gfxGLDevice.sdl.cpp 6.5 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_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
  76. if( !tempContext )
  77. {
  78. const char *err = SDL_GetError();
  79. Con::printf( err );
  80. AssertFatal(0, err );
  81. return;
  82. }
  83. SDL_ClearError();
  84. SDL_GL_MakeCurrent( tempWindow, tempContext );
  85. const char *err = SDL_GetError();
  86. if( err && err[0] )
  87. {
  88. Con::printf( err );
  89. AssertFatal(0, err );
  90. }
  91. //check minimun Opengl 3.2
  92. int major, minor;
  93. glGetIntegerv(GL_MAJOR_VERSION, &major);
  94. glGetIntegerv(GL_MINOR_VERSION, &minor);
  95. if( major < 3 || ( major == 3 && minor < 2 ) )
  96. {
  97. return;
  98. }
  99. loadGLCore();
  100. GFXAdapter *toAdd = new GFXAdapter;
  101. toAdd->mIndex = 0;
  102. const char* renderer = (const char*) glGetString( GL_RENDERER );
  103. AssertFatal( renderer != NULL, "GL_RENDERER returned NULL!" );
  104. if (renderer)
  105. {
  106. dStrcpy(toAdd->mName, renderer);
  107. dStrncat(toAdd->mName, " OpenGL", GFXAdapter::MaxAdapterNameLen);
  108. }
  109. else
  110. dStrcpy(toAdd->mName, "OpenGL");
  111. toAdd->mType = OpenGL;
  112. toAdd->mShaderModel = 0.f;
  113. toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
  114. // Enumerate all available resolutions:
  115. EnumerateVideoModes(toAdd->mAvailableModes);
  116. // Add to the list of available adapters.
  117. adapterList.push_back(toAdd);
  118. // Cleanup window & open gl context
  119. SDL_DestroyWindow( tempWindow );
  120. SDL_GL_DeleteContext( tempContext );
  121. }
  122. void GFXGLDevice::enumerateVideoModes()
  123. {
  124. mVideoModes.clear();
  125. EnumerateVideoModes(mVideoModes);
  126. }
  127. void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
  128. {
  129. AssertFatal(window, "GFXGLDevice::init - no window specified, can't init device without a window!");
  130. PlatformWindowSDL* x11Window = dynamic_cast<PlatformWindowSDL*>(window);
  131. AssertFatal(x11Window, "Window is not a valid PlatformWindowSDL object");
  132. // Create OpenGL context
  133. mContext = PlatformGL::CreateContextGL( x11Window );
  134. PlatformGL::MakeCurrentGL( x11Window, mContext );
  135. loadGLCore();
  136. loadGLExtensions(0);
  137. // It is very important that extensions be loaded before we call initGLState()
  138. initGLState();
  139. mProjectionMatrix.identity();
  140. mInitialized = true;
  141. deviceInited();
  142. }
  143. bool GFXGLDevice::beginSceneInternal()
  144. {
  145. mCanCurrentlyRender = true;
  146. return true;
  147. }
  148. U32 GFXGLDevice::getTotalVideoMemory()
  149. {
  150. return getTotalVideoMemory_GL_EXT();
  151. }
  152. //------------------------------------------------------------------------------
  153. GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
  154. {
  155. AssertFatal(!mContext, "This GFXGLDevice is already assigned to a window");
  156. GFXGLWindowTarget* ggwt = 0;
  157. if( !mContext )
  158. {
  159. // no context, init the device now
  160. init(window->getVideoMode(), window);
  161. ggwt = new GFXGLWindowTarget(window, this);
  162. ggwt->registerResourceWithDevice(this);
  163. ggwt->mContext = mContext;
  164. }
  165. return ggwt;
  166. }
  167. GFXFence* GFXGLDevice::_createPlatformSpecificFence()
  168. {
  169. return NULL;
  170. }
  171. //-----------------------------------------------------------------------------
  172. void GFXGLWindowTarget::_WindowPresent()
  173. {
  174. SDL_GL_SwapWindow( static_cast<PlatformWindowSDL*>( getWindow() )->getSDLWindow() );
  175. }
  176. void GFXGLWindowTarget::_teardownCurrentMode()
  177. {
  178. }
  179. void GFXGLWindowTarget::_setupNewMode()
  180. {
  181. }
  182. #endif