mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
173 lines
6.4 KiB
C++
173 lines
6.4 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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#include "windowManager/platformWindow.h"
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLWindowTarget.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "postFx/postEffect.h"
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GFX_ImplementTextureProfile( BackBufferDepthProfile,
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GFXTextureProfile::DiffuseMap,
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GFXTextureProfile::PreserveSize |
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GFXTextureProfile::NoMipmap |
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GFXTextureProfile::ZTarget |
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GFXTextureProfile::Pooled,
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GFXTextureProfile::NONE );
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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), mSecondaryWindow(false)
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{
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win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
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}
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GFXGLWindowTarget::~GFXGLWindowTarget()
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{
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if(glIsFramebuffer(mCopyFBO))
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{
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glDeleteFramebuffers(1, &mCopyFBO);
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}
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}
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void GFXGLWindowTarget::resetMode()
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{
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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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}
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GFX->beginReset();
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}
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void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event)
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{
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if(event != WindowHidden)
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return;
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// TODO: Investigate this further.
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// Opening and then closing the console results in framerate dropping at an alarming rate down to 3-4 FPS and then
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// rebounding to it's usual level. Clearing all the volatile VBs prevents this behavior, but I can't explain why.
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// My fear is there is something fundamentally wrong with how we share objects between contexts and this is simply
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// masking the issue for the most common case.
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static_cast<GFXGLDevice*>(mDevice)->mVolatileVBs.clear();
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}
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void GFXGLWindowTarget::resolveTo(GFXTextureObject* obj)
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{
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AssertFatal(dynamic_cast<GFXGLTextureObject*>(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject");
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GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(obj);
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if( GFXGL->mCapabilities.copyImage )
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{
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if(mBackBufferColorTex.getWidth() == glTexture->getWidth()
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&& mBackBufferColorTex.getHeight() == glTexture->getHeight()
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&& mBackBufferColorTex.getFormat() == glTexture->getFormat())
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{
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glCopyImageSubData(
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static_cast<GFXGLTextureObject*>(mBackBufferColorTex.getPointer())->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
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glTexture->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
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getSize().x, getSize().y, 1);
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return;
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}
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}
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PRESERVE_FRAMEBUFFER();
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if(!mCopyFBO)
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{
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glGenFramebuffers(1, &mCopyFBO);
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mCopyFBO);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexture->getHandle(), 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO);
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glBlitFramebuffer(0, 0, getSize().x, getSize().y,
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0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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inline void GFXGLWindowTarget::_setupAttachments()
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{
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glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
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GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO);
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const Point2I dstSize = getSize();
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mBackBufferColorTex.set(dstSize.x, dstSize.y, getFormat(), &PostFxTargetProfile, "backBuffer");
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GFXGLTextureObject *color = static_cast<GFXGLTextureObject*>(mBackBufferColorTex.getPointer());
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color->getHandle(), 0);
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mBackBufferDepthTex.set(dstSize.x, dstSize.y, GFXFormatD24S8, &BackBufferDepthProfile, "backBuffer");
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GFXGLTextureObject *depth = static_cast<GFXGLTextureObject*>(mBackBufferDepthTex.getPointer());
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth->getHandle(), 0);
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}
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void GFXGLWindowTarget::makeActive()
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{
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//make the rendering context active on this window
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_makeContextCurrent();
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if(mBackBufferFBO)
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{
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glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
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GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mBackBufferFBO);
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}
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else
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{
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glGenFramebuffers(1, &mBackBufferFBO);
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_setupAttachments();
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CHECK_FRAMEBUFFER_STATUS();
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}
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}
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bool GFXGLWindowTarget::present()
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{
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PRESERVE_FRAMEBUFFER();
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const Point2I srcSize = mBackBufferColorTex.getWidthHeight();
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const Point2I dstSize = getSize();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mBackBufferFBO);
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// OpenGL render upside down for make render more similar to DX.
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// Final screen are corrected here
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glBlitFramebuffer(
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0, 0, srcSize.x, srcSize.y,
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0, dstSize.y, dstSize.x, 0, // Y inverted
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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_WindowPresent();
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if(srcSize != dstSize || mBackBufferDepthTex.getWidthHeight() != dstSize)
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_setupAttachments();
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return true;
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}
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