mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
292 lines
8.5 KiB
C++
292 lines
8.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#if defined( TORQUE_SDL ) && !defined( TORQUE_DEDICATED )
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#include "gfx/gfxCubemap.h"
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#include "gfx/screenshot.h"
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLVertexBuffer.h"
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#include "gfx/gl/gfxGLPrimitiveBuffer.h"
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#include "gfx/gl/gfxGLTextureTarget.h"
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#include "gfx/gl/gfxGLWindowTarget.h"
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#include "gfx/gl/gfxGLTextureManager.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLCubemap.h"
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#include "gfx/gl/gfxGLCardProfiler.h"
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#include "windowManager/sdl/sdlWindow.h"
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#include "platform/platformGL.h"
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#include "SDL.h"
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extern void loadGLCore();
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extern void loadGLExtensions(void* context);
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void EnumerateVideoModes(Vector<GFXVideoMode>& outModes)
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{
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int count = SDL_GetNumDisplayModes( 0 );
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if( count < 0)
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{
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AssertFatal(0, "");
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return;
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}
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SDL_DisplayMode mode;
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for(int i = 0; i < count; ++i)
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{
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SDL_GetDisplayMode( 0, i, &mode);
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GFXVideoMode outMode;
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outMode.resolution.set( mode.w, mode.h );
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outMode.refreshRate = mode.refresh_rate;
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// BBP = 32 for some reason the engine knows it should be 32, but then we
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// add some extra code to break what the engine knows.
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//outMode.bitDepth = SDL_BYTESPERPIXEL( mode.format ); // sets bitdepths to 4
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//outMode.bitDepth = SDL_BITSPERPIXEL(mode.format); // sets bitdepth to 24
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// hardcoded magic numbers ftw
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// This value is hardcoded in DX, probably to avoid the shenanigans going on here
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outMode.bitDepth = 32;
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outMode.wideScreen = (mode.w / mode.h) > (4 / 3);
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outMode.fullScreen = true;
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outModes.push_back( outMode );
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}
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}
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void GFXGLDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
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{
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#ifdef TORQUE_TESTS_ENABLED
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return;
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#endif
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AssertFatal( SDL_WasInit(SDL_INIT_VIDEO), "");
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PlatformGL::init(); // for hints about context creation
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// Create a dummy window & openGL context so that gl functions can be used here
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SDL_Window* tempWindow = SDL_CreateWindow(
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"", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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640, // width, in pixels
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480, // height, in pixels
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SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN // flags - see below
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);
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if (!tempWindow)
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{
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const char* err = SDL_GetError();
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Con::printf(err);
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AssertFatal(0, err);
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return;
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}
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SDL_ClearError();
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
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SDL_GLContext tempContext = SDL_GL_CreateContext( tempWindow );
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if( !tempContext )
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{
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const char *err = SDL_GetError();
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Con::printf( err );
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AssertFatal(0, err );
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return;
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}
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SDL_ClearError();
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SDL_GL_MakeCurrent( tempWindow, tempContext );
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const char *err = SDL_GetError();
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if( err && err[0] )
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{
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Con::printf( err );
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AssertFatal(0, err );
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}
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// Init GL
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loadGLCore();
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loadGLExtensions(tempContext);
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//check minimun Opengl 3.3
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int major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if( major < 3 || ( major == 3 && minor < 3 ) )
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{
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return;
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}
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// Set our sdl attribute to use this version.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
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//check for required extensions
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if (!gglHasExtension(ARB_texture_cube_map_array))
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{
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Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_texture_cube_map_array");
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return;
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}
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if (!gglHasExtension(ARB_gpu_shader5))
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{
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Con::warnf("Adapater supports OpenGL 3.3 but doesnt support GL_ARB_gpu_shader5");
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return;
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}
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GFXAdapter *toAdd = new GFXAdapter;
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toAdd->mIndex = 0;
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const char* renderer = (const char*) glGetString( GL_RENDERER );
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AssertFatal( renderer != NULL, "GL_RENDERER returned NULL!" );
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if (renderer)
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{
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dStrcpy(toAdd->mName, renderer, GFXAdapter::MaxAdapterNameLen);
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dStrcat(toAdd->mName, " OpenGL", GFXAdapter::MaxAdapterNameLen);
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}
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else
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dStrcpy(toAdd->mName, "OpenGL", GFXAdapter::MaxAdapterNameLen);
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toAdd->mType = OpenGL;
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F32 shaderModel = 3.3f;
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if (major == 4)
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{
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if (minor == 0)
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shaderModel = 4.00f; // GLSL 4.00
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else if (minor == 1)
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shaderModel = 4.10f; // GLSL 4.10
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else if (minor == 2)
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shaderModel = 4.20f; // GLSL 4.20
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else if (minor == 3)
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shaderModel = 4.30f; // GLSL 4.30
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else if (minor == 4)
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shaderModel = 4.40f; // GLSL 4.40
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else if (minor == 5)
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shaderModel = 4.50f; // GLSL 4.50
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else if (minor == 6)
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shaderModel = 4.60f; // GLSL 4.60
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}
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toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
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// Enumerate all available resolutions:
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EnumerateVideoModes(toAdd->mAvailableModes);
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// Add to the list of available adapters.
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adapterList.push_back(toAdd);
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// Cleanup window & open gl context
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SDL_DestroyWindow( tempWindow );
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SDL_GL_DeleteContext( tempContext );
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}
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void GFXGLDevice::enumerateVideoModes()
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{
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mVideoModes.clear();
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EnumerateVideoModes(mVideoModes);
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}
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void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
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{
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AssertFatal(window, "GFXGLDevice::init - no window specified, can't init device without a window!");
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PlatformWindowSDL* sdlWindow = dynamic_cast<PlatformWindowSDL*>(window);
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AssertFatal(sdlWindow, "Window is not a valid PlatformWindowSDL object");
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// Create OpenGL context
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mContext = PlatformGL::CreateContextGL( sdlWindow );
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PlatformGL::MakeCurrentGL( sdlWindow, mContext );
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loadGLCore();
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loadGLExtensions(mContext);
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// It is very important that extensions be loaded before we call initGLState()
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initGLState();
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mProjectionMatrix.identity();
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mInitialized = true;
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deviceInited();
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}
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bool GFXGLDevice::beginSceneInternal()
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{
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mCanCurrentlyRender = true;
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return true;
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}
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U32 GFXGLDevice::getTotalVideoMemory()
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{
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return getTotalVideoMemory_GL_EXT();
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}
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//------------------------------------------------------------------------------
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GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
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{
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GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
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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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{
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return NULL;
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}
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//-----------------------------------------------------------------------------
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void GFXGLWindowTarget::_WindowPresent()
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{
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SDL_GL_SwapWindow( static_cast<PlatformWindowSDL*>( getWindow() )->getSDLWindow() );
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}
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void GFXGLWindowTarget::_teardownCurrentMode()
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{
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}
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void GFXGLWindowTarget::_setupNewMode()
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{
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}
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void GFXGLWindowTarget::_makeContextCurrent()
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{
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PlatformGL::MakeCurrentGL(mWindow, mContext);
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}
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#endif
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