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90 lines
3 KiB
C++
90 lines
3 KiB
C++
/*
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** sdlglvideo.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2012-2014 Alexey Lysiuk
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// IMPORTANT NOTE!
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// This file was intentially named sdlglvideo.h but it has nothing with SDL
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// The name was selected to avoid spreding of changes over the project
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// The same applies to SDLGLFB class
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// See gl/system/gl_framebuffer.h for details about its usage
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#ifndef COCOA_SDLGLVIDEO_H_INCLUDED
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#define COCOA_SDLGLVIDEO_H_INCLUDED
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#include "v_video.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_hwtexture.h"
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class SDLGLFB : public DFrameBuffer
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{
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public:
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// This must have the same parameters as the Windows version, even if they are not used!
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SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen, bool bgra);
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~SDLGLFB();
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virtual bool Lock(bool buffered = true);
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virtual void Unlock();
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virtual bool IsLocked();
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virtual bool IsFullscreen();
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virtual void SetVSync(bool vsync);
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int GetClientWidth();
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int GetClientHeight();
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protected:
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int m_lock;
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bool m_isUpdatePending;
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static const uint32_t GAMMA_CHANNEL_SIZE = 256;
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static const uint32_t GAMMA_CHANNEL_COUNT = 3;
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static const uint32_t GAMMA_TABLE_SIZE = GAMMA_CHANNEL_SIZE * GAMMA_CHANNEL_COUNT;
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bool m_supportsGamma;
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uint16_t m_originalGamma[GAMMA_TABLE_SIZE];
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SDLGLFB();
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void InitializeState();
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bool CanUpdate();
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void SwapBuffers();
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void SetGammaTable(uint16_t* table);
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void ResetGammaTable();
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};
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#endif // COCOA_SDLGLVIDEO_H_INCLUDED
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