Move opengl code from libsdl to libopengl
[mercenary-reloaded.git] / src / libopengl / opengl.c
1 /* OpenGL rendering
2  *
3  * (C) 2018 by Andreas Eversberg <jolly@eversberg.eu>
4  * All Rights Reserved
5  *
6  * This program is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
18  */
19
20 #include <stdio.h>
21 #include <stdint.h>
22 #include <stdlib.h>
23 #include <string.h>
24 #include <math.h>
25 #include <errno.h>
26 #include "../libsdl/print.h"
27 #include "opengl.h"
28 #define GL3_PROTOTYPES 1
29 #include <GL/glew.h>
30
31 #define MAX_OSD 2
32 static uint8_t *image_rgb = NULL;
33 static uint8_t *osd_rgba[MAX_OSD] = { NULL, NULL };
34 static GLuint image_name;
35 static GLuint osd_name[MAX_OSD];
36 static int image_width, image_height;
37 static int osd_width[MAX_OSD], osd_height[MAX_OSD];
38 static int texture_size;
39 static int osd_size[MAX_OSD];
40 static int flip_y;
41
42 /* alloc and init an image texture with size that is greater than the power of two */
43 int init_opengl_image(int _image_width, int _image_height)
44 {
45         int rc;
46
47         image_width = _image_width;
48         image_height = _image_height;
49
50         /* generate texture */
51         for (texture_size = 1; texture_size <= image_width || texture_size <= image_height; texture_size *= 2)
52                 ;
53
54         image_rgb = calloc(texture_size * texture_size, 3);
55         if (!image_rgb) {
56                 print_error("Failed to allocate texture\n");
57                 rc = -ENOMEM;
58                 goto error;
59         }
60         glShadeModel(GL_FLAT);
61         glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* bytes */
62         glGenTextures(1, &image_name);
63         glBindTexture(GL_TEXTURE_2D, image_name);
64         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
65         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
66         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_size, texture_size, 0, GL_RGB, GL_UNSIGNED_BYTE, image_rgb);
67
68
69         return 0;
70
71 error:
72         exit_opengl();
73         return rc;
74 }
75
76 /* alloc and init an osd texture with size that is greater than the power of two */
77 int init_opengl_osd(int num, int _osd_width, int _osd_height)
78 {
79         int rc;
80
81         if (num < 0 || num >= MAX_OSD) {
82                 print_error("given OSD number out of range");
83                 rc = -ENOMEM;
84                 goto error;
85         }
86
87         osd_width[num] = _osd_width;
88         osd_height[num] = _osd_height;
89
90         /* generate texture */
91         for (osd_size[num] = 1; osd_size[num] <= osd_width[num] || osd_size[num] <= osd_height[num]; osd_size[num] *= 2)
92                 ;
93         osd_rgba[num] = calloc(osd_size[num] * osd_size[num], 4);
94         if (!osd_rgba[num]) {
95                 print_error("Failed to allocate texture\n");
96                 rc = -ENOMEM;
97                 goto error;
98         }
99         glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* bytes */
100         glGenTextures(1, &osd_name[num]);
101         glBindTexture(GL_TEXTURE_2D, osd_name[num]);
102         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
103         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
104         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, osd_size[num], osd_size[num], 0, GL_RGBA, GL_UNSIGNED_BYTE, osd_rgba[num]);
105
106         return 0;
107
108 error:
109         exit_opengl();
110         return rc;
111 }
112
113 void opengl_clear(int _flip_y)
114 {
115         flip_y = _flip_y;
116
117         /* clear screen */
118         glClearColor(0.0, 0.0, 0.0, 1.0);
119         glClear(GL_COLOR_BUFFER_BIT);
120 }
121
122 /* set viewport for improved rendering */
123 void opengl_viewport(int view_width, int view_height, int split, int benson_at_line, double fov, double benson_size)
124 {
125         int view_x = 0, view_y = 0;
126         int new_width, new_height;
127
128         /* center view, or put it in the top half of the window */
129         if (split == 1) {
130                 view_y = view_height / 2;
131                 view_height = view_height / 2;
132         } else if (split == 2) {
133                 view_height = view_height / 2;
134         }
135
136         /* avoid division by zero, if one dimension is too small */
137         if (view_width < 1 || view_height < 1)
138                 return;
139
140         /* calculate a viewport that has apect of image_width:image_height */
141         if (view_height * image_width > view_width * image_height) {
142                 new_height = view_width * image_height / image_width;
143                 view_y = view_y + view_height / 2 - new_height / 2;
144                 view_height = new_height;
145         } else if (view_height * image_width < view_width * image_height) {
146                 new_width = view_height * image_width / image_height;
147                 view_x = view_x + view_width / 2 - new_width / 2;
148                 view_width = new_width;
149         }
150
151         /* avoid views that are too small */
152         if (view_width < 1 || view_height < 1)
153                 return;
154
155         /* viewport and projection matrix */
156         glViewport((GLsizei)view_x, (GLsizei)view_y, (GLsizei)view_width, (GLsizei)view_height);
157         glMatrixMode(GL_PROJECTION);
158         glLoadIdentity();
159
160         /* calculate field-of-view */
161         double slope = tan(fov / 360 * M_PI);
162         /* make frustum to center the view in the game view above benson */
163         double left = -slope;
164         double right = slope;
165         double benson_start_at_position = ((double)image_height - (double)benson_at_line) * benson_size;
166         double top = slope * ((double)image_height - benson_start_at_position) / (double)image_width;
167         double bottom = -slope * ((double)image_height * 2.0 - ((double)image_height - benson_start_at_position)) / (double)image_width;
168         glFrustum(left, right, bottom, top, 1.0, 5000000000.0);
169
170         glMatrixMode(GL_MODELVIEW);
171 }
172
173 /* render image or only benson */
174 void opengl_blit_image(uint8_t *rgb, int filter, int benson_at_line, int render_benson_only, double fov, double monitor_distance, double benson_size, int benson_case)
175 {
176         double texture_left = 0;
177         double texture_right = ((double)image_width) / (double)texture_size;
178         double texture_top = ((double)benson_at_line) / (double)texture_size;
179         double texture_bottom = ((double)image_height) / (double)texture_size;
180         double image_start_at_position = ((double)image_height - (double)benson_at_line) * benson_size;
181         double image_top = -((double)image_height - image_start_at_position) / (double)image_width;
182         double image_bottom = -((double)image_height * 2.0 - ((double)image_height - image_start_at_position)) / (double)image_width;
183
184         /* calculate field-of-view */
185         double slope = tan(fov / 360 * M_PI) * monitor_distance;
186
187         /* render image */
188
189         if (benson_case) {
190                 glEnable(GL_CULL_FACE);
191                 glFrontFace(GL_CW);
192                 glCullFace(GL_BACK);
193         }
194
195         glEnable(GL_TEXTURE_2D);
196         glBindTexture(GL_TEXTURE_2D, image_name);
197         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);  /* no modulation with color */
198         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (filter) ? GL_LINEAR : GL_NEAREST);
199         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (filter) ? GL_LINEAR : GL_NEAREST);
200         if (render_benson_only) {
201                 /* render benson only, and copy top line of benson to one line above, so the texture filter will not take false data above benson */
202                 rgb += image_width * (benson_at_line - 1) * 3;
203                 memcpy(rgb, rgb + image_width * 3, image_width * 3);
204                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, benson_at_line - 1, image_width, image_height - benson_at_line - 1, GL_RGB, GL_UNSIGNED_BYTE, rgb);
205         } else {
206                 image_top = -image_top;
207                 texture_top = 0.0;
208                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image_width, image_height, GL_RGB, GL_UNSIGNED_BYTE, rgb);
209         }
210         glBegin(GL_QUADS);
211         glTexCoord2f(texture_left, texture_bottom);
212         glVertex3f(-benson_size * slope, image_bottom * slope, -monitor_distance);
213         glTexCoord2f(texture_right, texture_bottom);
214         glVertex3f(benson_size * slope, image_bottom * slope, -monitor_distance);
215         glTexCoord2f(texture_right, texture_top);
216         glVertex3f(benson_size * slope, image_top * slope, -monitor_distance);
217         glTexCoord2f(texture_left, texture_top);
218         glVertex3f(-benson_size * slope, image_top * slope, -monitor_distance);
219         glEnd();
220         glDisable(GL_TEXTURE_2D);
221         /* render benson case */
222         if (benson_case) {
223                 double left, right, bottom, top, near, far;
224                 left = -benson_size * slope;
225                 right = benson_size * slope;
226                 bottom = image_bottom * slope;
227                 top = image_top * slope;
228                 near = -monitor_distance;
229                 far = near - benson_size * slope / 3.0;
230                 glBegin(GL_QUADS);
231                 /* back */
232                 glColor4f(0.3, 0.3, 0.3, 1.0);
233                 glVertex3f(left, top, far);
234                 glVertex3f(right, top, far);
235                 glVertex3f(right, bottom, far);
236                 glVertex3f(left, bottom, far);
237                 /* top */
238                 glColor4f(0.2, 0.2, 0.2, 1.0);
239                 glVertex3f(left, top, near);
240                 glVertex3f(right, top, near);
241                 glVertex3f(right, top, far);
242                 glVertex3f(left, top, far);
243                 /* bottom */
244                 glColor4f(0.05, 0.05, 0.05, 1.0);
245                 glVertex3f(left, bottom, far);
246                 glVertex3f(right, bottom, far);
247                 glVertex3f(right, bottom, near);
248                 glVertex3f(left, bottom, near);
249                 /* left */
250                 glColor4f(0.1, 0.1, 0.1, 1.0);
251                 glVertex3f(left, bottom, far);
252                 glVertex3f(left, bottom, near);
253                 glVertex3f(left, top, near);
254                 glVertex3f(left, top, far);
255                 /* right */
256                 glVertex3f(right, top, far);
257                 glVertex3f(right, top, near);
258                 glVertex3f(right, bottom, near);
259                 glVertex3f(right, bottom, far);
260                 glEnd();
261         }
262
263         if (benson_case) {
264                 glDisable(GL_CULL_FACE);
265         }
266 }
267
268 /* render osd texture */
269 void opengl_blit_osd(int num, uint8_t *rgba, int filter, int benson_at_line, double fov, double monitor_distance, double benson_size, double scale_x, double scale_y, double offset_x, double offset_y)
270 {
271         double texture_left = 0.0;
272         double texture_right = (double)osd_width[num] / (double)osd_size[num];
273         double texture_top = 0.0;
274         double texture_bottom = (double)osd_height[num] / (double)osd_size[num];
275         double benson_start_at_position;
276         double osd_left = 0.0;
277         double osd_right = 1.0;
278         double osd_top = 0.0;
279         double osd_bottom = 1.0;
280         double slope, range, center;
281         if (fov) {
282                 osd_left = -1.0;
283                 osd_right = 1.0;
284                 benson_start_at_position = ((double)image_height - (double)benson_at_line) * benson_size;
285                 osd_top = ((double)image_height - benson_start_at_position) / (double)image_width;
286                 osd_bottom = -((double)image_height * 2.0 - ((double)image_height - benson_start_at_position)) / (double)image_width;
287                 /* calculate field-of-view */
288                 slope = tan(fov / 360 * M_PI) * monitor_distance;
289         }
290         range = (osd_right - osd_left) / 2.0;
291         center = (osd_right + osd_left) / 2.0;
292         osd_left = (osd_left - center) * scale_x + center + range * offset_x;
293         osd_right = (osd_right - center) * scale_x + center + range * offset_x;
294         range = (osd_bottom - osd_top) / 2.0;
295         center = (osd_bottom + osd_top) / 2.0;
296         osd_top = (osd_top - center) * scale_y + center + range * offset_y;
297         osd_bottom = (osd_bottom - center) * scale_y + center + range * offset_y;
298
299         glEnable(GL_BLEND);
300         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
301         glEnable(GL_TEXTURE_2D);
302         glBindTexture(GL_TEXTURE_2D, osd_name[num]);
303         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);  /* no modulation with color */
304         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (filter) ? GL_LINEAR : GL_NEAREST);
305         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (filter) ? GL_LINEAR : GL_NEAREST);
306         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, osd_width[num], osd_height[num], GL_RGBA, GL_UNSIGNED_BYTE, rgba);
307         glBegin(GL_QUADS);
308         if (fov) {
309                 /* perspective viewport */
310                 glTexCoord2f(texture_left, texture_bottom);
311                 glVertex3f(osd_left * slope, osd_bottom * slope, -monitor_distance);
312                 glTexCoord2f(texture_right, texture_bottom);
313                 glVertex3f(osd_right * slope, osd_bottom * slope, -monitor_distance);
314                 glTexCoord2f(texture_right, texture_top);
315                 glVertex3f(osd_right * slope, osd_top * slope, -monitor_distance);
316                 glTexCoord2f(texture_left, texture_top);
317                 glVertex3f(osd_left * slope, osd_top * slope, -monitor_distance);
318         } else {
319                 /* orthogonal viewport */
320                 glTexCoord2f(texture_left, texture_top);
321                 glVertex3f(osd_left, osd_top, 0.0);
322                 glTexCoord2f(texture_right, texture_top);
323                 glVertex3f(osd_right, osd_top, 0.0);
324                 glTexCoord2f(texture_right, texture_bottom);
325                 glVertex3f(osd_right, osd_bottom, 0.0);
326                 glTexCoord2f(texture_left, texture_bottom);
327                 glVertex3f(osd_left, osd_bottom, 0.0);
328         }
329         glEnd();
330         glDisable(GL_TEXTURE_2D);
331         glDisable(GL_BLEND);
332 }
333
334 /* set color and opacity */
335 void opengl_render_color(double r, double g, double b, double a)
336 {
337         if (a < 1.0) {
338                 glEnable(GL_BLEND);
339                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
340                 glColor4d(r, g, b, a);
341         } else {
342                 glDisable(GL_BLEND);
343                 glColor3d(r, g, b);
344         }
345 }
346
347 /* render polygon */
348 void opengl_render_polygon(double *x, double *y, double *z, int count, int cull_face)
349 {
350         int i;
351
352         if (cull_face) {
353                 glEnable(GL_CULL_FACE);
354                 glFrontFace((flip_y) ? GL_CCW : GL_CW);
355                 glCullFace(GL_BACK);
356         }
357         glBegin(GL_POLYGON);
358         for (i = 0; i < count; i++)
359                 glVertex3d(x[i], y[i], -z[i]);
360         glEnd();
361         if (cull_face)
362                 glDisable(GL_CULL_FACE);
363 }
364
365 /* render polygon, but make sure any size of it is visible */
366 void opengl_render_polygon_and_line(double *x, double *y, double *z, int count)
367 {
368         int i;
369
370         glBegin(GL_POLYGON);
371         for (i = 0; i < count; i++)
372                 glVertex3d(x[i], y[i], -z[i]);
373         glEnd();
374         glBegin(GL_LINE_LOOP);
375         for (i = 0; i < count; i++)
376                 glVertex3d(x[i], y[i], -z[i]);
377         glEnd();
378 }
379
380 /* render line */
381 void opengl_render_line(double x1, double y1, double z1, double x2, double y2, double z2, double size)
382 {
383         if (size == 0.0) {
384                 glBegin(GL_LINES);
385                 glVertex3f(x1, y1, -z1);
386                 glVertex3f(x2, y2, -z2);
387                 glEnd();
388                 return;
389         }
390 }
391
392 /* render point */
393 void opengl_render_point(double x, double y, double z, double size)
394 {
395         if (size == 0.0) {
396                 glBegin(GL_POINTS);
397                 glVertex3f(x, y, -z);
398                 glEnd();
399                 return;
400         }
401 }
402
403 /* free image texture */
404 void exit_opengl(void)
405 {
406         int i;
407
408         if (image_rgb) {
409                 free(image_rgb);
410                 image_rgb = NULL;
411         }
412         for (i = 0; i < MAX_OSD; i++) {
413                 if (osd_rgba[i]) {
414                         free(osd_rgba[i]);
415                         osd_rgba[i] = NULL;
416                 }
417         }
418 }
419