//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platformWin32/platformGL.h" #include "platformWin32/platformWin32.h" #include "platformWin32/winOGLVideo.h" #include "console/console.h" #include "math/mPoint.h" #include "platform/event.h" #include "game/gameInterface.h" #include "console/consoleInternal.h" #include "console/ast.h" #include "io/fileStream.h" #include "winOGLVideo_ScriptBinding.h" //------------------------------------------------------------------------------ OpenGLDevice::OpenGLDevice() { initDevice(); } //------------------------------------------------------------------------------ void OpenGLDevice::initDevice() { // Set the device name: mDeviceName = "OpenGL"; // Let Parent enumerate valid resolutions. Parent::initDevice(); } //------------------------------------------------------------------------------ bool OpenGLDevice::activate( U32 width, U32 height, U32 bpp, bool fullScreen ) { Con::printf( "Activating the OpenGL display device..." ); bool needResurrect = false; // If the rendering context exists, delete it: if ( winState.hGLRC ) { Con::printf( "Killing the texture manager..." ); Game->textureKill(); needResurrect = true; Con::printf( "Making the rendering context not current..." ); if ( !dwglMakeCurrent( NULL, NULL ) ) { AssertFatal( false, "OpenGLDevice::activate\ndwglMakeCurrent( NULL, NULL ) failed!" ); return false; } Con::printf( "Deleting the rendering context ..." ); if ( !dwglDeleteContext( winState.hGLRC ) ) { AssertFatal( false, "OpenGLDevice::activate\ndwglDeleteContext failed!" ); return false; } winState.hGLRC = NULL; } // [neo, 5/31/2007 - #3174] if( winState.appMenu ) { DestroyMenu( winState.appMenu ); winState.appMenu = NULL; } // If the window already exists, kill it so we can start fresh: if ( winState.appWindow ) { if ( winState.appDC ) { Con::printf( "Releasing the device context..." ); ReleaseDC( winState.appWindow, winState.appDC ); winState.appDC = NULL; } Con::printf( "Destroying the window..." ); DestroyWindow( winState.appWindow ); winState.appWindow = NULL; } // If OpenGL library already loaded, shut it down and reload it: if ( winState.hinstOpenGL ) GL_Shutdown(); GL_Init( "opengl32", "glu32" ); // Set the resolution: if ( !setScreenMode( width, height, bpp, ( fullScreen || mFullScreenOnly ), true, false ) ) return false; // Get original gamma ramp mRestoreGamma = GetDeviceGammaRamp(winState.appDC, mOriginalRamp); // Output some driver info to the console: const char* vendorString = (const char*) glGetString( GL_VENDOR ); const char* rendererString = (const char*) glGetString( GL_RENDERER ); const char* versionString = (const char*) glGetString( GL_VERSION ); Con::printf( "OpenGL driver information:" ); if ( vendorString ) Con::printf( " Vendor: %s", vendorString ); if ( rendererString ) Con::printf( " Renderer: %s", rendererString ); if ( versionString ) Con::printf( " Version: %s", versionString ); if ( needResurrect ) { // Reload the textures: Con::printf( "Resurrecting the texture manager..." ); Game->textureResurrect(); } GL_EXT_Init(); Con::setVariable( "$pref::Video::displayDevice", mDeviceName ); // Do this here because we now know about the extensions: if ( gGLState.suppSwapInterval ) setVerticalSync( !Con::getBoolVariable( "$pref::Video::disableVerticalSync" ) ); return true; } //------------------------------------------------------------------------------ void OpenGLDevice::shutdown() { Con::printf( "Shutting down the OpenGL display device..." ); if ( winState.hGLRC ) { if (mRestoreGamma) SetDeviceGammaRamp(winState.appDC, mOriginalRamp); Con::printf( "Making the GL rendering context not current..." ); dwglMakeCurrent( NULL, NULL ); if ( Con::getBoolVariable("$pref::Video::deleteContext", true) ) { Con::printf( "Deleting the GL rendering context..." ); dwglDeleteContext( winState.hGLRC ); } winState.hGLRC = NULL; } if ( winState.appDC ) { Con::printf( "Releasing the device context..." ); ReleaseDC( winState.appWindow, winState.appDC ); winState.appDC = NULL; } if ( smIsFullScreen ) { Con::printf( "Restoring the desktop display settings (%dx%dx%d)...", winState.desktopWidth, winState.desktopHeight, winState.desktopBitsPixel ); ChangeDisplaySettings( NULL, 0 ); } } //------------------------------------------------------------------------------ // This is the real workhorse function of the DisplayDevice... // bool OpenGLDevice::setScreenMode( U32 width, U32 height, U32 bpp, bool fullScreen, bool forceIt, bool repaint ) { HWND curtain = NULL; char errorMessage[256]; Resolution newRes( width, height, bpp ); bool newFullScreen = fullScreen; bool safeModeOn = Con::getBoolVariable( "$pref::Video::safeModeOn" ); if ( !newFullScreen && mFullScreenOnly ) { Con::warnf( ConsoleLogEntry::General, "OpenGLDevice::setScreenMode - device or desktop color depth does not allow windowed mode!" ); newFullScreen = true; } if ( !newFullScreen && ( (S32)newRes.w >= winState.desktopClientWidth || (S32)newRes.h >= winState.desktopClientHeight ) ) { Con::warnf( ConsoleLogEntry::General, "OpenGLDevice::setScreenMode -- can't switch to resolution larger than desktop in windowed mode!" ); S32 resIndex = 0; S32 bestScore = 0, thisScore = 0; for ( S32 i = 0; i < mResolutionList.size(); i++ ) { if ( newRes == mResolutionList[i] ) { resIndex = i; break; } else if( (S32)newRes.h <= winState.desktopClientHeight && (S32)newRes.w <= winState.desktopClientWidth ) { thisScore = abs( S32( newRes.w ) - S32( mResolutionList[i].w ) ) + abs( S32( newRes.h ) - S32( mResolutionList[i].h ) ) + ( newRes.bpp == mResolutionList[i].bpp ? 0 : 1 ); if ( !bestScore || ( thisScore < bestScore ) ) { bestScore = thisScore; resIndex = i; } } } } //MIN_RESOLUTION defined in platformWin32/platformGL.h if ( newRes.w < MIN_RESOLUTION_X || newRes.h < MIN_RESOLUTION_Y ) { Con::warnf( ConsoleLogEntry::General, "OpenGLDevice::setScreenMode -- can't go smaller than 640x480!" ); return false; } if ( newFullScreen ) { if (newRes.bpp != 16 && mFullScreenOnly) newRes.bpp = 16; // Match the new resolution to one in the list: U32 resIndex = 0; U32 bestScore = 0, thisScore = 0; for ( int i = 0; i < mResolutionList.size(); i++ ) { if ( newRes == mResolutionList[i] ) { resIndex = i; break; } else { thisScore = abs( S32( newRes.w ) - S32( mResolutionList[i].w ) ) + abs( S32( newRes.h ) - S32( mResolutionList[i].h ) ) + ( newRes.bpp == mResolutionList[i].bpp ? 0 : 1 ); if ( !bestScore || ( thisScore < bestScore ) ) { bestScore = thisScore; resIndex = i; } } } newRes = mResolutionList[resIndex]; } else { // Basically ignore the bit depth parameter: newRes.bpp = winState.desktopBitsPixel; } // Return if already at this resolution: if ( !forceIt && newRes == smCurrentRes && newFullScreen == smIsFullScreen ) return true; Con::printf( "Setting screen mode to %dx%dx%d (%s)...", newRes.w, newRes.h, newRes.bpp, ( newFullScreen ? "fs" : "w" ) ); bool needResurrect = false; if ( ( newRes.bpp != smCurrentRes.bpp ) || ( safeModeOn && ( ( smIsFullScreen != newFullScreen ) || newFullScreen ) ) ) { // Delete the rendering context: if ( winState.hGLRC ) { if (!Video::smNeedResurrect) { Con::printf( "Killing the texture manager..." ); Game->textureKill(); needResurrect = true; } Con::printf( "Making the rendering context not current..." ); if ( !dwglMakeCurrent( NULL, NULL ) ) { AssertFatal( false, "OpenGLDevice::setScreenMode\ndwglMakeCurrent( NULL, NULL ) failed!" ); return false; } Con::printf( "Deleting the rendering context..." ); if ( Con::getBoolVariable("$pref::Video::deleteContext",true) && !dwglDeleteContext( winState.hGLRC ) ) { AssertFatal( false, "OpenGLDevice::setScreenMode\ndwglDeleteContext failed!" ); return false; } winState.hGLRC = NULL; } // Release the device context: if ( winState.appDC ) { Con::printf( "Releasing the device context..." ); ReleaseDC( winState.appWindow, winState.appDC ); winState.appDC = NULL; } // [neo, 5/31/2007 - #3174] if( winState.appMenu ) { DestroyMenu( winState.appMenu ); winState.appMenu = NULL; } // Destroy the window: if ( winState.appWindow ) { Con::printf( "Destroying the window..." ); DestroyWindow( winState.appWindow ); winState.appWindow = NULL; } } else if ( smIsFullScreen != newFullScreen ) { // Change the window style: Con::printf( "Changing the window style..." ); S32 windowStyle = WS_CLIPCHILDREN | WS_CLIPSIBLINGS; if ( newFullScreen ) windowStyle |= ( WS_MAXIMIZE | WS_VISIBLE); else windowStyle |= ( WS_OVERLAPPEDWINDOW ); if ( winState.appWindow && !SetWindowLong( winState.appWindow, GWL_STYLE, windowStyle ) ) Con::errorf( "SetWindowLong failed to change the window style!" ); } if( winState.appWindow && !newFullScreen ) ShowWindow( winState.appWindow, SW_NORMAL ); else ShowWindow( winState.appWindow, SW_MAXIMIZE ); U32 test; if ( newFullScreen ) { // Change the display settings: DEVMODE devMode; dMemset( &devMode, 0, sizeof( devMode ) ); devMode.dmSize = sizeof( devMode ); devMode.dmPelsWidth = newRes.w; devMode.dmPelsHeight = newRes.h; devMode.dmBitsPerPel = newRes.bpp; devMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL; Con::printf( "Changing the display settings to %dx%dx%d...", newRes.w, newRes.h, newRes.bpp ); curtain = CreateCurtain( newRes.w, newRes.h ); test = ChangeDisplaySettings( &devMode, CDS_FULLSCREEN ); if ( test != DISP_CHANGE_SUCCESSFUL ) { smIsFullScreen = false; Con::setBoolVariable( "$pref::Video::fullScreen", false ); ChangeDisplaySettings( NULL, 0 ); Con::errorf( ConsoleLogEntry::General, "OpenGLDevice::setScreenMode - ChangeDisplaySettings failed." ); switch( test ) { case DISP_CHANGE_RESTART: Platform::AlertOK( "Display Change Failed", "You must restart your machine to get the specified mode." ); break; case DISP_CHANGE_BADMODE: Platform::AlertOK( "Display Change Failed", "The specified mode is not supported by this device." ); break; default: Platform::AlertOK( "Display Change Failed", "Hardware failed to switch to the specified mode." ); break; }; DestroyWindow( curtain ); return false; } else smIsFullScreen = true; } else if ( smIsFullScreen ) { Con::printf( "Changing to the desktop display settings (%dx%dx%d)...", winState.desktopWidth, winState.desktopHeight, winState.desktopBitsPixel ); ChangeDisplaySettings( NULL, 0 ); smIsFullScreen = false; } Con::setBoolVariable( "$pref::Video::fullScreen", smIsFullScreen ); bool newWindow = false; if ( !winState.appWindow ) { Con::printf( "Creating a new %swindow...", ( fullScreen ? "full-screen " : "" ) ); winState.appWindow = CreateOpenGLWindow( newRes.w, newRes.h, newFullScreen, true ); if ( !winState.appWindow ) { AssertFatal( false, "OpenGLDevice::setScreenMode\nFailed to create a new window!" ); return false; } newWindow = true; } // Move the window: if ( !newFullScreen ) { // Adjust the window rect to compensate for the window style: RECT windowRect; windowRect.left = windowRect.top = 0; windowRect.right = newRes.w; windowRect.bottom = newRes.h; AdjustWindowRect( &windowRect, GetWindowLong( winState.appWindow, GWL_STYLE ), false ); U32 adjWidth = windowRect.right - windowRect.left; U32 adjHeight = windowRect.bottom - windowRect.top; // Center the window on the desktop: U32 xPos = 0, yPos = 0; if(adjWidth < (U32)winState.desktopClientWidth) xPos = ( winState.desktopClientWidth - adjWidth ) / 2; if(adjHeight < (U32)winState.desktopClientHeight) yPos = ( winState.desktopClientHeight - adjHeight ) / 2; test = SetWindowPos( winState.appWindow, 0, xPos, yPos, adjWidth, adjHeight, SWP_NOZORDER ); if ( !test ) { dSprintf( errorMessage, 255, "OpenGLDevice::setScreenMode\nSetWindowPos failed trying to move the window to (%d,%d) and size it to %dx%d.", xPos, yPos, newRes.w, newRes.h ); AssertFatal( false, errorMessage ); return false; } AnimateWindow( winState.appWindow, 90, AW_BLEND ); } else if ( !newWindow ) { // Move and size the window to take up the whole screen: if ( !SetWindowPos( winState.appWindow, HWND_TOPMOST, 0, 0, newRes.w, newRes.h, SWP_NOACTIVATE) || !SetWindowPos( winState.appWindow, HWND_TOPMOST, 0, 0, newRes.w, newRes.h, SWP_NOZORDER) ) { dSprintf( errorMessage, 255, "OpenGLDevice::setScreenMode\nSetWindowPos failed to move the window to (0,0) and size it to %dx%d.", newRes.w, newRes.h ); AssertFatal( false, errorMessage ); return false; } } bool newDeviceContext = false; if ( !winState.appDC ) { // Get a new device context: Con::printf( "Acquiring a new device context..." ); winState.appDC = GetDC( winState.appWindow ); if ( !winState.appDC ) { AssertFatal( false, "OpenGLDevice::setScreenMode\nGetDC failed to get a valid device context!" ); return false; } newDeviceContext = true; } if ( newWindow ) { // Set the pixel format of the new window: PIXELFORMATDESCRIPTOR pfd; CreatePixelFormat( &pfd, newRes.bpp, 24, 8, false ); S32 chosenFormat = ChooseBestPixelFormat( winState.appDC, &pfd ); if ( !chosenFormat ) { AssertFatal( false, "OpenGLDevice::setScreenMode\nNo valid pixel formats found!" ); return false; } dwglDescribePixelFormat( winState.appDC, chosenFormat, sizeof( pfd ), &pfd ); if ( !SetPixelFormat( winState.appDC, chosenFormat, &pfd ) ) { AssertFatal( false, "OpenGLDevice::setScreenMode\nFailed to set the pixel format!" ); return false; } Con::printf( "Pixel format set:" ); Con::printf( " %d color bits, %d depth bits, %d stencil bits", pfd.cColorBits, pfd.cDepthBits, pfd.cStencilBits ); } if ( !winState.hGLRC ) { // Create a new rendering context: Con::printf( "Creating a new rendering context..." ); winState.hGLRC = dwglCreateContext( winState.appDC ); if ( !winState.hGLRC ) { AssertFatal( false, "OpenGLDevice::setScreenMode\ndwglCreateContext failed to create an OpenGL rendering context!" ); return false; } // Make the new rendering context current: Con::printf( "Making the new rendering context current..." ); if ( !dwglMakeCurrent( winState.appDC, winState.hGLRC ) ) { AssertFatal( false, "OpenGLDevice::setScreenMode\ndwglMakeCurrent failed to make the rendering context current!" ); return false; } // Just for kicks. Seems a relatively central place to put this... glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if ( needResurrect ) { // Reload the textures: Con::printf( "Resurrecting the texture manager..." ); Game->textureResurrect(); } } // Just for kicks. Seems a relatively central place to put this... glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if ( newDeviceContext && gGLState.suppSwapInterval ) setVerticalSync( !Con::getBoolVariable( "$pref::Video::disableVerticalSync" ) ); smCurrentRes = newRes; Platform::setWindowSize( newRes.w, newRes.h ); char tempBuf[15]; dSprintf( tempBuf, sizeof( tempBuf ), "%d %d %d", smCurrentRes.w, smCurrentRes.h, smCurrentRes.bpp ); if( fullScreen ) Con::setVariable( "$pref::Video::resolution", tempBuf ); else Con::setVariable( "$pref::Video::windowedRes", tempBuf ); if ( curtain ) DestroyWindow( curtain ); // Doesn't hurt to do this even it isn't necessary: ShowWindow( winState.appWindow, SW_SHOW ); SetForegroundWindow( winState.appWindow ); SetFocus( winState.appWindow ); if (newFullScreen) { // Doesn't hurt to do this an extra time, and seems to help in some cases if ( !SetWindowPos( winState.appWindow, HWND_TOPMOST, 0, 0, newRes.w, newRes.h, SWP_NOACTIVATE) || !SetWindowPos( winState.appWindow, HWND_TOPMOST, 0, 0, newRes.w, newRes.h, SWP_NOZORDER) ) { dSprintf( errorMessage, 255, "OpenGLDevice::setScreenMode\nSetWindowPos failed to move the window to (0,0) and size it to %dx%d.", newRes.w, newRes.h ); AssertFatal( false, errorMessage ); return false; } } //Luma: Clear window at first, as it is showing previous gl color buffer stuff. glClearColor(0.0f,0.0f,0.0f,0.0f); glClear(GL_COLOR_BUFFER_BIT); if ( repaint ) Video::resetCanvas(); return true; } //------------------------------------------------------------------------------ void OpenGLDevice::swapBuffers() { dwglSwapBuffers( winState.appDC ); } //------------------------------------------------------------------------------ const char* OpenGLDevice::getDriverInfo() { // Output some driver info to the console: const char* vendorString = (const char*) glGetString( GL_VENDOR ); const char* rendererString = (const char*) glGetString( GL_RENDERER ); const char* versionString = (const char*) glGetString( GL_VERSION ); const char* extensionsString = (const char*) glGetString( GL_EXTENSIONS ); U32 bufferLen = ( vendorString ? dStrlen( vendorString ) : 0 ) + ( rendererString ? dStrlen( rendererString ) : 0 ) + ( versionString ? dStrlen( versionString ) : 0 ) + ( extensionsString ? dStrlen( extensionsString ) : 0 ) + 4; char* returnString = Con::getReturnBuffer( bufferLen ); dSprintf( returnString, bufferLen, "%s\t%s\t%s\t%s", ( vendorString ? vendorString : "" ), ( rendererString ? rendererString : "" ), ( versionString ? versionString : "" ), ( extensionsString ? extensionsString : "" ) ); return( returnString ); } //------------------------------------------------------------------------------ bool OpenGLDevice::getGammaCorrection(F32 &g) { U16 ramp[256*3]; if (!GetDeviceGammaRamp(winState.appDC, ramp)) return false; F32 csum = 0.0; U32 ccount = 0; for (U16 i = 0; i < 256; ++i) { if (i != 0 && ramp[i] != 0 && ramp[i] != 65535) { F64 b = (F64) i/256.0; F64 a = (F64) ramp[i]/65535.0; F32 c = (F32) (mLog(a)/mLog(b)); csum += c; ++ccount; } } g = csum/ccount; return true; } //------------------------------------------------------------------------------ bool OpenGLDevice::setGammaCorrection(F32 g) { U16 ramp[256*3]; for (U16 i = 0; i < 256; ++i) ramp[i] = (U16)((U16)mPow((F32) i/256.0f, g) * 65535.0f); dMemcpy(&ramp[256],ramp,256*sizeof(U16)); dMemcpy(&ramp[512],ramp,256*sizeof(U16)); return SetDeviceGammaRamp(winState.appDC, ramp); } //------------------------------------------------------------------------------ bool OpenGLDevice::getVerticalSync() { if ( !gGLState.suppSwapInterval ) return( false ); //Note that dwglGetSwapIntervalEXT returns the number of frames between Swaps. //The function returns 0 / false if SwapInterval has not been specified. return (dwglGetSwapIntervalEXT()); } //------------------------------------------------------------------------------ bool OpenGLDevice::setVerticalSync( bool on ) { if ( !gGLState.suppSwapInterval ) return( false ); return( dwglSwapIntervalEXT( on ? 1 : 0 ) ); } //------------------------------------------------------------------------------ DisplayDevice* OpenGLDevice::create() { // Get Bit Depth Switching Info. enumerateBitDepths(); bool result = false; bool fullScreenOnly = false; //------------------------------------------------------------------------------ // This shouldn't happen, but just to be safe... //------------------------------------------------------------------------------ if ( winState.hinstOpenGL ) GL_Shutdown(); //------------------------------------------------------------------------------ // Initialize GL //------------------------------------------------------------------------------ if (!GL_Init( "opengl32", "glu32" )) return NULL; //------------------------------------------------------------------------------ // Create a test window to see if OpenGL hardware acceleration is available: //------------------------------------------------------------------------------ WNDCLASS wc; dMemset(&wc, 0, sizeof(wc)); wc.style = CS_OWNDC; wc.lpfnWndProc = DefWindowProc; wc.hInstance = winState.appInstance; wc.lpszClassName = dT("OGLTest"); RegisterClass( &wc ); //------------------------------------------------------------------------------ // Create the Test Window //------------------------------------------------------------------------------ //MIN_RESOLUTION defined in platformWin32/platformGL.h HWND testWindow = CreateWindow( dT("OGLTest"),dT(""), WS_POPUP, 0, 0, MIN_RESOLUTION_X, MIN_RESOLUTION_Y, NULL, NULL, winState.appInstance, NULL ); if ( !testWindow ) { // Unregister the Window Class UnregisterClass( dT("OGLTest"), winState.appInstance ); // Shutdown GL GL_Shutdown(); // Return Failure return NULL; } //------------------------------------------------------------------------------ // Attempt to Grab a handle to the DeviceContext of our window. //------------------------------------------------------------------------------ HDC testDC = GetDC( testWindow ); if ( !testDC ) { // Destroy the Window DestroyWindow( testWindow ); // Unregister the Window Class UnregisterClass( dT("OGLTest"), winState.appInstance ); // Shutdown GL GL_Shutdown(); // Return Failure. return NULL; } //------------------------------------------------------------------------------ // Create Pixel Format ( Default 16bpp ) //------------------------------------------------------------------------------ PIXELFORMATDESCRIPTOR pfd; CreatePixelFormat( &pfd, 16, 16, 8, false ); U32 chosenFormat = ChooseBestPixelFormat( testDC, &pfd ); if ( chosenFormat != 0 ) { dwglDescribePixelFormat( testDC, chosenFormat, sizeof( pfd ), &pfd ); result = !( pfd.dwFlags & PFD_GENERIC_FORMAT ); if ( result && winState.desktopBitsPixel < 16 && !smCanDo32Bit) { // If Windows 95 cannot switch bit depth, it should only attempt 16-bit cards // with a 16-bit desktop // See if we can get a 32-bit pixel format: PIXELFORMATDESCRIPTOR pfd; CreatePixelFormat( &pfd, 32, 24, 8, false ); S32 chosenFormat = ChooseBestPixelFormat( testDC, &pfd ); if ( chosenFormat != 0 ) { dwglDescribePixelFormat( winState.appDC, chosenFormat, sizeof( pfd ), &pfd ); if (pfd.cColorBits == 16) { Platform::AlertOK("Requires 16-Bit Desktop", "You must run in 16-bit color to run a Torque game.\nPlease quit the game, set your desktop color depth to 16-bit\nand then restart the application."); result = false; } } } } else if ( winState.desktopBitsPixel < 16 && smCanSwitchBitDepth ) { // Try again after changing the display to 16-bit: ReleaseDC( testWindow, testDC ); DestroyWindow( testWindow ); DEVMODE devMode; dMemset( &devMode, 0, sizeof( devMode ) ); devMode.dmSize = sizeof( devMode ); devMode.dmBitsPerPel = 16; devMode.dmFields = DM_BITSPERPEL; U32 test = ChangeDisplaySettings( &devMode, 0 ); if ( test == DISP_CHANGE_SUCCESSFUL ) { //MIN_RESOLUTION defined in platformWin32/platformGL.h testWindow = CreateWindow( dT("OGLTest"), dT(""), WS_OVERLAPPED | WS_CAPTION, 0, 0, MIN_RESOLUTION_X, MIN_RESOLUTION_Y, NULL, NULL, winState.appInstance, NULL ); if ( testWindow ) { testDC = GetDC( testWindow ); if ( testDC ) { CreatePixelFormat( &pfd, 16, 16, 8, false ); chosenFormat = ChooseBestPixelFormat( testDC, &pfd ); if ( chosenFormat != 0 ) { dwglDescribePixelFormat( testDC, chosenFormat, sizeof( pfd ), &pfd ); result = !( pfd.dwFlags & PFD_GENERIC_FORMAT ); if ( result ) fullScreenOnly = true; } } } } ChangeDisplaySettings( NULL, 0 ); } //------------------------------------------------------------------------------ // Can't do even 16 bit, alert user they need to upgrade. //------------------------------------------------------------------------------ else if ( winState.desktopBitsPixel < 16 && !smCanSwitchBitDepth ) { Platform::AlertOK("Requires 16-Bit Desktop", "You must run in 16-bit color to run a Torque game.\nPlease quit the game, set your desktop color depth to 16-bit\nand then restart the application."); } ReleaseDC( testWindow, testDC ); DestroyWindow( testWindow ); UnregisterClass( dT("OGLTest"), winState.appInstance ); GL_Shutdown(); if ( result ) { OpenGLDevice* newOGLDevice = new OpenGLDevice(); if ( newOGLDevice ) { newOGLDevice->mFullScreenOnly = fullScreenOnly; return (DisplayDevice*) newOGLDevice; } else return NULL; } else return NULL; }