mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
80 lines
3.3 KiB
C++
80 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "windowManager/platformWindow.h"
|
|
#include "gfx/gl/gfxGLDevice.h"
|
|
#include "gfx/gl/gfxGLWindowTarget.h"
|
|
#include "gfx/gl/gfxGLTextureObject.h"
|
|
#include "gfx/gl/gfxGLUtils.h"
|
|
|
|
GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
|
|
: GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
|
|
{
|
|
win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
|
|
}
|
|
|
|
void GFXGLWindowTarget::resetMode()
|
|
{
|
|
if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen())
|
|
{
|
|
_teardownCurrentMode();
|
|
_setupNewMode();
|
|
}
|
|
}
|
|
|
|
void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event)
|
|
{
|
|
if(event != WindowHidden)
|
|
return;
|
|
|
|
// TODO: Investigate this further.
|
|
// Opening and then closing the console results in framerate dropping at an alarming rate down to 3-4 FPS and then
|
|
// rebounding to it's usual level. Clearing all the volatile VBs prevents this behavior, but I can't explain why.
|
|
// My fear is there is something fundamentally wrong with how we share objects between contexts and this is simply
|
|
// masking the issue for the most common case.
|
|
static_cast<GFXGLDevice*>(mDevice)->mVolatileVBs.clear();
|
|
}
|
|
|
|
void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj)
|
|
{
|
|
AssertFatal(dynamic_cast<GFXGLTextureObject*>(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject");
|
|
GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(obj);
|
|
|
|
PRESERVE_FRAMEBUFFER();
|
|
|
|
GLuint dest;
|
|
|
|
glGenFramebuffersEXT(1, &dest);
|
|
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dest);
|
|
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, glTexture->getHandle(), 0);
|
|
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
|
|
|
|
glBlitFramebufferEXT(0, 0, getSize().x, getSize().y,
|
|
0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
|
|
glDeleteFramebuffersEXT(1, &dest);
|
|
}
|