//----------------------------------------------------------------------------- // Copyright (c) 2012 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 "windowManager/platformWindow.h" #include "gfx/gl/gfxGLDevice.h" #include "gfx/gl/gfxGLWindowTarget.h" #include "gfx/gl/gfxGLTextureObject.h" #include "gfx/gl/gfxGLUtils.h" #include "postFx/postEffect.h" GFX_ImplementTextureProfile( BackBufferDepthProfile, GFXTextureProfile::DiffuseMap, GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap | GFXTextureProfile::ZTarget | GFXTextureProfile::Pooled, GFXTextureProfile::NONE ); GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d) : GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL) , mCopyFBO(0), mBackBufferFBO(0), mSecondaryWindow(false) { win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal); } GFXGLWindowTarget::~GFXGLWindowTarget() { if(glIsFramebuffer(mCopyFBO)) { glDeleteFramebuffers(1, &mCopyFBO); } } void GFXGLWindowTarget::resetMode() { // Do some validation... bool fullscreen = mWindow->getVideoMode().fullScreen; if (fullscreen && mSecondaryWindow) { AssertFatal(false, "GFXGLWindowTarget::resetMode - Cannot go fullscreen with secondary window!"); } if (fullscreen != mWindow->isFullscreen()) { _teardownCurrentMode(); _setupNewMode(); } GFX->beginReset(); } void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event) { if(event != WindowHidden) return; // TODO: Investigate this further. // Opening and then closing the console results in framerate dropping at an alarming rate down to 3-4 FPS and then // rebounding to it's usual level. Clearing all the volatile VBs prevents this behavior, but I can't explain why. // My fear is there is something fundamentally wrong with how we share objects between contexts and this is simply // masking the issue for the most common case. static_cast(mDevice)->mVolatileVBs.clear(); } void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj) { AssertFatal(dynamic_cast(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject"); GFXGLTextureObject* glTexture = static_cast(obj); if( GFXGL->mCapabilities.copyImage ) { if(mBackBufferColorTex.getWidth() == glTexture->getWidth() && mBackBufferColorTex.getHeight() == glTexture->getHeight() && mBackBufferColorTex.getFormat() == glTexture->getFormat()) { glCopyImageSubData( static_cast(mBackBufferColorTex.getPointer())->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0, glTexture->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0, getSize().x, getSize().y, 1); return; } } PRESERVE_FRAMEBUFFER(); if(!mCopyFBO) { glGenFramebuffers(1, &mCopyFBO); } glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mCopyFBO); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexture->getHandle(), 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO); glBlitFramebuffer(0, 0, getSize().x, getSize().y, 0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); } inline void GFXGLWindowTarget::_setupAttachments() { glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO); glEnable(GL_FRAMEBUFFER_SRGB); GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO); const Point2I dstSize = getSize(); mBackBufferColorTex.set(dstSize.x, dstSize.y, getFormat(), &GFXRenderTargetSRGBProfile, "backBuffer"); GFXGLTextureObject *color = static_cast(mBackBufferColorTex.getPointer()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color->getHandle(), 0); mBackBufferDepthTex.set(dstSize.x, dstSize.y, GFXFormatD24S8, &BackBufferDepthProfile, "backBuffer"); GFXGLTextureObject *depth = static_cast(mBackBufferDepthTex.getPointer()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth->getHandle(), 0); } void GFXGLWindowTarget::makeActive() { //make the rendering context active on this window _makeContextCurrent(); if(mBackBufferFBO) { glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO); GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO); } else { glGenFramebuffers(1, &mBackBufferFBO); _setupAttachments(); CHECK_FRAMEBUFFER_STATUS(); } } bool GFXGLWindowTarget::present() { PRESERVE_FRAMEBUFFER(); const Point2I srcSize = mBackBufferColorTex.getWidthHeight(); const Point2I dstSize = getSize(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO); // OpenGL render upside down for make render more similar to DX. // Final screen are corrected here glBlitFramebuffer( 0, 0, srcSize.x, srcSize.y, 0, dstSize.y, dstSize.x, 0, // Y inverted GL_COLOR_BUFFER_BIT, GL_NEAREST); _WindowPresent(); if(srcSize != dstSize || mBackBufferDepthTex.getWidthHeight() != dstSize) _setupAttachments(); return true; }