mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-30 17:44:44 +01:00
159 lines
4.5 KiB
C++
159 lines
4.5 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include <Engine/Engine.h>
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#include "SDL.h"
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static void FailFunction_t(const char *strName) {
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ThrowF_t(TRANS("Required function %s not found."), strName);
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}
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static void sdlCheckError(BOOL bRes, const char *strDescription)
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{
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if( bRes) return;
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const char *sdlError = SDL_GetError();
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if( !sdlError) return; // ignore stupid 'successful' error
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WarningMessage("%s: %s", strDescription, sdlError);
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}
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static void OGL_SetFunctionPointers_t(HINSTANCE hiOGL)
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{
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const char *strName;
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// get gl function pointers
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#define DLLFUNCTION(dll, output, name, inputs, params, required) \
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strName = #name; \
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p##name = (output (__stdcall*) inputs) SDL_GL_GetProcAddress(strName); \
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if( required && p##name == NULL) FailFunction_t(strName);
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#include "Engine/Graphics/gl_functions.h"
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#undef DLLFUNCTION
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}
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BOOL CGfxLibrary::InitDriver_OGL(BOOL init3dfx)
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{
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ASSERT( gl_hiDriver==NONE); // this is managed inside SDL, so we never load a library ourselves.
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if (SDL_GL_LoadLibrary(NULL) == -1) {
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sdlCheckError(0, "Failed to load OpenGL API");
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return FALSE;
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}
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// done
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return TRUE;
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}
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void CGfxLibrary::PlatformEndDriver_OGL(void)
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{
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// shut the driver down
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SDL_GL_MakeCurrent(NULL, NULL);
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if (go_hglRC) {
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SDL_GL_DeleteContext(go_hglRC);
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go_hglRC = NULL;
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}
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}
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// creates OpenGL drawing context
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BOOL CGfxLibrary::CreateContext_OGL(HDC hdc)
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{
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SDL_Window *window = (SDL_Window *) hdc;
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if( !SetupPixelFormat_OGL( hdc, TRUE)) return FALSE;
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go_hglRC = SDL_GL_CreateContext(window);
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if( go_hglRC==NULL) {
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sdlCheckError(0, "OpenGL context creation");
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return FALSE;
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}
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if (SDL_GL_MakeCurrent(window, go_hglRC) == -1) {
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// NOTE: This error is sometimes reported without a reason on 3dfx hardware
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// so we just have to ignore it.
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sdlCheckError(0, "MakeCurrent after CreateContext");
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return FALSE;
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}
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int val = 0;
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if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &val) != -1) { // keep depth bits
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gl_iCurrentDepth = val;
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} else {
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gl_iCurrentDepth = 16; // oh well.
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}
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// prepare functions
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OGL_SetFunctionPointers_t(gl_hiDriver);
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return TRUE;
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}
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void *CGfxLibrary::OGL_GetProcAddress(const char *procname)
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{
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return(SDL_GL_GetProcAddress(procname));
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}
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// prepares pixel format for OpenGL context
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BOOL CGfxLibrary::SetupPixelFormat_OGL( HDC hdc, BOOL bReport/*=FALSE*/)
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{
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SDL_Window *window = (SDL_Window *) hdc;
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const DisplayDepth dd = gl_dmCurrentDisplayMode.dm_ddDepth;
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// clamp depth/stencil values
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extern INDEX gap_iDepthBits;
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extern INDEX gap_iStencilBits;
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if( gap_iDepthBits <12) gap_iDepthBits = 0;
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else if( gap_iDepthBits <22) gap_iDepthBits = 16;
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else if( gap_iDepthBits <28) gap_iDepthBits = 24;
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else gap_iDepthBits = 32;
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if( gap_iStencilBits<3) gap_iStencilBits = 0;
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else if( gap_iStencilBits<7) gap_iStencilBits = 4;
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else gap_iStencilBits = 8;
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, (dd != DD_16BIT) ? 8 : 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, (dd != DD_16BIT) ? 8 : 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, (dd != DD_16BIT) ? 8 : 5);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, gap_iDepthBits);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, gap_iStencilBits);
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STUBBED("co-opt the existing T-buffer support for multisampling?");
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, x);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, y);
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return TRUE;
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}
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// prepare current viewport for rendering thru OpenGL
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BOOL CGfxLibrary::SetCurrentViewport_OGL(CViewPort *pvp)
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{
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// if must init entire opengl
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if( gl_ulFlags & GLF_INITONNEXTWINDOW)
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{
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gl_ulFlags &= ~GLF_INITONNEXTWINDOW;
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// reopen window
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pvp->CloseCanvas();
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pvp->OpenCanvas();
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// init now
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if( !CreateContext_OGL((HDC) pvp->vp_hWnd)) return FALSE;
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gl_pvpActive = pvp; // remember as current viewport (must do that BEFORE InitContext)
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InitContext_OGL();
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gl_ulFlags |= GLF_HASACCELERATION; // !!! FIXME: might be a lie, though...
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pvp->vp_ctDisplayChanges = gl_ctDriverChanges;
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return TRUE;
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}
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// if window was not set for this driver
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if( pvp->vp_ctDisplayChanges<gl_ctDriverChanges)
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{
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// reopen window
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pvp->CloseCanvas();
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pvp->OpenCanvas();
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// set it
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pvp->vp_ctDisplayChanges = gl_ctDriverChanges;
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}
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// remember as current window
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gl_pvpActive = pvp;
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return TRUE;
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}
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// end of SDLOpenGL.cpp ...
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