That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
81 lines
3 KiB
C++
81 lines
3 KiB
C++
/*************************************************************************/
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/* context_gl_haiku.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#include "context_gl_haiku.h"
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#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED)
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ContextGL_Haiku::ContextGL_Haiku(HaikuDirectWindow* p_window) {
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window = p_window;
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uint32 type = BGL_RGB | BGL_DOUBLE | BGL_DEPTH;
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view = new HaikuGLView(window->Bounds(), type);
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use_vsync = false;
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}
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ContextGL_Haiku::~ContextGL_Haiku() {
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delete view;
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}
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Error ContextGL_Haiku::initialize() {
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window->AddChild(view);
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window->SetHaikuGLView(view);
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return OK;
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}
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void ContextGL_Haiku::release_current() {
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view->UnlockGL();
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}
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void ContextGL_Haiku::make_current() {
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view->LockGL();
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}
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void ContextGL_Haiku::swap_buffers() {
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view->SwapBuffers(use_vsync);
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}
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int ContextGL_Haiku::get_window_width() {
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return window->Bounds().IntegerWidth();
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}
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int ContextGL_Haiku::get_window_height() {
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return window->Bounds().IntegerHeight();
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}
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void ContextGL_Haiku::set_use_vsync(bool p_use) {
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use_vsync = p_use;
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}
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bool ContextGL_Haiku::is_using_vsync() const {
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return use_vsync;
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}
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#endif
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