mkxp-z/src/display/graphics.cpp

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/*
** graphics.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp 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, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp 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. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
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#include "graphics.h"
#include "theoraplay/theoraplay.h"
#include "audio.h"
#include "binding.h"
#include "bitmap.h"
#include "config.h"
#include "debugwriter.h"
#include "disposable.h"
#include "etc-internal.h"
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#include "eventthread.h"
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#include "filesystem.h"
#include "gl-fun.h"
#include "gl-util.h"
#include "glstate.h"
#include "intrulist.h"
#include "quad.h"
#include "scene.h"
#include "shader.h"
#include "sharedstate.h"
#include "texpool.h"
#include "util.h"
#include "input.h"
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#include <SDL_image.h>
#include <SDL_timer.h>
#include <SDL_video.h>
#include <SDL_mutex.h>
#include <SDL_thread.h>
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#ifdef MKXPZ_STEAM
#include "steamshim_child.h"
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#endif
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#include <algorithm>
#include <errno.h>
#include <sys/time.h>
#include <unistd.h>
#include <time.h>
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#define DEF_SCREEN_W (rgssVer == 1 ? 640 : 544)
#define DEF_SCREEN_H (rgssVer == 1 ? 480 : 416)
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#define DEF_FRAMERATE (rgssVer == 1 ? 40 : 60)
#define DEF_MAX_VIDEO_FRAMES 30
struct PingPong {
TEXFBO rt[2];
uint8_t srcInd, dstInd;
int screenW, screenH;
PingPong(int screenW, int screenH)
: srcInd(0), dstInd(1), screenW(screenW), screenH(screenH) {
for (int i = 0; i < 2; ++i) {
TEXFBO::init(rt[i]);
TEXFBO::allocEmpty(rt[i], screenW, screenH);
TEXFBO::linkFBO(rt[i]);
gl.ClearColor(0, 0, 0, 1);
FBO::clear();
}
}
~PingPong() {
for (int i = 0; i < 2; ++i)
TEXFBO::fini(rt[i]);
}
TEXFBO &backBuffer() { return rt[srcInd]; }
TEXFBO &frontBuffer() { return rt[dstInd]; }
/* Better not call this during render cycles */
void resize(int width, int height) {
screenW = width;
screenH = height;
for (int i = 0; i < 2; ++i)
TEXFBO::allocEmpty(rt[i], width, height);
}
void startRender() { bind(); }
void swapRender() {
std::swap(srcInd, dstInd);
bind();
}
void clearBuffers() {
glState.clearColor.pushSet(Vec4(0, 0, 0, 1));
for (int i = 0; i < 2; ++i) {
FBO::bind(rt[i].fbo);
FBO::clear();
}
glState.clearColor.pop();
}
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private:
void bind() { FBO::bind(rt[dstInd].fbo); }
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};
class ScreenScene : public Scene {
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public:
ScreenScene(int width, int height) : pp(width, height) {
updateReso(width, height);
brightEffect = false;
brightnessQuad.setColor(Vec4());
}
void composite() {
const int w = geometry.rect.w;
const int h = geometry.rect.h;
shState->prepareDraw();
pp.startRender();
glState.viewport.set(IntRect(0, 0, w, h));
FBO::clear();
Scene::composite();
if (brightEffect) {
SimpleColorShader &shader = shState->shaders().simpleColor;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(Vec2i());
brightnessQuad.draw();
}
}
void requestViewportRender(const Vec4 &c, const Vec4 &f, const Vec4 &t) {
const IntRect &viewpRect = glState.scissorBox.get();
const IntRect &screenRect = geometry.rect;
const bool toneRGBEffect = t.xyzNotNull();
const bool toneGrayEffect = t.w != 0;
const bool colorEffect = c.w > 0;
const bool flashEffect = f.w > 0;
if (toneGrayEffect) {
pp.swapRender();
if (!viewpRect.encloses(screenRect)) {
/* Scissor test _does_ affect FBO blit operations,
* and since we're inside the draw cycle, it will
* be turned on, so turn it off temporarily */
glState.scissorTest.pushSet(false);
GLMeta::blitBegin(pp.frontBuffer());
GLMeta::blitSource(pp.backBuffer());
GLMeta::blitRectangle(geometry.rect, Vec2i());
GLMeta::blitEnd();
glState.scissorTest.pop();
}
GrayShader &shader = shState->shaders().gray;
shader.bind();
shader.setGray(t.w);
shader.applyViewportProj();
shader.setTexSize(screenRect.size());
TEX::bind(pp.backBuffer().tex);
glState.blend.pushSet(false);
screenQuad.draw();
glState.blend.pop();
}
if (!toneRGBEffect && !colorEffect && !flashEffect)
return;
FlatColorShader &shader = shState->shaders().flatColor;
shader.bind();
shader.applyViewportProj();
if (toneRGBEffect) {
/* First split up additive / substractive components */
Vec4 add, sub;
if (t.x > 0)
add.x = t.x;
if (t.y > 0)
add.y = t.y;
if (t.z > 0)
add.z = t.z;
if (t.x < 0)
sub.x = -t.x;
if (t.y < 0)
sub.y = -t.y;
if (t.z < 0)
sub.z = -t.z;
/* Then apply them using hardware blending */
gl.BlendFuncSeparate(GL_ONE, GL_ONE, GL_ZERO, GL_ONE);
if (add.xyzNotNull()) {
gl.BlendEquation(GL_FUNC_ADD);
shader.setColor(add);
screenQuad.draw();
}
if (sub.xyzNotNull()) {
gl.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
shader.setColor(sub);
screenQuad.draw();
}
}
if (colorEffect || flashEffect) {
gl.BlendEquation(GL_FUNC_ADD);
gl.BlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO,
GL_ONE);
}
if (colorEffect) {
shader.setColor(c);
screenQuad.draw();
}
if (flashEffect) {
shader.setColor(f);
screenQuad.draw();
}
glState.blendMode.refresh();
}
void setBrightness(float norm) {
brightnessQuad.setColor(Vec4(0, 0, 0, 1.0f - norm));
brightEffect = norm < 1.0f;
}
void updateReso(int width, int height) {
geometry.rect.w = width;
geometry.rect.h = height;
screenQuad.setTexPosRect(geometry.rect, geometry.rect);
brightnessQuad.setTexPosRect(geometry.rect, geometry.rect);
notifyGeometryChange();
}
void setResolution(int width, int height) {
pp.resize(width, height);
updateReso(width, height);
}
PingPong &getPP() { return pp; }
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private:
PingPong pp;
Quad screenQuad;
Quad brightnessQuad;
bool brightEffect;
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};
/* Nanoseconds per second */
#define NS_PER_S 1000000000
struct FPSLimiter {
uint64_t lastTickCount;
/* ticks per frame */
int64_t tpf;
/* Ticks per second */
const uint64_t tickFreq;
/* Ticks per milisecond */
const uint64_t tickFreqMS;
/* Ticks per nanosecond */
const double tickFreqNS;
bool disabled;
/* Data for frame timing adjustment */
struct {
/* Last tick count */
uint64_t last;
/* How far behind/in front we are for ideal frame timing */
int64_t idealDiff;
bool resetFlag;
} adj;
FPSLimiter(uint16_t desiredFPS)
: lastTickCount(SDL_GetPerformanceCounter()),
tickFreq(SDL_GetPerformanceFrequency()), tickFreqMS(tickFreq / 1000),
tickFreqNS((double)tickFreq / NS_PER_S), disabled(false) {
setDesiredFPS(desiredFPS);
adj.last = SDL_GetPerformanceCounter();
adj.idealDiff = 0;
adj.resetFlag = false;
}
void setDesiredFPS(uint16_t value) { tpf = tickFreq / value; }
void delay() {
if (disabled)
return;
int64_t tickDelta = SDL_GetPerformanceCounter() - lastTickCount;
int64_t toDelay = tpf - tickDelta;
/* Compensate for the last delta
* to the ideal timestep */
toDelay -= adj.idealDiff;
if (toDelay < 0)
toDelay = 0;
delayTicks(toDelay);
uint64_t now = lastTickCount = SDL_GetPerformanceCounter();
int64_t diff = now - adj.last;
adj.last = now;
/* Recalculate our temporal position
* relative to the ideal timestep */
adj.idealDiff = diff - tpf + adj.idealDiff;
if (adj.resetFlag) {
adj.idealDiff = 0;
adj.resetFlag = false;
}
}
void resetFrameAdjust() { adj.resetFlag = true; }
/* If we're more than a full frame's worth
* of ticks behind the ideal timestep,
* there's no choice but to skip frame(s)
* to catch up */
bool frameSkipRequired() const {
if (disabled)
return false;
return adj.idealDiff > tpf;
}
private:
void delayTicks(uint64_t ticks) {
#if defined(HAVE_NANOSLEEP)
struct timespec req;
uint64_t nsec = ticks / tickFreqNS;
req.tv_sec = nsec / NS_PER_S;
req.tv_nsec = nsec % NS_PER_S;
errno = 0;
while (nanosleep(&req, &req) == -1) {
int err = errno;
errno = 0;
if (err == EINTR)
continue;
Debug() << "nanosleep failed. errno:" << err;
SDL_Delay(ticks / tickFreqMS);
break;
}
#else
SDL_Delay(ticks / tickFreqMS);
#endif
}
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};
struct GraphicsPrivate {
/* Screen resolution, ie. the resolution at which
* RGSS renders at (settable with Graphics.resize_screen).
* Can only be changed from within RGSS */
Vec2i scRes;
/* Screen size, to which the rendered frames are scaled up.
* This can be smaller than the window size when fixed aspect
* ratio is enforced */
Vec2i scSize;
/* Actual physical size of the game window */
Vec2i winSize;
/* Offset in the game window at which the scaled game screen
* is blitted inside the game window */
Vec2i scOffset;
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// Scaling factor, used to display the screen properly
// on Retina displays
int scalingFactor;
ScreenScene screen;
RGSSThreadData *threadData;
SDL_GLContext glCtx;
int frameRate;
int frameCount;
int brightness;
unsigned long long last_update;
FPSLimiter fpsLimiter;
// Can be set from Ruby. Takes priority over config setting.
bool useFrameSkip;
bool frozen;
TEXFBO frozenScene;
Quad screenQuad;
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std::vector<unsigned long long> avgFPSData;
unsigned long long last_avg_update;
SDL_mutex *avgFPSLock;
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SDL_mutex *glResourceLock;
/* Global list of all live Disposables
* (disposed on reset) */
IntruList<Disposable> dispList;
GraphicsPrivate(RGSSThreadData *rtData)
: scRes(DEF_SCREEN_W, DEF_SCREEN_H), scSize(scRes),
winSize(rtData->config.defScreenW, rtData->config.defScreenH),
screen(scRes.x, scRes.y), threadData(rtData),
glCtx(SDL_GL_GetCurrentContext()), frameRate(DEF_FRAMERATE),
frameCount(0), brightness(255), fpsLimiter(frameRate),
useFrameSkip(rtData->config.frameSkip), frozen(false),
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last_update(0), last_avg_update(0), scalingFactor(rtData->scale){
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avgFPSData = std::vector<unsigned long long>();
avgFPSLock = SDL_CreateMutex();
glResourceLock = SDL_CreateMutex();
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recalculateScreenSize(rtData);
updateScreenResoRatio(rtData);
TEXFBO::init(frozenScene);
TEXFBO::allocEmpty(frozenScene, scRes.x, scRes.y);
TEXFBO::linkFBO(frozenScene);
FloatRect screenRect(0, 0, scRes.x, scRes.y);
screenQuad.setTexPosRect(screenRect, screenRect);
fpsLimiter.resetFrameAdjust();
}
~GraphicsPrivate() {
TEXFBO::fini(frozenScene);
SDL_DestroyMutex(avgFPSLock);
SDL_DestroyMutex(glResourceLock);
}
void updateScreenResoRatio(RGSSThreadData *rtData) {
Vec2 &ratio = rtData->sizeResoRatio;
ratio.x = (float)scRes.x / scSize.x;
ratio.y = (float)scRes.y / scSize.y;
rtData->screenOffset = scOffset;
}
/* Enforces fixed aspect ratio, if desired */
void recalculateScreenSize(RGSSThreadData *rtData) {
scSize = winSize;
if (!rtData->config.fixedAspectRatio) {
scOffset = Vec2i(0, 0);
return;
}
float resRatio = (float)scRes.x / scRes.y;
float winRatio = (float)winSize.x / winSize.y;
if (resRatio > winRatio)
scSize.y = scSize.x / resRatio;
else if (resRatio < winRatio)
scSize.x = scSize.y * resRatio;
scOffset.x = (winSize.x - scSize.x) / 2.f;
scOffset.y = (winSize.y - scSize.y) / 2.f;
}
void checkResize() {
if (threadData->windowSizeMsg.poll(winSize)) {
/* some GL drivers change the viewport on window resize */
glState.viewport.refresh();
recalculateScreenSize(threadData);
updateScreenResoRatio(threadData);
SDL_Rect screen = {scOffset.x, scOffset.y, scSize.x, scSize.y};
threadData->ethread->notifyGameScreenChange(screen);
}
}
void checkShutDownReset() {
shState->checkShutdown();
shState->checkReset();
}
void shutdown() {
threadData->rqTermAck.set();
shState->texPool().disable();
scriptBinding->terminate();
}
void swapGLBuffer() {
fpsLimiter.delay();
SDL_GL_SwapWindow(threadData->window);
++frameCount;
threadData->ethread->notifyFrame();
}
void compositeToBuffer(TEXFBO &buffer) {
screen.composite();
GLMeta::blitBegin(buffer);
GLMeta::blitSource(screen.getPP().frontBuffer());
GLMeta::blitRectangle(IntRect(0, 0, scRes.x, scRes.y), Vec2i());
GLMeta::blitEnd();
}
void metaBlitBufferFlippedScaled() {
GLMeta::blitRectangle(
IntRect(0, 0, scRes.x, scRes.y),
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IntRect(scOffset.x * scalingFactor,
(scSize.y + scOffset.y) * scalingFactor,
scSize.x * scalingFactor,
-scSize.y * scalingFactor),
threadData->config.smoothScaling);
}
void redrawScreen() {
screen.composite();
GLMeta::blitBeginScreen(winSize);
GLMeta::blitSource(screen.getPP().frontBuffer());
FBO::clear();
metaBlitBufferFlippedScaled();
GLMeta::blitEnd();
swapGLBuffer();
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SDL_LockMutex(avgFPSLock);
if (avgFPSData.size() > 40)
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avgFPSData.erase(avgFPSData.begin());
unsigned long long time = shState->runTime();
avgFPSData.push_back(time - last_avg_update);
last_avg_update = time;
SDL_UnlockMutex(avgFPSLock);
}
void checkSyncLock() {
if (!threadData->syncPoint.mainSyncLocked())
return;
/* Releasing the GL context before sleeping and making it
* current again on wakeup seems to avoid the context loss
* when the app moves into the background on Android */
SDL_GL_MakeCurrent(threadData->window, 0);
threadData->syncPoint.waitMainSync();
SDL_GL_MakeCurrent(threadData->window, glCtx);
fpsLimiter.resetFrameAdjust();
}
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double averageFPS() {
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double ret = 0;
SDL_LockMutex(avgFPSLock);
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for (unsigned long long times : avgFPSData)
ret += times;
ret = 1 / (ret / avgFPSData.size() / 1000000);
SDL_UnlockMutex(avgFPSLock);
return ret;
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}
void setLock() {
SDL_LockMutex(glResourceLock);
SDL_GL_MakeCurrent(threadData->window, threadData->glContext);
}
void releaseLock() {
SDL_UnlockMutex(glResourceLock);
}
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};
Graphics::Graphics(RGSSThreadData *data) {
p = new GraphicsPrivate(data);
if (data->config.syncToRefreshrate) {
p->frameRate = data->refreshRate;
p->fpsLimiter.disabled = true;
} else if (data->config.fixedFramerate > 0) {
p->fpsLimiter.setDesiredFPS(data->config.fixedFramerate);
} else if (data->config.fixedFramerate < 0) {
p->fpsLimiter.disabled = true;
}
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}
Graphics::~Graphics() { delete p; }
unsigned long long Graphics::getDelta() {
return shState->runTime() - p->last_update;
}
unsigned long long Graphics::lastUpdate() {
return p->last_update;
}
void Graphics::update() {
p->threadData->rqWindowAdjust.wait();
p->last_update = shState->runTime();
p->checkShutDownReset();
p->checkSyncLock();
#ifdef MKXPZ_STEAM
if (STEAMSHIM_alive())
STEAMSHIM_pump();
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#endif
if (p->frozen)
return;
if (p->fpsLimiter.frameSkipRequired()) {
if (p->useFrameSkip) {
/* Skip frame */
p->fpsLimiter.delay();
++p->frameCount;
p->threadData->ethread->notifyFrame();
return;
} else {
/* Just reset frame adjust counter */
p->fpsLimiter.resetFrameAdjust();
}
}
p->checkResize();
p->redrawScreen();
}
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void Graphics::freeze() {
p->frozen = true;
p->checkShutDownReset();
p->checkResize();
/* Capture scene into frozen buffer */
p->compositeToBuffer(p->frozenScene);
}
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void Graphics::transition(int duration, const char *filename, int vague) {
p->checkSyncLock();
if (!p->frozen)
return;
vague = clamp(vague, 1, 256);
Bitmap *transMap = *filename ? new Bitmap(filename) : 0;
setBrightness(255);
/* Capture new scene */
p->screen.composite();
/* The PP frontbuffer will hold the current scene after the
* composition step. Since the backbuffer is unused during
* the transition, we can reuse it as the target buffer for
* the final rendered image. */
TEXFBO &currentScene = p->screen.getPP().frontBuffer();
TEXFBO &transBuffer = p->screen.getPP().backBuffer();
/* If no transition bitmap is provided,
* we can use a simplified shader */
TransShader &transShader = shState->shaders().trans;
SimpleTransShader &simpleShader = shState->shaders().simpleTrans;
if (transMap) {
TransShader &shader = transShader;
shader.bind();
shader.applyViewportProj();
shader.setFrozenScene(p->frozenScene.tex);
shader.setCurrentScene(currentScene.tex);
shader.setTransMap(transMap->getGLTypes().tex);
shader.setVague(vague / 256.0f);
shader.setTexSize(p->scRes);
} else {
SimpleTransShader &shader = simpleShader;
shader.bind();
shader.applyViewportProj();
shader.setFrozenScene(p->frozenScene.tex);
shader.setCurrentScene(currentScene.tex);
shader.setTexSize(p->scRes);
}
glState.blend.pushSet(false);
for (int i = 0; i < duration; ++i) {
/* We need to clean up transMap properly before
* a possible longjmp, so we manually test for
* shutdown/reset here */
if (p->threadData->rqTerm) {
glState.blend.pop();
delete transMap;
p->shutdown();
return;
}
if (p->threadData->rqReset) {
glState.blend.pop();
delete transMap;
scriptBinding->reset();
return;
}
p->checkSyncLock();
const float prog = i * (1.0f / duration);
if (transMap) {
transShader.bind();
transShader.setProg(prog);
} else {
simpleShader.bind();
simpleShader.setProg(prog);
}
/* Draw the composed frame to a buffer first
* (we need this because we're skipping PingPong) */
FBO::bind(transBuffer.fbo);
FBO::clear();
p->screenQuad.draw();
p->checkResize();
/* Then blit it flipped and scaled to the screen */
FBO::unbind();
FBO::clear();
GLMeta::blitBeginScreen(Vec2i(p->winSize));
GLMeta::blitSource(transBuffer);
p->metaBlitBufferFlippedScaled();
GLMeta::blitEnd();
p->swapGLBuffer();
}
glState.blend.pop();
delete transMap;
p->frozen = false;
}
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void Graphics::frameReset() {p->fpsLimiter.resetFrameAdjust();}
static void guardDisposed() {}
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DEF_ATTR_RD_SIMPLE(Graphics, FrameRate, int, p->frameRate)
DEF_ATTR_SIMPLE(Graphics, FrameCount, int, p->frameCount)
void Graphics::setFrameRate(int value) {
p->frameRate = clamp(value, 10, 120);
if (p->threadData->config.syncToRefreshrate)
return;
if (p->threadData->config.fixedFramerate > 0)
return;
p->fpsLimiter.setDesiredFPS(p->frameRate);
shState->input().recalcRepeat((unsigned int)p->frameRate);
}
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double Graphics::averageFrameRate() {
return p->averageFPS();
}
void Graphics::wait(int duration) {
for (int i = 0; i < duration; ++i) {
p->checkShutDownReset();
p->redrawScreen();
}
}
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void Graphics::fadeout(int duration) {
FBO::unbind();
float curr = p->brightness;
float diff = 255.0f - curr;
for (int i = duration - 1; i > -1; --i) {
setBrightness(diff + (curr / duration) * i);
if (p->frozen) {
GLMeta::blitBeginScreen(p->scSize);
GLMeta::blitSource(p->frozenScene);
FBO::clear();
p->metaBlitBufferFlippedScaled();
GLMeta::blitEnd();
p->swapGLBuffer();
} else {
update();
}
}
}
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void Graphics::fadein(int duration) {
FBO::unbind();
float curr = p->brightness;
float diff = 255.0f - curr;
for (int i = 1; i <= duration; ++i) {
setBrightness(curr + (diff / duration) * i);
if (p->frozen) {
GLMeta::blitBeginScreen(p->scSize);
GLMeta::blitSource(p->frozenScene);
FBO::clear();
p->metaBlitBufferFlippedScaled();
GLMeta::blitEnd();
p->swapGLBuffer();
} else {
update();
}
}
}
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Bitmap *Graphics::snapToBitmap() {
Bitmap *bitmap = new Bitmap(width(), height());
p->compositeToBuffer(bitmap->getGLTypes());
/* Taint entire bitmap */
bitmap->taintArea(IntRect(0, 0, width(), height()));
return bitmap;
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}
int Graphics::width() const { return p->scRes.x; }
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int Graphics::height() const { return p->scRes.y; }
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void Graphics::resizeScreen(int width, int height) {
// width = clamp(width, 1, 640);
// height = clamp(height, 1, 480);
p->threadData->rqWindowAdjust.wait();
Vec2i size(width, height);
if (p->scRes == size)
return;
p->scRes = size;
p->screen.setResolution(width, height);
TEXFBO::allocEmpty(p->frozenScene, width, height);
FloatRect screenRect(0, 0, width, height);
p->screenQuad.setTexPosRect(screenRect, screenRect);
glState.scissorBox.set(IntRect(0, 0, p->scRes.x, p->scRes.y));
p->threadData->rqWindowAdjust.set();
shState->eThread().requestWindowResize(width, height);
update();
}
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void Graphics::playMovie(const char *filename, int volume) {
// TODO: mkxp somehow disregards file extensions when loading stuff. Use that instead of reinventing the wheel.
const size_t bufferSize = 256;
char filePath[bufferSize] = "";
snprintf(filePath, bufferSize, "%s.ogg", filename);
// Try adding the .ogg and .ogv extensions
if (!shState->fileSystem().exists(filePath)) {
snprintf(filePath, bufferSize, "%s.ogg", filename);
}
if (!shState->fileSystem().exists(filePath)) {
snprintf(filePath, bufferSize, "%s.ogv", filename);
}
if (!shState->fileSystem().exists(filePath)) {
// Movie file not found
Debug() << "Unable to open movie file: " << filePath;
return;
}
// TODO: Get the actual format first... somehow. Seek the header?
// Note: VX Ace itself displays odd colors for yuv422p format
// theoraplay assets that it must use TH_PF_420. Will have to dip into that.
// Leaving this as VIDFMT_RGBA may be fine. Maybe.
// https://theora.org/doc/libtheora-1.0/codec_8h.html
// https://ffmpeg.org/doxygen/0.11/group__lavc__misc__pixfmt.html
THEORAPLAY_Decoder *decoder = THEORAPLAY_startDecodeFile(filePath, DEF_MAX_VIDEO_FRAMES, THEORAPLAY_VIDFMT_RGBA);
if (!decoder) {
Debug() << "Failed to start decoding movie file: " << filePath;
return;
}
// Wait until the decoder has parsed out some basic truths from the file.
while (!THEORAPLAY_isInitialized(decoder)) {
SDL_Delay(10);
}
// Once we're initialized, we can tell if this file has audio and/or video.
bool hasAudio = THEORAPLAY_hasAudioStream(decoder);
bool hasVideo = THEORAPLAY_hasVideoStream(decoder);
// No video, so no point in doing anything else
if (!hasVideo) {
THEORAPLAY_stopDecode(decoder);
return;
}
// Wait until we have video
const THEORAPLAY_VideoFrame *video = NULL;
while ((video = THEORAPLAY_getVideo(decoder)) == NULL) {
SDL_Delay(10);
}
// Wait until we have audio, if applicable
const THEORAPLAY_AudioPacket *audio = NULL;
if (hasAudio) {
while ((audio = THEORAPLAY_getAudio(decoder)) == NULL && THEORAPLAY_availableVideo(decoder) < DEF_MAX_VIDEO_FRAMES) {
SDL_Delay(10);
}
}
/* Capture new scene */
p->checkSyncLock();
p->screen.composite();
TEXFBO &videoBuffer = p->screen.getPP().backBuffer();
Bitmap *videoBitmap = new Bitmap(video->width, video->height);
TransShader &shader = shState->shaders().trans;
shader.bind();
shader.applyViewportProj();
shader.setTransMap(videoBitmap->getGLTypes().tex);
shader.setVague(256.0f);
shader.setTexSize(p->scRes);
glState.blend.pushSet(false);
// Flags on what to do upon playback end
bool shutDown = false;
bool scriptReset = false;
// Queue up the audio
if(hasAudio) {
shState->audio().moviePlay(filePath, volume, 100);
}
// Assuming every frame has the same duration.
Uint32 frameMs = (video->fps == 0.0) ? 0 : ((Uint32) (1000.0 / video->fps));
Uint32 baseTicks = SDL_GetTicks();
while(THEORAPLAY_isDecoding(decoder)) {
if (p->threadData->rqTerm) {
shutDown = true;
break;
}
if (p->threadData->rqReset) {
break;
}
if (!video) {
video = THEORAPLAY_getVideo(decoder);
}
const Uint32 now = SDL_GetTicks() - baseTicks;
// Open the audio device as soon as we know what it should be.
if (hasAudio) {
if (!audio) {
audio = THEORAPLAY_getAudio(decoder);
}
if (audio && (audio->playms <= now)) {
if (frameMs && ((now - audio->playms) >= frameMs)) {
const THEORAPLAY_AudioPacket *previousAudio = audio;
while ((audio = THEORAPLAY_getAudio(decoder)) != NULL) {
THEORAPLAY_freeAudio(previousAudio);
previousAudio = audio;
if ((now - audio->playms) < frameMs) {
break;
}
}
if (!audio) {
audio = previousAudio;
}
}
// Application is too far behind
if (!audio) {
Debug() << "WARNING: Audio playback cannot keep up!";
break;
}
shState->audio().movieSeek(audio->playms);
audio = NULL;
}
}
if (video && (video->playms <= now)) {
if (frameMs && ((now - video->playms) >= frameMs)) {
// Skip frames to catch up, but keep track of the last one
// in case we catch up to a series of dupe frames, which
// means we'd have to draw that final frame and then wait for
// more.
const THEORAPLAY_VideoFrame *previous = video;
while ((video = THEORAPLAY_getVideo(decoder)) != NULL) {
THEORAPLAY_freeVideo(previous);
previous = video;
if ((now - video->playms) < frameMs) {
break;
}
}
if (!video) {
video = previous;
}
}
// Application is too far behind
if (!video) {
Debug() << "WARNING: Video playback cannot keep up!";
break;
}
// Got a video frame, now draw it
p->checkSyncLock();
videoBitmap->replaceRaw(video->pixels, video->width * video->height * 4);
shader.bind();
FBO::bind(videoBuffer.fbo);
FBO::clear();
p->screenQuad.draw();
p->checkResize();
/* Then blit it flipped and scaled to the screen */
FBO::unbind();
FBO::clear();
// Currently this stretches to fit the screen. VX Ace behavior is to center it and let the edges run off
GLMeta::blitBeginScreen(Vec2i(p->winSize));
GLMeta::blitSource(videoBuffer);
p->metaBlitBufferFlippedScaled();
GLMeta::blitEnd();
p->swapGLBuffer();
THEORAPLAY_freeVideo(video);
video = NULL;
} else {
// Next video frame not yet ready, let the CPU breathe
SDL_Delay(10);
}
}
if (video) THEORAPLAY_freeVideo(video);
if (audio) THEORAPLAY_freeAudio(audio);
if (decoder) THEORAPLAY_stopDecode(decoder);
glState.blend.pop();
videoBitmap->dispose();
delete videoBitmap;
shState->audio().movieStop();
if(scriptReset) scriptBinding->reset();
if(shutDown) p->shutdown();
}
void Graphics::screenshot(const char *filename) {
p->threadData->rqWindowAdjust.wait();
Bitmap *ss = snapToBitmap();
ss->saveToFile(filename);
ss->dispose();
delete ss;
}
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DEF_ATTR_RD_SIMPLE(Graphics, Brightness, int, p->brightness)
void Graphics::setBrightness(int value) {
value = clamp(value, 0, 255);
if (p->brightness == value)
return;
p->brightness = value;
p->screen.setBrightness(value / 255.0);
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}
void Graphics::reset() {
/* Dispose all live Disposables */
IntruListLink<Disposable> *iter;
for (iter = p->dispList.begin(); iter != p->dispList.end();
iter = iter->next) {
iter->data->dispose();
}
p->dispList.clear();
/* Reset attributes (frame count not included) */
p->fpsLimiter.resetFrameAdjust();
p->frozen = false;
p->screen.getPP().clearBuffers();
setFrameRate(DEF_FRAMERATE);
setBrightness(255);
}
void Graphics::center() {
if (getFullscreen())
return;
p->threadData->rqWindowAdjust.reset();
p->threadData->ethread->requestWindowCenter();
}
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bool Graphics::getFullscreen() const {
return p->threadData->ethread->getFullscreen();
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}
void Graphics::setFullscreen(bool value) {
p->threadData->ethread->requestFullscreenMode(value);
}
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bool Graphics::getShowCursor() const {
return p->threadData->ethread->getShowCursor();
}
void Graphics::setShowCursor(bool value) {
p->threadData->ethread->requestShowCursor(value);
}
double Graphics::getScale() const { return (double)p->scSize.y / p->scRes.y; }
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void Graphics::setScale(double factor) {
p->threadData->rqWindowAdjust.wait();
factor = clamp(factor, 0.5, 2.0);
if (factor == getScale())
return;
int widthpx = p->scRes.x * factor;
int heightpx = p->scRes.y * factor;
p->threadData->rqWindowAdjust.set();
shState->eThread().requestWindowResize(widthpx, heightpx);
update();
}
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bool Graphics::getFrameskip() const { return p->useFrameSkip; }
void Graphics::setFrameskip(bool value) { p->useFrameSkip = value; }
Scene *Graphics::getScreen() const { return &p->screen; }
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void Graphics::repaintWait(const AtomicFlag &exitCond, bool checkReset) {
if (exitCond)
return;
/* Repaint the screen with the last good frame we drew */
TEXFBO &lastFrame = p->screen.getPP().frontBuffer();
GLMeta::blitBeginScreen(p->winSize);
GLMeta::blitSource(lastFrame);
while (!exitCond) {
shState->checkShutdown();
if (checkReset)
shState->checkReset();
FBO::clear();
p->metaBlitBufferFlippedScaled();
SDL_GL_SwapWindow(p->threadData->window);
p->fpsLimiter.delay();
p->threadData->ethread->notifyFrame();
}
GLMeta::blitEnd();
}
void Graphics::lock() {
p->setLock();
}
void Graphics::unlock() {
p->releaseLock();
}
void Graphics::addDisposable(Disposable *d) { p->dispList.append(d->link); }
void Graphics::remDisposable(Disposable *d) { p->dispList.remove(d->link); }
#undef GRAPHICS_THREAD_LOCK