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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
OpenGL multiple canvas support
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efab1299ca
commit
08c0195cba
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@ -37,7 +37,7 @@ GFX_ImplementTextureProfile( BackBufferDepthProfile,
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GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
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: GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
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, mCopyFBO(0), mBackBufferFBO(0)
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, mCopyFBO(0), mBackBufferFBO(0), mSecondaryWindow(false)
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{
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win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
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}
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@ -52,7 +52,14 @@ GFXGLWindowTarget::~GFXGLWindowTarget()
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void GFXGLWindowTarget::resetMode()
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{
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if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen())
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// Do some validation...
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bool fullscreen = mWindow->getVideoMode().fullScreen;
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if (fullscreen && mSecondaryWindow)
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{
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AssertFatal(false, "GFXGLWindowTarget::resetMode - Cannot go fullscreen with secondary window!");
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}
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if(fullscreen != mWindow->isFullscreen())
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{
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_teardownCurrentMode();
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_setupNewMode();
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@ -50,6 +50,9 @@ public:
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virtual void resolveTo(GFXTextureObject* obj);
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void _onAppSignal(WindowId wnd, S32 event);
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// create pixel format for the window
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void createPixelFormat();
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private:
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friend class GFXGLDevice;
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@ -58,6 +61,8 @@ private:
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GFXTexHandle mBackBufferColorTex, mBackBufferDepthTex;
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Point2I size;
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GFXDevice* mDevice;
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/// Is this a secondary window
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bool mSecondaryWindow;
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void* mContext;
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void* mFullscreenContext;
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void _teardownCurrentMode();
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@ -66,6 +71,7 @@ private:
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void _WindowPresent();
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//set this windows context to be current
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void _makeContextCurrent();
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};
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#endif
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@ -191,19 +191,21 @@ U32 GFXGLDevice::getTotalVideoMemory()
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GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
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{
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AssertFatal(!mContext, "This GFXGLDevice is already assigned to a window");
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GFXGLWindowTarget* ggwt = 0;
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if( !mContext )
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{
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// no context, init the device now
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init(window->getVideoMode(), window);
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ggwt = new GFXGLWindowTarget(window, this);
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ggwt->registerResourceWithDevice(this);
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ggwt->mContext = mContext;
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}
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GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
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return ggwt;
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//first window
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if (!mContext)
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{
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init(window->getVideoMode(), window);
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ggwt->mSecondaryWindow = false;
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}
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else
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ggwt->mSecondaryWindow = true;
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ggwt->registerResourceWithDevice(this);
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ggwt->mContext = mContext;
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return ggwt;
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}
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GFXFence* GFXGLDevice::_createPlatformSpecificFence()
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@ -255,14 +255,6 @@ void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
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HDC hdcGL = GetDC( hwnd );
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AssertFatal( hdcGL != NULL, "Failed to create device context" );
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// Create pixel format descriptor...
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PIXELFORMATDESCRIPTOR pfd;
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CreatePixelFormat( &pfd, 32, 0, 0, false ); // 32 bit color... We do not need depth or stencil, OpenGL renders into a FBO and then copy the image to window
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if( !SetPixelFormat( hdcGL, ChoosePixelFormat( hdcGL, &pfd ), &pfd ) )
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{
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AssertFatal( false, "GFXGLDevice::init - cannot get the one and only pixel format we check for." );
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}
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int OGL_MAJOR = 3;
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int OGL_MINOR = 2;
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@ -330,13 +322,21 @@ U32 GFXGLDevice::getTotalVideoMemory()
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//------------------------------------------------------------------------------
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GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
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GFXWindowTarget *GFXGLDevice::allocWindowTarget(PlatformWindow *window)
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{
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AssertFatal(!mContext, "");
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init(window->getVideoMode(), window);
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GFXGLWindowTarget *ggwt = new GFXGLWindowTarget(window, this);
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ggwt->registerResourceWithDevice(this);
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ggwt->createPixelFormat();
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//first window
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if (!mContext)
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{
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init(window->getVideoMode(), window);
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ggwt->mSecondaryWindow = false;
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}
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else
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ggwt->mSecondaryWindow = true;
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ggwt->mContext = mContext;
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AssertFatal(ggwt->mContext, "GFXGLDevice::allocWindowTarget - failed to allocate window target!");
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@ -364,15 +364,32 @@ void GFXGLWindowTarget::_setupNewMode()
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{
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}
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void GFXGLWindowTarget::createPixelFormat()
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{
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HWND hwnd = GETHWND(mWindow);
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// Create a device context
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HDC hdcGL = GetDC(hwnd);
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AssertFatal(hdcGL != NULL, "GFXGLWindowTarget::createPixelFormat() - Failed to create device context");
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// Create pixel format descriptor...
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PIXELFORMATDESCRIPTOR pfd;
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CreatePixelFormat(&pfd, 32, 0, 0, false); // 32 bit color... We do not need depth or stencil, OpenGL renders into a FBO and then copy the image to window
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if (!SetPixelFormat(hdcGL, ChoosePixelFormat(hdcGL, &pfd), &pfd))
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{
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AssertFatal(false, "GFXGLWindowTarget::createPixelFormat() - cannot get the one and only pixel format we check for.");
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}
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}
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void GFXGLWindowTarget::_makeContextCurrent()
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{
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HWND hwnd = GETHWND(getWindow());
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HDC hdc = GetDC(hwnd);
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if (!wglMakeCurrent(hdc, (HGLRC)mContext))
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{
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//HRESULT if needed for debug
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//HRESULT hr = HRESULT_FROM_WIN32(GetLastError());
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AssertFatal(false, "GFXGLWindowTarget::_makeContextCurrent() - cannot make our context current.");
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}
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}
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}
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