#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers /***************************************************************************** * OpenRCT2, an open source clone of Roller Coaster Tycoon 2. * * OpenRCT2 is the work of many authors, a full list can be found in contributors.md * For more information, visit https://github.com/OpenRCT2/OpenRCT2 * * OpenRCT2 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 3 of the License, or * (at your option) any later version. * * A full copy of the GNU General Public License can be found in licence.txt *****************************************************************************/ #pragma endregion #include #include #include #include #include #include #include #include "DrawingEngines.h" #include #include #include using namespace OpenRCT2; using namespace OpenRCT2::Drawing; using namespace OpenRCT2::Ui; class HardwareDisplayDrawingEngine final : public X8DrawingEngine { private: constexpr static uint32 DIRTY_VISUAL_TIME = 32; IUiContext * const _uiContext; SDL_Window * _window = nullptr; SDL_Renderer * _sdlRenderer = nullptr; SDL_Texture * _screenTexture = nullptr; SDL_Texture * _scaledScreenTexture = nullptr; SDL_PixelFormat * _screenTextureFormat = nullptr; uint32 _paletteHWMapped[256] = { 0 }; #ifdef __ENABLE_LIGHTFX__ uint32 _lightPaletteHWMapped[256] = { 0 }; #endif // Steam overlay checking uint32 _pixelBeforeOverlay = 0; uint32 _pixelAfterOverlay = 0; bool _overlayActive = false; bool _pausedBeforeOverlay = false; std::vector _dirtyVisualsTime; bool smoothNN = false; public: explicit HardwareDisplayDrawingEngine(IUiContext * uiContext) : X8DrawingEngine(uiContext), _uiContext(uiContext) { _window = (SDL_Window *)_uiContext->GetWindow(); } ~HardwareDisplayDrawingEngine() override { SDL_DestroyTexture(_screenTexture); SDL_DestroyTexture(_scaledScreenTexture); SDL_FreeFormat(_screenTextureFormat); SDL_DestroyRenderer(_sdlRenderer); } void Initialise() override { _sdlRenderer = SDL_CreateRenderer(_window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); } void Resize(uint32 width, uint32 height) override { SDL_DestroyTexture(_screenTexture); SDL_FreeFormat(_screenTextureFormat); SDL_RendererInfo rendererInfo = {}; sint32 result = SDL_GetRendererInfo(_sdlRenderer, &rendererInfo); if (result < 0) { log_warning("HWDisplayDrawingEngine::Resize error: %s", SDL_GetError()); return; } uint32 pixelFormat = SDL_PIXELFORMAT_UNKNOWN; for (uint32 i = 0; i < rendererInfo.num_texture_formats; i++) { uint32 format = rendererInfo.texture_formats[i]; if (!SDL_ISPIXELFORMAT_FOURCC(format) && !SDL_ISPIXELFORMAT_INDEXED(format) && (pixelFormat == SDL_PIXELFORMAT_UNKNOWN || SDL_BYTESPERPIXEL(format) < SDL_BYTESPERPIXEL(pixelFormat))) { pixelFormat = format; } } sint32 scaleQuality = gConfigGeneral.scale_quality; if (gConfigGeneral.use_nn_at_integer_scales && gConfigGeneral.window_scale == std::floor(gConfigGeneral.window_scale)) { scaleQuality = SCALE_QUALITY_NN; } if (scaleQuality == SCALE_QUALITY_SMOOTH_NN) { scaleQuality = SCALE_QUALITY_LINEAR; smoothNN = true; } else { smoothNN = false; } if (smoothNN) { SDL_DestroyTexture(_scaledScreenTexture); char scaleQualityBuffer[4]; snprintf(scaleQualityBuffer, sizeof(scaleQualityBuffer), "%u", scaleQuality); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); _screenTexture = SDL_CreateTexture(_sdlRenderer, pixelFormat, SDL_TEXTUREACCESS_STREAMING, width, height); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, scaleQualityBuffer); uint32 scale = std::ceil(gConfigGeneral.window_scale); _scaledScreenTexture = SDL_CreateTexture(_sdlRenderer, pixelFormat, SDL_TEXTUREACCESS_TARGET, width * scale, height * scale); } else { _screenTexture = SDL_CreateTexture(_sdlRenderer, pixelFormat, SDL_TEXTUREACCESS_STREAMING,width, height); } uint32 format; SDL_QueryTexture(_screenTexture, &format, 0, 0, 0); _screenTextureFormat = SDL_AllocFormat(format); ConfigureBits(width, height, width); } void SetPalette(const rct_palette_entry * palette) override { if (_screenTextureFormat != nullptr) { for (sint32 i = 0; i < 256; i++) { _paletteHWMapped[i] = SDL_MapRGB(_screenTextureFormat, palette[i].red, palette[i].green, palette[i].blue); } #ifdef __ENABLE_LIGHTFX__ if (gConfigGeneral.enable_light_fx) { auto lightPalette = lightfx_get_palette(); for (sint32 i = 0; i < 256; i++) { auto src = &lightPalette->entries[i]; _lightPaletteHWMapped[i] = SDL_MapRGBA(_screenTextureFormat, src->red, src->green, src->blue, src->alpha); } } #endif } } void EndDraw() override { Display(); if (gShowDirtyVisuals) { UpdateDirtyVisuals(); } } protected: void OnDrawDirtyBlock(uint32 left, uint32 top, uint32 columns, uint32 rows) override { if (gShowDirtyVisuals) { uint32 right = left + columns; uint32 bottom = top + rows; for (uint32 x = left; x < right; x++) { for (uint32 y = top; y < bottom; y++) { SetDirtyVisualTime(x, y, DIRTY_VISUAL_TIME); } } } } private: void Display() { #ifdef __ENABLE_LIGHTFX__ if (gConfigGeneral.enable_light_fx) { void * pixels; sint32 pitch; if (SDL_LockTexture(_screenTexture, nullptr, &pixels, &pitch) == 0) { lightfx_render_to_texture(pixels, pitch, _bits, _width, _height, _paletteHWMapped, _lightPaletteHWMapped); SDL_UnlockTexture(_screenTexture); } } else #endif { CopyBitsToTexture(_screenTexture, _bits, (sint32)_width, (sint32)_height, _paletteHWMapped); } if (smoothNN) { SDL_SetRenderTarget(_sdlRenderer, _scaledScreenTexture); SDL_RenderCopy(_sdlRenderer, _screenTexture, nullptr, nullptr); SDL_SetRenderTarget(_sdlRenderer, nullptr); SDL_RenderCopy(_sdlRenderer, _scaledScreenTexture, nullptr, nullptr); } else { SDL_RenderCopy(_sdlRenderer, _screenTexture, nullptr, nullptr); } if (gShowDirtyVisuals) { RenderDirtyVisuals(); } bool isSteamOverlayActive = GetContext()->GetUiContext()->IsSteamOverlayActive(); if (isSteamOverlayActive && gConfigGeneral.steam_overlay_pause) { OverlayPreRenderCheck(); } SDL_RenderPresent(_sdlRenderer); if (isSteamOverlayActive && gConfigGeneral.steam_overlay_pause) { OverlayPostRenderCheck(); } } void CopyBitsToTexture(SDL_Texture * texture, uint8 * src, sint32 width, sint32 height, uint32 * palette) { void * pixels; sint32 pitch; if (SDL_LockTexture(texture, nullptr, &pixels, &pitch) == 0) { sint32 padding = pitch - (width * 4); if (pitch == width * 4) { uint32 * dst = (uint32 *)pixels; for (sint32 i = width * height; i > 0; i--) { *dst++ = palette[*src++]; } } else { if (pitch == (width * 2) + padding) { uint16 * dst = (uint16 *)pixels; for (sint32 y = height; y > 0; y--) { for (sint32 x = width; x > 0; x--) { const uint8 lower = *(uint8 *)(&palette[*src++]); const uint8 upper = *(uint8 *)(&palette[*src++]); *dst++ = (lower << 8) | upper; } dst = (uint16*)(((uint8 *)dst) + padding); } } else if (pitch == width + padding) { uint8 * dst = (uint8 *)pixels; for (sint32 y = height; y > 0; y--) { for (sint32 x = width; x > 0; x--) { *dst++ = *(uint8 *)(&palette[*src++]); } dst += padding; } } } SDL_UnlockTexture(texture); } } uint32 GetDirtyVisualTime(uint32 x, uint32 y) { uint32 result = 0; uint32 i = y * _dirtyGrid.BlockColumns + x; if (_dirtyVisualsTime.size() > i) { result = _dirtyVisualsTime[i]; } return result; } void SetDirtyVisualTime(uint32 x, uint32 y, uint32 value) { uint32 i = y * _dirtyGrid.BlockColumns + x; if (_dirtyVisualsTime.size() > i) { _dirtyVisualsTime[i] = value; } } void UpdateDirtyVisuals() { _dirtyVisualsTime.resize(_dirtyGrid.BlockRows * _dirtyGrid.BlockColumns); for (uint32 y = 0; y < _dirtyGrid.BlockRows; y++) { for (uint32 x = 0; x < _dirtyGrid.BlockColumns; x++) { auto timeLeft = GetDirtyVisualTime(x, y); if (timeLeft > 0) { SetDirtyVisualTime(x, y, timeLeft - 1); } } } } void RenderDirtyVisuals() { float scaleX = gConfigGeneral.window_scale; float scaleY = gConfigGeneral.window_scale; SDL_SetRenderDrawBlendMode(_sdlRenderer, SDL_BLENDMODE_BLEND); for (uint32 y = 0; y < _dirtyGrid.BlockRows; y++) { for (uint32 x = 0; x < _dirtyGrid.BlockColumns; x++) { auto timeLeft = GetDirtyVisualTime(x, y); if (timeLeft > 0) { uint8 alpha = (uint8)(timeLeft * 5 / 2); SDL_Rect ddRect; ddRect.x = (sint32)(x * _dirtyGrid.BlockWidth * scaleX); ddRect.y = (sint32)(y * _dirtyGrid.BlockHeight * scaleY); ddRect.w = (sint32)(_dirtyGrid.BlockWidth * scaleX); ddRect.h = (sint32)(_dirtyGrid.BlockHeight * scaleY); SDL_SetRenderDrawColor(_sdlRenderer, 255, 255, 255, alpha); SDL_RenderFillRect(_sdlRenderer, &ddRect); } } } } void ReadCentrePixel(uint32 * pixel) { SDL_Rect centrePixelRegion = { (sint32)(_width / 2), (sint32)(_height / 2), 1, 1 }; SDL_RenderReadPixels(_sdlRenderer, ¢rePixelRegion, SDL_PIXELFORMAT_RGBA8888, pixel, sizeof(uint32)); } // Should be called before SDL_RenderPresent to capture frame buffer before Steam overlay is drawn. void OverlayPreRenderCheck() { ReadCentrePixel(&_pixelBeforeOverlay); } // Should be called after SDL_RenderPresent, when Steam overlay has had the chance to be drawn. void OverlayPostRenderCheck() { ReadCentrePixel(&_pixelAfterOverlay); // Detect an active Steam overlay by checking if the centre pixel is changed by the gray fade. // Will not be triggered by applications rendering to corners, like FRAPS, MSI Afterburner and Friends popups. bool newOverlayActive = _pixelBeforeOverlay != _pixelAfterOverlay; // Toggle game pause state consistently with base pause state if (!_overlayActive && newOverlayActive) { _pausedBeforeOverlay = gGamePaused & GAME_PAUSED_NORMAL; if (!_pausedBeforeOverlay) { pause_toggle(); } } else if (_overlayActive && !newOverlayActive && !_pausedBeforeOverlay) { pause_toggle(); } _overlayActive = newOverlayActive; } }; IDrawingEngine * OpenRCT2::Ui::CreateHardwareDisplayDrawingEngine(IUiContext * uiContext) { return new HardwareDisplayDrawingEngine(uiContext); }