gfxGLDevice.sdl.cpp 7.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #if defined( TORQUE_SDL ) && !defined( TORQUE_DEDICATED )
  23. #include "gfx/gfxCubemap.h"
  24. #include "gfx/screenshot.h"
  25. #include "gfx/gl/gfxGLDevice.h"
  26. #include "gfx/gl/gfxGLEnumTranslate.h"
  27. #include "gfx/gl/gfxGLVertexBuffer.h"
  28. #include "gfx/gl/gfxGLPrimitiveBuffer.h"
  29. #include "gfx/gl/gfxGLTextureTarget.h"
  30. #include "gfx/gl/gfxGLWindowTarget.h"
  31. #include "gfx/gl/gfxGLTextureManager.h"
  32. #include "gfx/gl/gfxGLTextureObject.h"
  33. #include "gfx/gl/gfxGLCubemap.h"
  34. #include "gfx/gl/gfxGLCardProfiler.h"
  35. #include "windowManager/sdl/sdlWindow.h"
  36. #include "platform/platformGL.h"
  37. #include "SDL.h"
  38. extern void loadGLCore();
  39. extern void loadGLExtensions(void* context);
  40. void EnumerateVideoModes(Vector<GFXVideoMode>& outModes)
  41. {
  42. int count = SDL_GetNumDisplayModes( 0 );
  43. if( count < 0)
  44. {
  45. AssertFatal(0, "");
  46. return;
  47. }
  48. SDL_DisplayMode mode;
  49. for(int i = 0; i < count; ++i)
  50. {
  51. SDL_GetDisplayMode( 0, i, &mode);
  52. GFXVideoMode outMode;
  53. outMode.resolution.set( mode.w, mode.h );
  54. outMode.refreshRate = mode.refresh_rate;
  55. outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format );
  56. outMode.wideScreen = (mode.w / mode.h) > (4 / 3);
  57. outMode.fullScreen = true;
  58. outModes.push_back( outMode );
  59. }
  60. }
  61. void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
  62. {
  63. AssertFatal( SDL_WasInit(SDL_INIT_VIDEO), "");
  64. PlatformGL::init(); // for hints about context creation
  65. // Create a dummy window & openGL context so that gl functions can be used here
  66. SDL_Window* tempWindow = SDL_CreateWindow(
  67. "", // window title
  68. SDL_WINDOWPOS_UNDEFINED, // initial x position
  69. SDL_WINDOWPOS_UNDEFINED, // initial y position
  70. 640, // width, in pixels
  71. 480, // height, in pixels
  72. SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN // flags - see below
  73. );
  74. SDL_ClearError();
  75. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  76. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  77. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  78. SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
  79. SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
  80. if( !tempContext )
  81. {
  82. const char *err = SDL_GetError();
  83. Con::printf( err );
  84. AssertFatal(0, err );
  85. return;
  86. }
  87. SDL_ClearError();
  88. SDL_GL_MakeCurrent( tempWindow, tempContext );
  89. const char *err = SDL_GetError();
  90. if( err && err[0] )
  91. {
  92. Con::printf( err );
  93. AssertFatal(0, err );
  94. }
  95. // Init GL
  96. loadGLCore();
  97. loadGLExtensions(tempContext);
  98. //check minimun Opengl 3.3
  99. int major, minor;
  100. glGetIntegerv(GL_MAJOR_VERSION, &major);
  101. glGetIntegerv(GL_MINOR_VERSION, &minor);
  102. if( major < 3 || ( major == 3 && minor < 3 ) )
  103. {
  104. return;
  105. }
  106. //check for required extensions
  107. if (!gglHasExtension(ARB_texture_cube_map_array))
  108. {
  109. Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_texture_cube_map_array");
  110. return;
  111. }
  112. if (!gglHasExtension(ARB_gpu_shader5))
  113. {
  114. Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_gpu_shader5");
  115. return;
  116. }
  117. GFXAdapter *toAdd = new GFXAdapter;
  118. toAdd->mIndex = 0;
  119. const char* renderer = (const char*) glGetString( GL_RENDERER );
  120. AssertFatal( renderer != NULL, "GL_RENDERER returned NULL!" );
  121. if (renderer)
  122. {
  123. dStrcpy(toAdd->mName, renderer, GFXAdapter::MaxAdapterNameLen);
  124. dStrcat(toAdd->mName, " OpenGL", GFXAdapter::MaxAdapterNameLen);
  125. }
  126. else
  127. dStrcpy(toAdd->mName, "OpenGL", GFXAdapter::MaxAdapterNameLen);
  128. toAdd->mType = OpenGL;
  129. toAdd->mShaderModel = 0.f;
  130. toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
  131. // Enumerate all available resolutions:
  132. EnumerateVideoModes(toAdd->mAvailableModes);
  133. // Add to the list of available adapters.
  134. adapterList.push_back(toAdd);
  135. // Cleanup window & open gl context
  136. SDL_DestroyWindow( tempWindow );
  137. SDL_GL_DeleteContext( tempContext );
  138. }
  139. void GFXGLDevice::enumerateVideoModes()
  140. {
  141. mVideoModes.clear();
  142. EnumerateVideoModes(mVideoModes);
  143. }
  144. void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
  145. {
  146. AssertFatal(window, "GFXGLDevice::init - no window specified, can't init device without a window!");
  147. PlatformWindowSDL* sdlWindow = dynamic_cast<PlatformWindowSDL*>(window);
  148. AssertFatal(sdlWindow, "Window is not a valid PlatformWindowSDL object");
  149. // Create OpenGL context
  150. mContext = PlatformGL::CreateContextGL( sdlWindow );
  151. PlatformGL::MakeCurrentGL( sdlWindow, mContext );
  152. loadGLCore();
  153. loadGLExtensions(mContext);
  154. // It is very important that extensions be loaded before we call initGLState()
  155. initGLState();
  156. mProjectionMatrix.identity();
  157. mInitialized = true;
  158. deviceInited();
  159. }
  160. bool GFXGLDevice::beginSceneInternal()
  161. {
  162. mCanCurrentlyRender = true;
  163. return true;
  164. }
  165. U32 GFXGLDevice::getTotalVideoMemory()
  166. {
  167. return getTotalVideoMemory_GL_EXT();
  168. }
  169. //------------------------------------------------------------------------------
  170. GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
  171. {
  172. GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
  173. //first window
  174. if (!mContext)
  175. {
  176. init(window->getVideoMode(), window);
  177. ggwt->mSecondaryWindow = false;
  178. }
  179. else
  180. ggwt->mSecondaryWindow = true;
  181. ggwt->registerResourceWithDevice(this);
  182. ggwt->mContext = mContext;
  183. return ggwt;
  184. }
  185. GFXFence* GFXGLDevice::_createPlatformSpecificFence()
  186. {
  187. return NULL;
  188. }
  189. //-----------------------------------------------------------------------------
  190. void GFXGLWindowTarget::_WindowPresent()
  191. {
  192. SDL_GL_SwapWindow( static_cast<PlatformWindowSDL*>( getWindow() )->getSDLWindow() );
  193. }
  194. void GFXGLWindowTarget::_teardownCurrentMode()
  195. {
  196. }
  197. void GFXGLWindowTarget::_setupNewMode()
  198. {
  199. }
  200. void GFXGLWindowTarget::_makeContextCurrent()
  201. {
  202. PlatformGL::MakeCurrentGL(mWindow, mContext);
  203. }
  204. #endif