ddnet/src/engine/client/backend_sdl.h

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#include "SDL.h"
#include "SDL_opengl.h"
#include "graphics_threaded.h"
// platform dependent implementations for transfering render context from the main thread to the graphics thread
// TODO: when SDL 1.3 comes, this can be removed
#if defined(CONF_FAMILY_WINDOWS)
struct SGLContext
{
HDC m_hDC;
HGLRC m_hGLRC;
};
static SGLContext GL_GetCurrentContext()
{
SGLContext Context;
Context.m_hDC = wglGetCurrentDC();
Context.m_hGLRC = wglGetCurrentContext();
return Context;
}
static void GL_MakeCurrent(const SGLContext &Context) { wglMakeCurrent(Context.m_hDC, Context.m_hGLRC); }
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static void GL_ReleaseContext(const SGLContext &Context) { wglMakeCurrent(NULL, NULL); }
static void GL_SwapBuffers(const SGLContext &Context) { SwapBuffers(Context.m_hDC); }
#elif defined(CONF_PLATFORM_MACOSX)
#warning Untested implementation. I have no Mac OS X machine to test on. Please test, verify, fix and then remove this warning
struct SGLContext
{
AGLDrawable m_Drawable;
AGLContext m_Context;
};
static SGLContext GL_GetCurrentContext()
{
SGLContext Context;
Context.m_Drawable = aglGetCurrentDrawable();
Context.m_Context = aglGetCurrentContext();
return Context;
}
static void GL_MakeCurrent(const SGLContext &Context) { aglMakeCurrent(Context.m_Drawable, Context.m_Context); }
static void GL_ReleaseContext(const SGLContext &Context) { aglMakeCurrent(Context.m_Drawable, NULL); }
static void GL_SwapBuffers(const SGLContext &Context) { aglSwapBuffers(Context.m_Drawable); }
#elif defined(CONF_FAMILY_UNIX)
#include <GL/glx.h>
struct SGLContext
{
Display *m_pDisplay;
GLXDrawable m_Drawable;
GLXContext m_Context;
};
static SGLContext GL_GetCurrentContext()
{
SGLContext Context;
Context.m_pDisplay = glXGetCurrentDisplay();
Context.m_Drawable = glXGetCurrentDrawable();
Context.m_Context = glXGetCurrentContext();
return Context;
}
static void GL_MakeCurrent(const SGLContext &Context) { glXMakeCurrent(Context.m_pDisplay, Context.m_Drawable, Context.m_Context); }
static void GL_ReleaseContext(const SGLContext &Context) { glXMakeCurrent(Context.m_pDisplay, None, 0x0); }
static void GL_SwapBuffers(const SGLContext &Context) { glXSwapBuffers(Context.m_pDisplay, Context.m_Drawable); }
#else
#error missing implementation
#endif
// basic threaded backend, abstract, missing init and shutdown functions
class CGraphicsBackend_Threaded : public IGraphicsBackend
{
public:
// constructed on the main thread, the rest of the functions is runned on the render thread
class ICommandProcessor
{
public:
virtual ~ICommandProcessor() {}
virtual void RunBuffer(CCommandBuffer *pBuffer) = 0;
};
CGraphicsBackend_Threaded();
virtual void RunBuffer(CCommandBuffer *pBuffer);
virtual bool IsIdle() const;
virtual void WaitForIdle();
protected:
void StartProcessor(ICommandProcessor *pProcessor);
void StopProcessor();
private:
ICommandProcessor *m_pProcessor;
CCommandBuffer * volatile m_pBuffer;
volatile bool m_Shutdown;
semaphore m_Activity;
semaphore m_BufferDone;
void *m_pThread;
static void ThreadFunc(void *pUser);
};
// takes care of implementation independent operations
class CCommandProcessorFragment_General
{
void Cmd_Nop();
void Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand);
public:
bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
};
// takes care of opengl related rendering
class CCommandProcessorFragment_OpenGL
{
GLuint m_aTextures[CCommandBuffer::MAX_TEXTURES];
static int TexFormatToOpenGLFormat(int TexFormat);
void SetState(const CCommandBuffer::SState &State);
void Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand);
void Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand);
void Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand);
void Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand);
void Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand);
void Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand);
public:
CCommandProcessorFragment_OpenGL();
bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand);
};
// takes care of sdl related commands
class CCommandProcessorFragment_SDL
{
// SDL stuff
SGLContext m_GLContext;
public:
enum
{
CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM,
CMD_SHUTDOWN,
};
struct SCommand_Init : public CCommandBuffer::SCommand
{
SCommand_Init() : SCommand(CMD_INIT) {}
SGLContext m_Context;
};
struct SCommand_Shutdown : public CCommandBuffer::SCommand
{
SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {}
};
private:
void Cmd_Init(const SCommand_Init *pCommand);
void Cmd_Shutdown(const SCommand_Shutdown *pCommand);
void Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand);
void Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand);
public:
CCommandProcessorFragment_SDL();
bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand);
};
// command processor impelementation, uses the fragments to combine into one processor
class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor
{
CCommandProcessorFragment_OpenGL m_OpenGL;
CCommandProcessorFragment_SDL m_SDL;
CCommandProcessorFragment_General m_General;
public:
virtual void RunBuffer(CCommandBuffer *pBuffer);
};
// graphics backend implemented with SDL and OpenGL
class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded
{
SDL_Surface *m_pScreenSurface;
ICommandProcessor *m_pProcessor;
SGLContext m_GLContext;
public:
virtual int Init(const char *pName, int Width, int Height, int FsaaSamples, int Flags);
virtual int Shutdown();
virtual void Minimize();
virtual void Maximize();
virtual int WindowActive();
virtual int WindowOpen();
};