mirror of
https://github.com/Relintai/pandemonium_engine.git
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243 lines
7.9 KiB
C++
243 lines
7.9 KiB
C++
/*************************************************************************/
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/* context_gl_windows.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
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// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2008
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#include "context_gl_windows.h"
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#include <dwmapi.h>
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#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
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#define WGL_CONTEXT_FLAGS_ARB 0x2094
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#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
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#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
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#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
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#if defined(__GNUC__)
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// Workaround GCC warning from -Wcast-function-type.
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#define wglGetProcAddress (void *)wglGetProcAddress
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#endif
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typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
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void ContextGL_Windows::release_current() {
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wglMakeCurrent(hDC, NULL);
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}
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void ContextGL_Windows::make_current() {
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wglMakeCurrent(hDC, hRC);
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}
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bool ContextGL_Windows::is_offscreen_available() const {
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return hRC_offscreen != NULL;
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}
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void ContextGL_Windows::make_offscreen_current() {
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ERR_FAIL_COND(!wglMakeCurrent(hDC, hRC_offscreen));
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}
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void ContextGL_Windows::release_offscreen_current() {
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ERR_FAIL_COND(!wglMakeCurrent(hDC, NULL));
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}
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HDC ContextGL_Windows::get_hdc() {
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return hDC;
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}
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HGLRC ContextGL_Windows::get_hglrc() {
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return hRC;
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}
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int ContextGL_Windows::get_window_width() {
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return OS::get_singleton()->get_video_mode().width;
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}
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int ContextGL_Windows::get_window_height() {
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return OS::get_singleton()->get_video_mode().height;
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}
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bool ContextGL_Windows::should_vsync_via_compositor() {
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if (OS::get_singleton()->is_window_fullscreen() || !OS::get_singleton()->is_vsync_via_compositor_enabled()) {
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return false;
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}
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// Note: All Windows versions supported by Godot have a compositor.
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// It can be disabled on earlier Windows versions.
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BOOL dwm_enabled;
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if (SUCCEEDED(DwmIsCompositionEnabled(&dwm_enabled))) {
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return dwm_enabled;
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}
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return false;
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}
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void ContextGL_Windows::swap_buffers() {
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SwapBuffers(hDC);
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if (use_vsync) {
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bool vsync_via_compositor_now = should_vsync_via_compositor();
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if (vsync_via_compositor_now && wglGetSwapIntervalEXT() == 0) {
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DwmFlush();
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}
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if (vsync_via_compositor_now != vsync_via_compositor) {
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// The previous frame had a different operating mode than this
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// frame. Set the 'vsync_via_compositor' member variable and the
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// OpenGL swap interval to their proper values.
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set_use_vsync(true);
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}
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}
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}
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void ContextGL_Windows::set_use_vsync(bool p_use) {
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vsync_via_compositor = p_use && should_vsync_via_compositor();
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if (wglSwapIntervalEXT) {
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int swap_interval = (p_use && !vsync_via_compositor) ? 1 : 0;
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wglSwapIntervalEXT(swap_interval);
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}
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use_vsync = p_use;
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}
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bool ContextGL_Windows::is_using_vsync() const {
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return use_vsync;
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}
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#define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
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Error ContextGL_Windows::initialize() {
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1,
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER,
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(BYTE)PFD_TYPE_RGBA,
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(BYTE)(OS::get_singleton()->is_layered_allowed() ? 32 : 24),
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(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Color Bits Ignored
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(BYTE)(OS::get_singleton()->is_layered_allowed() ? 8 : 0), // Alpha Buffer
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(BYTE)0, // Shift Bit Ignored
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(BYTE)0, // No Accumulation Buffer
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(BYTE)0, (BYTE)0, (BYTE)0, (BYTE)0, // Accumulation Bits Ignored
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(BYTE)24, // 24Bit Z-Buffer (Depth Buffer)
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(BYTE)0, // No Stencil Buffer
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(BYTE)0, // No Auxiliary Buffer
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(BYTE)PFD_MAIN_PLANE, // Main Drawing Layer
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(BYTE)0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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hDC = GetDC(hWnd);
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if (!hDC) {
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return ERR_CANT_CREATE; // Return FALSE
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}
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pixel_format = ChoosePixelFormat(hDC, &pfd);
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if (!pixel_format) // Did Windows Find A Matching Pixel Format?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd);
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if (!ret) // Are We Able To Set The Pixel Format?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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hRC = wglCreateContext(hDC);
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if (!hRC) // Are We Able To Get A Rendering Context?
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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wglMakeCurrent(hDC, hRC);
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if (opengl_3_context) {
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int attribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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//and it shall be forward compatible so that we can only use up to date functionality
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/,
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0
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}; //zero indicates the end of the array
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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if (wglCreateContextAttribsARB == NULL) //OpenGL 3.0 is not supported
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{
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wglDeleteContext(hRC);
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return ERR_CANT_CREATE;
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}
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HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
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if (!new_hRC) {
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wglDeleteContext(hRC);
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return ERR_CANT_CREATE; // Return false
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}
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wglMakeCurrent(hDC, NULL);
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wglDeleteContext(hRC);
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hRC = new_hRC;
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if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
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{
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return ERR_CANT_CREATE; // Return FALSE
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}
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hRC_offscreen = wglCreateContextAttribsARB(hDC, 0, attribs);
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}
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wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
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//glWrapperInit(wrapper_get_proc_address);
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return OK;
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}
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ContextGL_Windows::ContextGL_Windows(HWND hwnd, bool p_opengl_3_context) {
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opengl_3_context = p_opengl_3_context;
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hWnd = hwnd;
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hRC_offscreen = NULL;
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use_vsync = false;
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vsync_via_compositor = false;
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}
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ContextGL_Windows::~ContextGL_Windows() {
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}
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#endif
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