!glcontext)
585 : {
586 0 : fatal("failed to create OpenGL context: %s", SDL_GetError());
587 : }
588 0 : SDL_GetWindowSize(screen, &screenw, &screenh);
589 0 : }
590 :
591 : //full reset of renderer
592 2 : void resetgl()
593 : {
594 2 : if(!glslversion)
595 : {
596 2 : conoutf(Console_Error, "Cannot reset GL without GL initialized, operation not performed");
597 2 : return;
598 : }
599 0 : clearchanges(Change_Graphics|Change_Shaders);
600 :
601 0 : renderbackground("resetting OpenGL");
602 :
603 0 : rootworld.cleanupva();
604 0 : cleanupparticles();
605 0 : cleanupstains();
606 0 : cleanupmodels();
607 0 : cleanupprefabs();
608 0 : cleanuptextures();
609 0 : cleanuplights();
610 0 : cleanupshaders();
611 0 : cleanupgl();
612 :
613 0 : setupscreen();
614 :
615 0 : inputgrab(grabinput);
616 :
617 0 : gl_init();
618 :
619 0 : inbetweenframes = false;
620 : //texture reloading
621 0 : if(!notexture->reload() ||
622 0 : !reloadtexture("<premul>media/interface/logo.png") ||
623 0 : !reloadtexture("<premul>media/interface/logo_1024.png") ||
624 0 : !reloadtexture("media/interface/background.png") ||
625 0 : !reloadtexture("media/interface/shadow.png") ||
626 0 : !reloadtexture("media/interface/mapshot_frame.png") ||
627 0 : !reloadtexture("media/interface/loading_frame.png") ||
628 0 : !reloadtexture("media/interface/loading_bar.png"))
629 : {
630 0 : fatal("failed to reload core texture");
631 : }
632 0 : reloadfonts();
633 0 : inbetweenframes = true;
634 0 : renderbackground("initializing...");
635 0 : restoregamma();
636 0 : restorevsync();
637 0 : initgbuffer();
638 0 : reloadshaders();
639 0 : reloadtextures();
640 0 : rootworld.allchanged(true);
641 : }
642 :
643 : /* limitfps: uses SDL_Delay to delay a frame, given the time the last frame was
644 : * rendered and the current time
645 : *
646 : * Arguments:
647 : * millis: the time (in ms) since program started
648 : * curmillis: the last registered frame time
649 : */
650 0 : void limitfps(int &millis, int curmillis)
651 : {
652 0 : int limit = (mainmenu || minimized) && menufps ? (maxfps ? std::min(maxfps, menufps) : menufps) : maxfps;
653 0 : if(!limit)
654 : {
655 0 : return;
656 : }
657 : static int fpserror = 0;
658 0 : int delay = 1000/limit - (millis-curmillis);
659 0 : if(delay < 0)
660 : {
661 0 : fpserror = 0;
662 : }
663 : else
664 : {
665 0 : fpserror += 1000%limit;
666 0 : if(fpserror >= limit)
667 : {
668 0 : ++delay;
669 0 : fpserror -= limit;
670 : }
671 0 : if(delay > 0)
672 : {
673 0 : SDL_Delay(delay);
674 0 : millis += delay;
675 : }
676 : }
677 : }
678 :
679 : #ifdef WIN32
680 : // Force Optimus setups to use the NVIDIA GPU
681 : // or also for AMD dual graphics
682 : extern "C"
683 : {
684 : #ifdef __GNUC__
685 : __attribute__((dllexport))
686 : #else
687 : __declspec(dllexport)
688 : #endif
689 : DWORD NvOptimusEnablement = 1;
690 :
691 : #ifdef __GNUC__
692 : __attribute__((dllexport))
693 : #else
694 : __declspec(dllexport)
695 : #endif
696 : DWORD AmdPowerXpressRequestHighPerformance = 1;
697 : }
698 : #endif
699 :
700 : static constexpr int maxfpshistory = 60;
701 :
702 : int fpspos = 0;
703 : std::array<int, maxfpshistory> fpshistory;
704 :
705 0 : void resetfpshistory()
706 : {
707 0 : fpshistory.fill(1);
708 0 : fpspos = 0;
709 0 : }
710 :
711 0 : void updatefpshistory(int millis)
712 : {
713 0 : fpshistory[fpspos++] = std::max(1, std::min(1000, millis));
714 0 : if(fpspos>=maxfpshistory)
715 : {
716 0 : fpspos = 0;
717 : }
718 0 : }
719 :
720 1 : void getfps(int &fps, int &bestdiff, int &worstdiff)
721 : {
722 1 : int total = fpshistory.at(maxfpshistory-1),
723 1 : best = total,
724 1 : worst = total;
725 61 : for(const int &millis : fpshistory)
726 : {
727 60 : total += millis;
728 60 : if(millis < best)
729 : {
730 0 : best = millis;
731 : }
732 60 : if(millis > worst)
733 : {
734 0 : worst = millis;
735 : }
736 : }
737 1 : if(total) //guard against div by 0
738 : {
739 0 : fps = (1000*maxfpshistory)/total;
740 0 : bestdiff = 1000/best-fps;
741 0 : worstdiff = fps-1000/worst;
742 : }
743 : else
744 : {
745 1 : fps = 0;
746 1 : bestdiff = 0;
747 1 : worstdiff = 0;
748 : }
749 1 : }
750 :
751 1 : void getfpscmd(const int *raw)
752 : {
753 1 : if(*raw)
754 : {
755 0 : floatret(1000.0f/fpshistory[(fpspos+maxfpshistory-1)%maxfpshistory]);
756 : }
757 : else
758 : {
759 : int fps, bestdiff, worstdiff;
760 1 : getfps(fps, bestdiff, worstdiff);
761 1 : intret(fps);
762 : }
763 1 : }
764 :
765 1 : void initrenderwindowcmds()
766 : {
767 1 : addcommand("getfps", reinterpret_cast<identfun>(getfpscmd), "i", Id_Command);
768 1 : addcommand("resetgl", reinterpret_cast<identfun>(resetgl), "", Id_Command);
769 1 : addcommand("screenres", reinterpret_cast<identfun>(screenres), "ii", Id_Command);
770 1 : }
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