gfxGLDevice.sdl.cpp 7.9 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. // BBP = 32 for some reason the engine knows it should be 32, but then we
  56. // add some extra code to break what the engine knows.
  57. //outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format ); // sets bitdepths to 4
  58. //outMode.bitDepth = SDL_BITSPERPIXEL(mode.format); // sets bitdepth to 24
  59. // hardcoded magic numbers ftw
  60. // This value is hardcoded in DX, probably to avoid the shenanigans going on here
  61. outMode.bitDepth = 32;
  62. outMode.wideScreen = (mode.w / mode.h) > (4 / 3);
  63. outMode.fullScreen = true;
  64. outModes.push_back( outMode );
  65. }
  66. }
  67. void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
  68. {
  69. AssertFatal( SDL_WasInit(SDL_INIT_VIDEO), "");
  70. PlatformGL::init(); // for hints about context creation
  71. // Create a dummy window & openGL context so that gl functions can be used here
  72. SDL_Window* tempWindow = SDL_CreateWindow(
  73. "", // window title
  74. SDL_WINDOWPOS_UNDEFINED, // initial x position
  75. SDL_WINDOWPOS_UNDEFINED, // initial y position
  76. 640, // width, in pixels
  77. 480, // height, in pixels
  78. SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN // flags - see below
  79. );
  80. if (!tempWindow)
  81. {
  82. const char* err = SDL_GetError();
  83. Con::printf(err);
  84. AssertFatal(0, err);
  85. return;
  86. }
  87. SDL_ClearError();
  88. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  89. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  90. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  91. SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
  92. SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
  93. if( !tempContext )
  94. {
  95. const char *err = SDL_GetError();
  96. Con::printf( err );
  97. AssertFatal(0, err );
  98. return;
  99. }
  100. SDL_ClearError();
  101. SDL_GL_MakeCurrent( tempWindow, tempContext );
  102. const char *err = SDL_GetError();
  103. if( err && err[0] )
  104. {
  105. Con::printf( err );
  106. AssertFatal(0, err );
  107. }
  108. // Init GL
  109. loadGLCore();
  110. loadGLExtensions(tempContext);
  111. //check minimun Opengl 3.3
  112. int major, minor;
  113. glGetIntegerv(GL_MAJOR_VERSION, &major);
  114. glGetIntegerv(GL_MINOR_VERSION, &minor);
  115. if( major < 3 || ( major == 3 && minor < 3 ) )
  116. {
  117. return;
  118. }
  119. //check for required extensions
  120. if (!gglHasExtension(ARB_texture_cube_map_array))
  121. {
  122. Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_texture_cube_map_array");
  123. return;
  124. }
  125. if (!gglHasExtension(ARB_gpu_shader5))
  126. {
  127. Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_gpu_shader5");
  128. return;
  129. }
  130. GFXAdapter *toAdd = new GFXAdapter;
  131. toAdd->mIndex = 0;
  132. const char* renderer = (const char*) glGetString( GL_RENDERER );
  133. AssertFatal( renderer != NULL, "GL_RENDERER returned NULL!" );
  134. if (renderer)
  135. {
  136. dStrcpy(toAdd->mName, renderer, GFXAdapter::MaxAdapterNameLen);
  137. dStrcat(toAdd->mName, " OpenGL", GFXAdapter::MaxAdapterNameLen);
  138. }
  139. else
  140. dStrcpy(toAdd->mName, "OpenGL", GFXAdapter::MaxAdapterNameLen);
  141. toAdd->mType = OpenGL;
  142. toAdd->mShaderModel = 0.f;
  143. toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
  144. // Enumerate all available resolutions:
  145. EnumerateVideoModes(toAdd->mAvailableModes);
  146. // Add to the list of available adapters.
  147. adapterList.push_back(toAdd);
  148. // Cleanup window & open gl context
  149. SDL_DestroyWindow( tempWindow );
  150. SDL_GL_DeleteContext( tempContext );
  151. }
  152. void GFXGLDevice::enumerateVideoModes()
  153. {
  154. mVideoModes.clear();
  155. EnumerateVideoModes(mVideoModes);
  156. }
  157. void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
  158. {
  159. AssertFatal(window, "GFXGLDevice::init - no window specified, can't init device without a window!");
  160. PlatformWindowSDL* sdlWindow = dynamic_cast<PlatformWindowSDL*>(window);
  161. AssertFatal(sdlWindow, "Window is not a valid PlatformWindowSDL object");
  162. // Create OpenGL context
  163. mContext = PlatformGL::CreateContextGL( sdlWindow );
  164. PlatformGL::MakeCurrentGL( sdlWindow, mContext );
  165. loadGLCore();
  166. loadGLExtensions(mContext);
  167. // It is very important that extensions be loaded before we call initGLState()
  168. initGLState();
  169. mProjectionMatrix.identity();
  170. mInitialized = true;
  171. deviceInited();
  172. }
  173. bool GFXGLDevice::beginSceneInternal()
  174. {
  175. mCanCurrentlyRender = true;
  176. return true;
  177. }
  178. U32 GFXGLDevice::getTotalVideoMemory()
  179. {
  180. return getTotalVideoMemory_GL_EXT();
  181. }
  182. //------------------------------------------------------------------------------
  183. GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
  184. {
  185. GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
  186. //first window
  187. if (!mContext)
  188. {
  189. init(window->getVideoMode(), window);
  190. ggwt->mSecondaryWindow = false;
  191. }
  192. else
  193. ggwt->mSecondaryWindow = true;
  194. ggwt->registerResourceWithDevice(this);
  195. ggwt->mContext = mContext;
  196. return ggwt;
  197. }
  198. GFXFence* GFXGLDevice::_createPlatformSpecificFence()
  199. {
  200. return NULL;
  201. }
  202. //-----------------------------------------------------------------------------
  203. void GFXGLWindowTarget::_WindowPresent()
  204. {
  205. SDL_GL_SwapWindow( static_cast<PlatformWindowSDL*>( getWindow() )->getSDLWindow() );
  206. }
  207. void GFXGLWindowTarget::_teardownCurrentMode()
  208. {
  209. }
  210. void GFXGLWindowTarget::_setupNewMode()
  211. {
  212. }
  213. void GFXGLWindowTarget::_makeContextCurrent()
  214. {
  215. PlatformGL::MakeCurrentGL(mWindow, mContext);
  216. }
  217. #endif