godot/platform/windows/context_gl_win.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

221 lines
6.9 KiB
C++

/*************************************************************************/
/* context_gl_win.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED) || defined(GLES2_ENABLED)
//
// C++ Implementation: context_gl_x11
//
// Description:
//
//
// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2008
//
// Copyright: See COPYING file that comes with this distribution
//
//
#define WINVER 0x0500
#include "context_gl_win.h"
//#include "drivers/opengl/glwrapper.h"
//#include "ctxgl_procaddr.h"
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
typedef HGLRC (APIENTRY* PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*);
void ContextGL_Win::release_current() {
wglMakeCurrent(hDC,NULL);
}
void ContextGL_Win::make_current() {
wglMakeCurrent(hDC,hRC);
}
int ContextGL_Win::get_window_width() {
return OS::get_singleton()->get_video_mode().width;
}
int ContextGL_Win::get_window_height() {
return OS::get_singleton()->get_video_mode().height;
}
void ContextGL_Win::swap_buffers() {
SwapBuffers(hDC);
}
/*
static GLWrapperFuncPtr wrapper_get_proc_address(const char* p_function) {
print_line(String()+"getting proc of: "+p_function);
GLWrapperFuncPtr func=(GLWrapperFuncPtr)get_gl_proc_address(p_function);
if (!func) {
print_line("Couldn't find function: "+String(p_function));
print_line("error: "+itos(GetLastError()));
}
return func;
}
*/
void ContextGL_Win::set_use_vsync(bool p_use) {
if (wglSwapIntervalEXT) {
wglSwapIntervalEXT(p_use?1:0);
}
use_vsync=p_use;
}
bool ContextGL_Win::is_using_vsync() const {
return use_vsync;
}
Error ContextGL_Win::initialize() {
static PIXELFORMATDESCRIPTOR pfd= {
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1,
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
24,
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0,// No Alpha Buffer
0,// Shift Bit Ignored
0,// No Accumulation Buffer
0, 0, 0, 0,// Accumulation Bits Ignored
24,// 24Bit Z-Buffer (Depth Buffer)
0,// No Stencil Buffer
0,// No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0,// Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) {
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ERR_CANT_CREATE; // Return FALSE
}
if (!(pixel_format=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
MessageBox(NULL,"Can't Find A Suitable pixel_format.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ERR_CANT_CREATE; // Return FALSE
}
if(!SetPixelFormat(hDC,pixel_format,&pfd)) // Are We Able To Set The Pixel Format?
{
MessageBox(NULL,"Can't Set The pixel_format.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ERR_CANT_CREATE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
MessageBox(NULL,"Can't Create A Temporary GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ERR_CANT_CREATE; // Return FALSE
}
wglMakeCurrent(hDC,hRC);
if (opengl_3_context) {
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,//we want a 3.1 context
WGL_CONTEXT_MINOR_VERSION_ARB, 2,
//and it shall be forward compatible so that we can only use up to date functionality
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
0}; //zero indicates the end of the array
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress("wglCreateContextAttribsARB");
if(wglCreateContextAttribsARB == NULL) //OpenGL 3.0 is not supported
{
MessageBox(NULL,"Cannot get Proc Adress for CreateContextAttribs", "ERROR",MB_OK|MB_ICONEXCLAMATION);
wglDeleteContext(hRC);
return ERR_CANT_CREATE;
}
HGLRC new_hRC;
if (!(new_hRC=wglCreateContextAttribsARB(hDC,0, attribs)))
{
wglDeleteContext(hRC);
MessageBox(NULL,"Can't Create An OpenGL 3.1 Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ERR_CANT_CREATE; // Return false
}
wglMakeCurrent(hDC,NULL);
wglDeleteContext(hRC);
hRC=new_hRC;
if (!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
MessageBox(NULL,"Can't Activate The GL 3.1 Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return ERR_CANT_CREATE; // Return FALSE
}
printf("Activated GL 3.1 context");
}
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress ("wglSwapIntervalEXT");
// glWrapperInit(wrapper_get_proc_address);
return OK;
}
ContextGL_Win::ContextGL_Win(HWND hwnd,bool p_opengl_3_context) {
opengl_3_context=p_opengl_3_context;
hWnd=hwnd;
use_vsync=false;
}
ContextGL_Win::~ContextGL_Win() {
}
#endif