/* ** sdlglvideo.h ** **--------------------------------------------------------------------------- ** Copyright 2012-2014 Alexey Lysiuk ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // IMPORTANT NOTE! // This file was intentially named sdlglvideo.h but it has nothing with SDL // The name was selected to avoid spreding of changes over the project // The same applies to SDLGLFB class // See gl/system/gl_framebuffer.h for details about its usage #ifndef COCOA_SDLGLVIDEO_H_INCLUDED #define COCOA_SDLGLVIDEO_H_INCLUDED #include "v_video.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_hwtexture.h" class SDLGLFB : public DFrameBuffer { public: // This must have the same parameters as the Windows version, even if they are not used! SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen); ~SDLGLFB(); virtual bool Lock(bool buffered = true); virtual void Unlock(); virtual bool IsLocked(); virtual bool IsFullscreen(); virtual void SetVSync(bool vsync); int GetClientWidth(); int GetClientHeight(); protected: int m_lock; bool m_isUpdatePending; static const uint32_t GAMMA_CHANNEL_SIZE = 256; static const uint32_t GAMMA_CHANNEL_COUNT = 3; static const uint32_t GAMMA_TABLE_SIZE = GAMMA_CHANNEL_SIZE * GAMMA_CHANNEL_COUNT; bool m_supportsGamma; WORD m_originalGamma[GAMMA_TABLE_SIZE]; SDLGLFB(); void InitializeState(); bool CanUpdate(); void SwapBuffers(); void SetGammaTable(WORD* table); void ResetGammaTable(); }; #endif // COCOA_SDLGLVIDEO_H_INCLUDED