//#include "gl/system/gl_system.h" #define WIN32_LEAN_AND_MEAN #include #include #include "wglext.h" #define USE_WINDOWS_DWORD #include "win32iface.h" #include "win32gliface.h" //#include "gl/gl_intern.h" #include "x86.h" #include "templates.h" #include "version.h" #include "c_console.h" #include "hardware.h" #include "v_video.h" #include "i_input.h" #include "i_system.h" #include "doomstat.h" #include "v_text.h" #include "m_argv.h" #include "doomerrors.h" //#include "gl_defs.h" #include "gl/renderer/gl_renderer.h" #include "gl/system/gl_framebuffer.h" extern "C" { _declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; } void gl_CalculateCPUSpeed(); extern int NewWidth, NewHeight, NewBits, DisplayBits; // these get used before GLEW is initialized so we have to use separate pointers with different names PFNWGLCHOOSEPIXELFORMATARBPROC myWglChoosePixelFormatARB; // = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); PFNWGLCREATECONTEXTATTRIBSARBPROC myWglCreateContextAttribsARB; PFNWGLSWAPINTERVALEXTPROC vsyncfunc; CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { Printf("This won't take effect until " GAMENAME " is restarted.\n"); } EXTERN_CVAR(Bool, vr_enable_quadbuffered) EXTERN_CVAR(Int, vid_refreshrate) //========================================================================== // // // //========================================================================== Win32GLVideo::Win32GLVideo(int parm) : m_Modes(NULL), m_IsFullscreen(false) { #ifdef _WIN32 if (CPU.bRDTSC) gl_CalculateCPUSpeed(); #endif I_SetWndProc(); m_DisplayWidth = vid_defwidth; m_DisplayHeight = vid_defheight; m_DisplayBits = 32; m_DisplayHz = 60; GetDisplayDeviceName(); MakeModesList(); SetPixelFormat(); } //========================================================================== // // // //========================================================================== Win32GLVideo::~Win32GLVideo() { FreeModes(); if (GLRenderer != NULL) GLRenderer->FlushTextures(); } //========================================================================== // // // //========================================================================== void Win32GLVideo::SetWindowedScale(float scale) { } //========================================================================== // // // //========================================================================== struct MonitorEnumState { int curIdx; HMONITOR hFoundMonitor; }; static BOOL CALLBACK GetDisplayDeviceNameMonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData) { MonitorEnumState *state = reinterpret_cast(dwData); MONITORINFOEX mi; mi.cbSize = sizeof mi; GetMonitorInfo(hMonitor, &mi); // This assumes the monitors are returned by EnumDisplayMonitors in the // order they're found in the Direct3D9 adapters list. Fingers crossed... if (state->curIdx == vid_adapter) { state->hFoundMonitor = hMonitor; // Don't stop enumeration; this makes EnumDisplayMonitors fail. I like // proper fails. } ++state->curIdx; return TRUE; } //========================================================================== // // // //========================================================================== void Win32GLVideo::GetDisplayDeviceName() { // If anything goes wrong, anything at all, everything uses the primary // monitor. m_DisplayDeviceName = 0; m_hMonitor = 0; MonitorEnumState mes; mes.curIdx = 1; mes.hFoundMonitor = 0; // Could also use EnumDisplayDevices, I guess. That might work. if (EnumDisplayMonitors(0, 0, &GetDisplayDeviceNameMonitorEnumProc, LPARAM(&mes))) { if (mes.hFoundMonitor) { MONITORINFOEX mi; mi.cbSize = sizeof mi; if (GetMonitorInfo(mes.hFoundMonitor, &mi)) { strcpy(m_DisplayDeviceBuffer, mi.szDevice); m_DisplayDeviceName = m_DisplayDeviceBuffer; m_hMonitor = mes.hFoundMonitor; } } } } //========================================================================== // // // //========================================================================== void Win32GLVideo::MakeModesList() { ModeInfo *pMode, *nextmode; DEVMODE dm; int mode = 0; memset(&dm, 0, sizeof(DEVMODE)); dm.dmSize = sizeof(DEVMODE); while (EnumDisplaySettings(m_DisplayDeviceName, mode, &dm)) { this->AddMode(dm.dmPelsWidth, dm.dmPelsHeight, dm.dmBitsPerPel, dm.dmPelsHeight, dm.dmDisplayFrequency); ++mode; } for (pMode = m_Modes; pMode != NULL; pMode = nextmode) { nextmode = pMode->next; if (pMode->realheight == pMode->height && pMode->height * 4/3 == pMode->width) { if (pMode->width >= 360) { AddMode (pMode->width, pMode->width * 9/16, pMode->bits, pMode->height, pMode->refreshHz); } if (pMode->width > 640) { AddMode (pMode->width, pMode->width * 10/16, pMode->bits, pMode->height, pMode->refreshHz); } } } } //========================================================================== // // // //========================================================================== void Win32GLVideo::StartModeIterator(int bits, bool fs) { m_IteratorMode = m_Modes; // I think it's better to ignore the game-side settings of bit depth. // The GL renderer will always default to 32 bits because 16 bit modes cannot have a stencil buffer. m_IteratorBits = 32; m_IteratorFS = fs; } //========================================================================== // // // //========================================================================== bool Win32GLVideo::NextMode(int *width, int *height, bool *letterbox) { if (m_IteratorMode) { while (m_IteratorMode && m_IteratorMode->bits != m_IteratorBits) { m_IteratorMode = m_IteratorMode->next; } if (m_IteratorMode) { *width = m_IteratorMode->width; *height = m_IteratorMode->height; if (letterbox != NULL) *letterbox = m_IteratorMode->realheight != m_IteratorMode->height; m_IteratorMode = m_IteratorMode->next; return true; } } return false; } //========================================================================== // // // //========================================================================== void Win32GLVideo::AddMode(int x, int y, int bits, int baseHeight, int refreshHz) { ModeInfo **probep = &m_Modes; ModeInfo *probe = m_Modes; // This mode may have been already added to the list because it is // enumerated multiple times at different refresh rates. If it's // not present, add it to the right spot in the list; otherwise, do nothing. // Modes are sorted first by width, then by height, then by depth. In each // case the order is ascending. if (bits < 32) return; for (; probe != 0; probep = &probe->next, probe = probe->next) { if (probe->width != x) continue; // Width is equal if (probe->height != y) continue; // Width is equal if (probe->realheight != baseHeight) continue; // Height is equal if (probe->bits != bits) continue; // Bits is equal if (probe->refreshHz > refreshHz) return; probe->refreshHz = refreshHz; return; } *probep = new ModeInfo (x, y, bits, baseHeight, refreshHz); (*probep)->next = probe; } //========================================================================== // // // //========================================================================== void Win32GLVideo::FreeModes() { ModeInfo *mode = m_Modes; while (mode) { ModeInfo *tempmode = mode; mode = mode->next; delete tempmode; } m_Modes = NULL; } //========================================================================== // // // //========================================================================== bool Win32GLVideo::GoFullscreen(bool yes) { m_IsFullscreen = yes; m_trueHeight = m_DisplayHeight; if (yes) { // If in windowed mode, any height is good. for (ModeInfo *mode = m_Modes; mode != NULL; mode = mode->next) { if (mode->width == m_DisplayWidth && mode->height == m_DisplayHeight) { m_trueHeight = mode->realheight; break; } } } if (yes) { SetFullscreen(m_DisplayDeviceName, m_DisplayWidth, m_trueHeight, m_DisplayBits, m_DisplayHz); } else { SetFullscreen(m_DisplayDeviceName, 0,0,0,0); } return yes; } //========================================================================== // // // //========================================================================== DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool fs, DFrameBuffer *old) { Win32GLFrameBuffer *fb; m_DisplayWidth = width; m_DisplayHeight = height; m_DisplayBits = 32; m_DisplayHz = 60; if (vid_refreshrate == 0) { for (ModeInfo *mode = m_Modes; mode != NULL; mode = mode->next) { if (mode->width == m_DisplayWidth && mode->height == m_DisplayHeight && mode->bits == m_DisplayBits) { m_DisplayHz = MAX(m_DisplayHz, mode->refreshHz); } } } else { m_DisplayHz = vid_refreshrate; } if (old != NULL) { // Reuse the old framebuffer if its attributes are the same fb = static_cast (old); if (fb->m_Width == m_DisplayWidth && fb->m_Height == m_DisplayHeight && fb->m_Bits == m_DisplayBits && fb->m_RefreshHz == m_DisplayHz && fb->m_Fullscreen == fs) { return old; } //old->GetFlash(flashColor, flashAmount); delete old; } fb = new OpenGLFrameBuffer(m_hMonitor, m_DisplayWidth, m_DisplayHeight, m_DisplayBits, m_DisplayHz, fs); return fb; } //========================================================================== // // // //========================================================================== bool Win32GLVideo::SetResolution (int width, int height, int bits) { if (GLRenderer != NULL) GLRenderer->FlushTextures(); I_ShutdownGraphics(); Video = new Win32GLVideo(0); if (Video == NULL) I_FatalError ("Failed to initialize display"); bits=32; V_DoModeSetup(width, height, bits); return true; // We must return true because the old video context no longer exists. } //========================================================================== // // // //========================================================================== struct DumpAdaptersState { unsigned index; char *displayDeviceName; }; static BOOL CALLBACK DumpAdaptersMonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData) { DumpAdaptersState *state = reinterpret_cast(dwData); MONITORINFOEX mi; mi.cbSize=sizeof mi; char moreinfo[64] = ""; bool active = true; if (GetMonitorInfo(hMonitor, &mi)) { bool primary = !!(mi.dwFlags & MONITORINFOF_PRIMARY); mysnprintf(moreinfo, countof(moreinfo), " [%ldx%ld @ (%ld,%ld)]%s", mi.rcMonitor.right - mi.rcMonitor.left, mi.rcMonitor.bottom - mi.rcMonitor.top, mi.rcMonitor.left, mi.rcMonitor.top, primary ? " (Primary)" : ""); if (!state->displayDeviceName && !primary) active = false;//primary selected, but this ain't primary else if (state->displayDeviceName && strcmp(state->displayDeviceName, mi.szDevice) != 0) active = false;//this isn't the selected one } Printf("%s%u. %s\n", active ? TEXTCOLOR_BOLD : "", state->index, moreinfo); ++state->index; return TRUE; } //========================================================================== // // // //========================================================================== void Win32GLVideo::DumpAdapters() { DumpAdaptersState das; das.index = 1; das.displayDeviceName = m_DisplayDeviceName; EnumDisplayMonitors(0, 0, DumpAdaptersMonitorEnumProc, LPARAM(&das)); } //========================================================================== // // // //========================================================================== HWND Win32GLVideo::InitDummy() { HMODULE g_hInst = GetModuleHandle(NULL); HWND dummy; //Create a rect structure for the size/position of the window RECT windowRect; windowRect.left = 0; windowRect.right = 64; windowRect.top = 0; windowRect.bottom = 64; //Window class structure WNDCLASS wc; //Fill in window class struct wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = (WNDPROC) DefWindowProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = g_hInst; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = "GZDoomOpenGLDummyWindow"; //Register window class if(!RegisterClass(&wc)) { return 0; } //Set window style & extended style DWORD style, exStyle; exStyle = WS_EX_CLIENTEDGE; style = WS_SYSMENU | WS_BORDER | WS_CAPTION;// | WS_VISIBLE; //Adjust the window size so that client area is the size requested AdjustWindowRectEx(&windowRect, style, false, exStyle); //Create Window if(!(dummy = CreateWindowEx(exStyle, "GZDoomOpenGLDummyWindow", "GZDOOM", WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style, 0, 0, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, NULL, NULL, g_hInst, NULL))) { UnregisterClass("GZDoomOpenGLDummyWindow", g_hInst); return 0; } ShowWindow(dummy, SW_HIDE); return dummy; } //========================================================================== // // // //========================================================================== void Win32GLVideo::ShutdownDummy(HWND dummy) { DestroyWindow(dummy); UnregisterClass("GZDoomOpenGLDummyWindow", GetModuleHandle(NULL)); } //========================================================================== // // // //========================================================================== bool Win32GLVideo::SetPixelFormat() { HDC hDC; HGLRC hRC; HWND dummy; PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, // color depth 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, // z depth 0, // stencil buffer 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; int pixelFormat; // we have to create a dummy window to init stuff from or the full init stuff fails dummy = InitDummy(); hDC = GetDC(dummy); pixelFormat = ChoosePixelFormat(hDC, &pfd); DescribePixelFormat(hDC, pixelFormat, sizeof(pfd), &pfd); ::SetPixelFormat(hDC, pixelFormat, &pfd); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); myWglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); myWglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); // any extra stuff here? wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(dummy, hDC); ShutdownDummy(dummy); return true; } //========================================================================== // // // //========================================================================== bool Win32GLVideo::SetupPixelFormat(int multisample) { int i; int colorDepth; HDC deskDC; int attributes[28]; int pixelFormat; unsigned int numFormats; float attribsFloat[] = {0.0f, 0.0f}; deskDC = GetDC(GetDesktopWindow()); colorDepth = GetDeviceCaps(deskDC, BITSPIXEL); ReleaseDC(GetDesktopWindow(), deskDC); if (myWglChoosePixelFormatARB) { attributes[0] = WGL_RED_BITS_ARB; //bits attributes[1] = 8; attributes[2] = WGL_GREEN_BITS_ARB; //bits attributes[3] = 8; attributes[4] = WGL_BLUE_BITS_ARB; //bits attributes[5] = 8; attributes[6] = WGL_ALPHA_BITS_ARB; attributes[7] = 8; attributes[8] = WGL_DEPTH_BITS_ARB; attributes[9] = 24; attributes[10] = WGL_STENCIL_BITS_ARB; attributes[11] = 8; attributes[12] = WGL_DRAW_TO_WINDOW_ARB; //required to be true attributes[13] = true; attributes[14] = WGL_SUPPORT_OPENGL_ARB; attributes[15] = true; attributes[16] = WGL_DOUBLE_BUFFER_ARB; attributes[17] = true; if (multisample > 0) { attributes[18] = WGL_SAMPLE_BUFFERS_ARB; attributes[19] = true; attributes[20] = WGL_SAMPLES_ARB; attributes[21] = multisample; i = 22; } else { i = 18; } attributes[i++] = WGL_ACCELERATION_ARB; //required to be FULL_ACCELERATION_ARB attributes[i++] = WGL_FULL_ACCELERATION_ARB; if (vr_enable_quadbuffered) { // [BB] Starting with driver version 314.07, NVIDIA GeForce cards support OpenGL quad buffered // stereo rendering with 3D Vision hardware. Select the corresponding attribute here. attributes[i++] = WGL_STEREO_ARB; attributes[i++] = true; } attributes[i++] = 0; attributes[i++] = 0; if (!myWglChoosePixelFormatARB(m_hDC, attributes, attribsFloat, 1, &pixelFormat, &numFormats)) { Printf("R_OPENGL: Couldn't choose pixel format. Retrying in compatibility mode\n"); goto oldmethod; } if (numFormats == 0) { Printf("R_OPENGL: No valid pixel formats found. Retrying in compatibility mode\n"); goto oldmethod; } } else { oldmethod: // If wglChoosePixelFormatARB is not found we have to do it the old fashioned way. static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, // color depth 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, // z depth 8, // stencil buffer 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; pixelFormat = ChoosePixelFormat(m_hDC, &pfd); DescribePixelFormat(m_hDC, pixelFormat, sizeof(pfd), &pfd); if (pfd.dwFlags & PFD_GENERIC_FORMAT) { I_Error("R_OPENGL: OpenGL driver not accelerated!"); return false; } } if (!::SetPixelFormat(m_hDC, pixelFormat, NULL)) { I_Error("R_OPENGL: Couldn't set pixel format.\n"); return false; } return true; } //========================================================================== // // // //========================================================================== bool Win32GLVideo::InitHardware (HWND Window, int multisample) { m_Window=Window; m_hDC = GetDC(Window); if (!SetupPixelFormat(multisample)) { return false; } int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB; const char *lm = Args->CheckValue("-buffermethod"); if (lm != NULL) { if (!stricmp(lm, "clientarray")) prof = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; } for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++) { m_hRC = NULL; if (myWglCreateContextAttribsARB != NULL) { // let's try to get the best version possible. Some drivers only give us the version we request // which breaks all version checks for feature support. The highest used features we use are from version 4.4, and 3.0 is a requirement. static int versions[] = { 45, 44, 43, 42, 41, 40, 33, 32, 31, 30, -1 }; for (int i = 0; versions[i] > 0; i++) { int ctxAttribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, versions[i] / 10, WGL_CONTEXT_MINOR_VERSION_ARB, versions[i] % 10, WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0, WGL_CONTEXT_PROFILE_MASK_ARB, prof, 0 }; m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs); if (m_hRC != NULL) break; } } if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB) { m_hRC = wglCreateContext(m_hDC); if (m_hRC == NULL) { I_Error("R_OPENGL: Unable to create an OpenGL render context.\n"); return false; } } if (m_hRC != NULL) { wglMakeCurrent(m_hDC, m_hRC); return true; } } // We get here if the driver doesn't support the modern context creation API which always means an old driver. I_Error ("R_OPENGL: Unable to create an OpenGL render context. Insufficient driver support for context creation\n"); return false; } //========================================================================== // // // //========================================================================== void Win32GLVideo::Shutdown() { if (m_hRC) { wglMakeCurrent(0, 0); wglDeleteContext(m_hRC); } if (m_hDC) ReleaseDC(m_Window, m_hDC); } //========================================================================== // // // //========================================================================== bool Win32GLVideo::SetFullscreen(const char *devicename, int w, int h, int bits, int hz) { DEVMODE dm; if (w==0) { ChangeDisplaySettingsEx(devicename, 0, 0, 0, 0); } else { dm.dmSize = sizeof(DEVMODE); dm.dmSpecVersion = DM_SPECVERSION;//Somebody owes me... dm.dmDriverExtra = 0;//...1 hour of my life back dm.dmPelsWidth = w; dm.dmPelsHeight = h; dm.dmBitsPerPel = bits; dm.dmDisplayFrequency = hz; dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL | DM_DISPLAYFREQUENCY; if (DISP_CHANGE_SUCCESSFUL != ChangeDisplaySettingsEx(devicename, &dm, 0, CDS_FULLSCREEN, 0)) { dm.dmFields &= ~DM_DISPLAYFREQUENCY; return DISP_CHANGE_SUCCESSFUL == ChangeDisplaySettingsEx(devicename, &dm, 0, CDS_FULLSCREEN, 0); } } return true; } //========================================================================== // // // //========================================================================== IMPLEMENT_ABSTRACT_CLASS(Win32GLFrameBuffer) //========================================================================== // // // //========================================================================== Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) : BaseWinFB(width, height) { m_Width = width; m_Height = height; m_Bits = bits; m_RefreshHz = refreshHz; m_Fullscreen = fullscreen; m_Lock=0; RECT r; LONG style, exStyle; static_cast(Video)->GoFullscreen(fullscreen); m_displayDeviceName = 0; int monX = 0, monY = 0; if (hMonitor) { MONITORINFOEX mi; mi.cbSize = sizeof mi; if (GetMonitorInfo(HMONITOR(hMonitor), &mi)) { strcpy(m_displayDeviceNameBuffer, mi.szDevice); m_displayDeviceName = m_displayDeviceNameBuffer; monX = int(mi.rcMonitor.left); monY = int(mi.rcMonitor.top); } } ShowWindow (Window, SW_SHOW); GetWindowRect(Window, &r); style = WS_VISIBLE | WS_CLIPSIBLINGS; exStyle = 0; if (fullscreen) style |= WS_POPUP; else { style |= WS_OVERLAPPEDWINDOW; exStyle |= WS_EX_WINDOWEDGE; } SetWindowLong(Window, GWL_STYLE, style); SetWindowLong(Window, GWL_EXSTYLE, exStyle); SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED); if (fullscreen) { MoveWindow(Window, monX, monY, width, GetTrueHeight(), FALSE); // And now, seriously, it IS in the right place. Promise. } else { RECT windowRect; windowRect.left = r.left; windowRect.top = r.top; windowRect.right = windowRect.left + width; windowRect.bottom = windowRect.top + height; AdjustWindowRectEx(&windowRect, style, FALSE, exStyle); MoveWindow(Window, windowRect.left, windowRect.top, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, FALSE); I_RestoreWindowedPos(); } if (!static_cast(Video)->InitHardware(Window, 0)) { vid_renderer = 0; return; } vsyncfunc = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT"); HDC hDC = GetDC(Window); m_supportsGamma = !!GetDeviceGammaRamp(hDC, (void *)m_origGamma); ReleaseDC(Window, hDC); } //========================================================================== // // // //========================================================================== Win32GLFrameBuffer::~Win32GLFrameBuffer() { ResetGammaTable(); I_SaveWindowedPos(); static_cast(Video)->SetFullscreen(m_displayDeviceName, 0,0,0,0); ShowWindow (Window, SW_SHOW); SetWindowLong(Window, GWL_STYLE, WS_VISIBLE | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW); SetWindowLong(Window, GWL_EXSTYLE, WS_EX_WINDOWEDGE); SetWindowPos(Window, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED); I_GetEvent(); static_cast(Video)->Shutdown(); } //========================================================================== // // // //========================================================================== void Win32GLFrameBuffer::InitializeState() { } //========================================================================== // // // //========================================================================== bool Win32GLFrameBuffer::CanUpdate() { if (!AppActive) return false; return true; } //========================================================================== // // // //========================================================================== void Win32GLFrameBuffer::ResetGammaTable() { if (m_supportsGamma) { HDC hDC = GetDC(Window); SetDeviceGammaRamp(hDC, (void *)m_origGamma); ReleaseDC(Window, hDC); } } void Win32GLFrameBuffer::SetGammaTable(WORD *tbl) { if (m_supportsGamma) { HDC hDC = GetDC(Window); SetDeviceGammaRamp(hDC, (void *)tbl); ReleaseDC(Window, hDC); } } //========================================================================== // // // //========================================================================== bool Win32GLFrameBuffer::Lock(bool buffered) { m_Lock++; Buffer = MemBuffer; return true; } bool Win32GLFrameBuffer::Lock () { return Lock(false); } void Win32GLFrameBuffer::Unlock () { m_Lock--; } bool Win32GLFrameBuffer::IsLocked () { return m_Lock>0;// true; } //========================================================================== // // // //========================================================================== bool Win32GLFrameBuffer::IsFullscreen() { return m_Fullscreen; } void Win32GLFrameBuffer::PaletteChanged() { } int Win32GLFrameBuffer::QueryNewPalette() { return 0; } HRESULT Win32GLFrameBuffer::GetHR() { return 0; } void Win32GLFrameBuffer::Blank () { } bool Win32GLFrameBuffer::PaintToWindow () { return false; } bool Win32GLFrameBuffer::CreateResources () { return false; } void Win32GLFrameBuffer::ReleaseResources () { } //========================================================================== // // // //========================================================================== void Win32GLFrameBuffer::SetVSync (bool vsync) { if (vsyncfunc != NULL) vsyncfunc(vsync ? 1 : 0); } void Win32GLFrameBuffer::SwapBuffers() { // Limiting the frame rate is as simple as waiting for the timer to signal this event. if (FPSLimitEvent != NULL) { WaitForSingleObject(FPSLimitEvent, 1000); } ::SwapBuffers(static_cast(Video)->m_hDC); } //========================================================================== // // // //========================================================================== void Win32GLFrameBuffer::NewRefreshRate () { if (m_Fullscreen) { setmodeneeded = true; NewWidth = screen->GetWidth(); NewHeight = screen->GetHeight(); NewBits = DisplayBits; } } int Win32GLFrameBuffer::GetClientWidth() { RECT rect = { 0 }; GetClientRect(Window, &rect); return rect.right - rect.left; } int Win32GLFrameBuffer::GetClientHeight() { RECT rect = { 0 }; GetClientRect(Window, &rect); return rect.bottom - rect.top; } IVideo *gl_CreateVideo() { return new Win32GLVideo(0); }