#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); } 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) #include class semaphore { SDL_sem *sem; public: semaphore() { sem = SDL_CreateSemaphore(0); } ~semaphore() { SDL_DestroySemaphore(sem); } void wait() { SDL_SemWait(sem); } void signal() { SDL_SemPost(sem); } }; struct SGLContext { AGLContext m_Context; }; static SGLContext GL_GetCurrentContext() { SGLContext Context; Context.m_Context = aglGetCurrentContext(); return Context; } static void GL_MakeCurrent(const SGLContext &Context) { aglSetCurrentContext(Context.m_Context); } static void GL_ReleaseContext(const SGLContext &Context) { aglSetCurrentContext(NULL); } static void GL_SwapBuffers(const SGLContext &Context) { aglSwapBuffers(Context.m_Context); } #elif defined(CONF_FAMILY_UNIX) #include 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(); };