b50a9114b1
Happy new year to the wonderful Godot community!
203 lines
6.8 KiB
C++
203 lines
6.8 KiB
C++
/*************************************************************************/
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/* context_gl_win.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#if defined(OPENGL_ENABLED) || defined(GLES_ENABLED)
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// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2008
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#include "context_gl_win.h"
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#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
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#define WGL_CONTEXT_FLAGS_ARB 0x2094
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#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
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typedef HGLRC(APIENTRY *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int *);
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void ContextGL_Win::release_current() {
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wglMakeCurrent(hDC, NULL);
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}
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void ContextGL_Win::make_current() {
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wglMakeCurrent(hDC, hRC);
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}
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int ContextGL_Win::get_window_width() {
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return OS::get_singleton()->get_video_mode().width;
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}
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int ContextGL_Win::get_window_height() {
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return OS::get_singleton()->get_video_mode().height;
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}
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void ContextGL_Win::swap_buffers() {
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SwapBuffers(hDC);
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}
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/*
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static GLWrapperFuncPtr wrapper_get_proc_address(const char* p_function) {
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print_line(String()+"getting proc of: "+p_function);
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GLWrapperFuncPtr func=(GLWrapperFuncPtr)get_gl_proc_address(p_function);
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if (!func) {
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print_line("Couldn't find function: "+String(p_function));
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print_line("error: "+itos(GetLastError()));
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}
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return func;
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}
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*/
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void ContextGL_Win::set_use_vsync(bool p_use) {
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if (wglSwapIntervalEXT) {
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wglSwapIntervalEXT(p_use ? 1 : 0);
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}
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use_vsync = p_use;
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}
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bool ContextGL_Win::is_using_vsync() const {
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return use_vsync;
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}
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#define _WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
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Error ContextGL_Win::initialize() {
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1,
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER,
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PFD_TYPE_RGBA,
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24,
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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24, // 24Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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hDC = GetDC(hWnd);
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if (!hDC) {
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MessageBox(NULL, "Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return ERR_CANT_CREATE; // Return FALSE
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}
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pixel_format = ChoosePixelFormat(hDC, &pfd);
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if (!pixel_format) // Did Windows Find A Matching Pixel Format?
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{
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MessageBox(NULL, "Can't Find A Suitable pixel_format.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return ERR_CANT_CREATE; // Return FALSE
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}
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BOOL ret = SetPixelFormat(hDC, pixel_format, &pfd);
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if (!ret) // Are We Able To Set The Pixel Format?
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{
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MessageBox(NULL, "Can't Set The pixel_format.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return ERR_CANT_CREATE; // Return FALSE
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}
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hRC = wglCreateContext(hDC);
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if (!hRC) // Are We Able To Get A Rendering Context?
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{
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MessageBox(NULL, "Can't Create A Temporary GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return ERR_CANT_CREATE; // Return FALSE
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}
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wglMakeCurrent(hDC, hRC);
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if (opengl_3_context) {
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int attribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3, //we want a 3.3 context
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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//and it shall be forward compatible so that we can only use up to date functionality
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*| _WGL_CONTEXT_DEBUG_BIT_ARB*/,
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0
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}; //zero indicates the end of the array
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method
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wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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if (wglCreateContextAttribsARB == NULL) //OpenGL 3.0 is not supported
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{
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MessageBox(NULL, "Cannot get Proc Address for CreateContextAttribs", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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wglDeleteContext(hRC);
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return ERR_CANT_CREATE;
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}
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HGLRC new_hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
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if (!new_hRC) {
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wglDeleteContext(hRC);
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MessageBox(NULL, "Can't Create An OpenGL 3.3 Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return ERR_CANT_CREATE; // Return false
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}
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wglMakeCurrent(hDC, NULL);
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wglDeleteContext(hRC);
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hRC = new_hRC;
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if (!wglMakeCurrent(hDC, hRC)) // Try To Activate The Rendering Context
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{
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MessageBox(NULL, "Can't Activate The GL 3.3 Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return ERR_CANT_CREATE; // Return FALSE
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}
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}
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wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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//glWrapperInit(wrapper_get_proc_address);
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return OK;
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}
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ContextGL_Win::ContextGL_Win(HWND hwnd, bool p_opengl_3_context) {
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opengl_3_context = p_opengl_3_context;
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hWnd = hwnd;
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use_vsync = false;
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}
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ContextGL_Win::~ContextGL_Win() {
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}
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#endif
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