~ Initial SDL2 implementation

Limitation
- Dependent projects need to set NAZARA_PLATFORM_SDL2 if nazara has been build with SDL2 since OpenGL.hpp (and maybe some other headers) exposes platform details
- SDL2 window doesn't supports async window since the API isn't fitting for now
- Contexts parameters can't be changed until we close all the SDL windows (SDL limitation)
This commit is contained in:
REMqb
2019-04-03 21:17:06 +02:00
parent ffc58e9806
commit 848f05a420
42 changed files with 2943 additions and 1268 deletions

View File

@@ -12,7 +12,10 @@
#include <memory>
#include <vector>
#if defined(NAZARA_PLATFORM_WINDOWS)
#if defined(NAZARA_PLATFORM_SDL2)
#include <Nazara/Renderer/SDL2/ContextImpl.hpp>
#define CALLBACK
#elif defined(NAZARA_PLATFORM_WINDOWS)
#include <Nazara/Renderer/Win32/ContextImpl.hpp>
#elif defined(NAZARA_PLATFORM_GLX)
#include <Nazara/Renderer/GLX/ContextImpl.hpp>

View File

@@ -2,21 +2,23 @@
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Renderer/Context.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#if defined(NAZARA_PLATFORM_GLX)
#if defined(NAZARA_PLATFORM_SDL2)
#include <SDL2/SDL_video.h>
#elif defined(NAZARA_PLATFORM_GLX)
#include <Nazara/Platform/X11/Display.hpp>
#endif // NAZARA_PLATFORM_GLX
#include <Nazara/Renderer/Debug.hpp>
#include <set>
#include <sstream>
#include <stdexcept>
#include <unordered_map>
#include <Nazara/Renderer/Debug.hpp>
namespace Nz
{
@@ -28,7 +30,9 @@ namespace Nz
OpenGLFunc LoadEntry(const char* name, bool launchException = true)
{
#if defined(NAZARA_PLATFORM_WINDOWS)
#if defined(NAZARA_PLATFORM_SDL2)
OpenGLFunc entry = reinterpret_cast<OpenGLFunc>(SDL_GL_GetProcAddress(name));
#elif defined(NAZARA_PLATFORM_WINDOWS)
OpenGLFunc entry = reinterpret_cast<OpenGLFunc>(wglGetProcAddress(name));
if (!entry) // wglGetProcAddress ne fonctionne pas sur les fonctions OpenGL <= 1.1
entry = reinterpret_cast<OpenGLFunc>(GetProcAddress(openGLlibrary, name));
@@ -51,7 +55,16 @@ namespace Nz
bool LoadLibrary()
{
#ifdef NAZARA_PLATFORM_WINDOWS
#if defined(NAZARA_PLATFORM_SDL2)
if (SDL_GL_LoadLibrary(nullptr) != 0)
{
NazaraError(SDL_GetError());
return false;
}
return true;
#elif defined(NAZARA_PLATFORM_WINDOWS)
openGLlibrary = ::LoadLibraryA("opengl32.dll");
return openGLlibrary != nullptr;
@@ -62,7 +75,9 @@ namespace Nz
void UnloadLibrary()
{
#ifdef NAZARA_PLATFORM_WINDOWS
#if defined(NAZARA_PLATFORM_SDL2)
SDL_GL_UnloadLibrary();
#elif defined(NAZARA_PLATFORM_WINDOWS)
FreeLibrary(openGLlibrary);
#endif
}
@@ -75,7 +90,7 @@ namespace Nz
struct ContextStates
{
std::vector<std::pair<GarbageResourceType, GLuint>> garbage; // Les ressources à supprimer dès que possible
std::vector<std::pair<GarbageResourceType, GLuint> > garbage; // Les ressources à supprimer dès que possible
GLuint buffersBinding[BufferType_Max + 1] = {0};
GLuint currentProgram = 0;
GLuint samplers[32] = {0}; // 32 est pour l'instant la plus haute limite (GL_TEXTURE31)
@@ -158,15 +173,13 @@ namespace Nz
// Les fonctions de blend n'a aucun intérêt sans blending
if (states.blending)
{
if (currentRenderStates.dstBlend != states.dstBlend ||
currentRenderStates.srcBlend != states.srcBlend)
currentRenderStates.srcBlend != states.srcBlend)
{
glBlendFunc(BlendFunc[states.srcBlend], BlendFunc[states.dstBlend]);
currentRenderStates.dstBlend = states.dstBlend;
currentRenderStates.srcBlend = states.srcBlend;
}
}
if (states.depthBuffer)
{
@@ -187,13 +200,11 @@ namespace Nz
// Inutile de changer le mode de face culling s'il n'est pas actif
if (states.faceCulling)
{
if (currentRenderStates.cullingSide != states.cullingSide)
{
glCullFace(FaceSide[states.cullingSide]);
currentRenderStates.cullingSide = states.cullingSide;
}
}
if (currentRenderStates.faceFilling != states.faceFilling)
{
@@ -205,8 +216,8 @@ namespace Nz
if (states.stencilTest)
{
if (currentRenderStates.stencilCompare.back != states.stencilCompare.back ||
currentRenderStates.stencilReference.back != states.stencilReference.back ||
currentRenderStates.stencilWriteMask.back != states.stencilWriteMask.back)
currentRenderStates.stencilReference.back != states.stencilReference.back ||
currentRenderStates.stencilWriteMask.back != states.stencilWriteMask.back)
{
glStencilFuncSeparate(GL_BACK, RendererComparison[states.stencilCompare.back], states.stencilReference.back, states.stencilWriteMask.back);
currentRenderStates.stencilCompare.back = states.stencilCompare.back;
@@ -215,8 +226,8 @@ namespace Nz
}
if (currentRenderStates.stencilDepthFail.back != states.stencilDepthFail.back ||
currentRenderStates.stencilFail.back != states.stencilFail.back ||
currentRenderStates.stencilPass.back != states.stencilPass.back)
currentRenderStates.stencilFail.back != states.stencilFail.back ||
currentRenderStates.stencilPass.back != states.stencilPass.back)
{
glStencilOpSeparate(GL_BACK, StencilOperation[states.stencilFail.back], StencilOperation[states.stencilDepthFail.back], StencilOperation[states.stencilPass.back]);
currentRenderStates.stencilDepthFail.back = states.stencilDepthFail.back;
@@ -225,8 +236,8 @@ namespace Nz
}
if (currentRenderStates.stencilCompare.front != states.stencilCompare.front ||
currentRenderStates.stencilReference.front != states.stencilReference.front ||
currentRenderStates.stencilWriteMask.front != states.stencilWriteMask.front)
currentRenderStates.stencilReference.front != states.stencilReference.front ||
currentRenderStates.stencilWriteMask.front != states.stencilWriteMask.front)
{
glStencilFuncSeparate(GL_FRONT, RendererComparison[states.stencilCompare.front], states.stencilReference.front, states.stencilWriteMask.front);
currentRenderStates.stencilCompare.front = states.stencilCompare.front;
@@ -235,8 +246,8 @@ namespace Nz
}
if (currentRenderStates.stencilDepthFail.front != states.stencilDepthFail.front ||
currentRenderStates.stencilFail.front != states.stencilFail.front ||
currentRenderStates.stencilPass.front != states.stencilPass.front)
currentRenderStates.stencilFail.front != states.stencilFail.front ||
currentRenderStates.stencilPass.front != states.stencilPass.front)
{
glStencilOpSeparate(GL_FRONT, StencilOperation[states.stencilFail.front], StencilOperation[states.stencilDepthFail.front], StencilOperation[states.stencilPass.front]);
currentRenderStates.stencilDepthFail.front = states.stencilDepthFail.front;
@@ -731,7 +742,10 @@ namespace Nz
if (s_initialized)
return true;
#if defined(NAZARA_PLATFORM_GLX)
#if defined(NAZARA_PLATFORM_SDL2)
#elif defined(NAZARA_PLATFORM_GLX)
Initializer<X11> display;
if (!display)
{
@@ -758,17 +772,17 @@ namespace Nz
parameters.shared = false;
/*
Note: Même le contexte de chargement nécessite quelques fonctions de base pour correctement s'initialiser
Pour cette raison, deux contextes sont créés, le premier sert à récupérer les fonctions permetttant
de créer le second avec les bons paramètres.
Note: Même le contexte de chargement nécessite quelques fonctions de base pour correctement s'initialiser
Pour cette raison, deux contextes sont créés, le premier sert à récupérer les fonctions permetttant
de créer le second avec les bons paramètres.
Non sérieusement si vous avez une meilleure idée, contactez-moi
*/
Non sérieusement si vous avez une meilleure idée, contactez-moi
*/
/****************************Chargement OpenGL****************************/
///FIXME: I'm really thinking this is a mistake and GLX has no need to be initialized differently (Lynix)
#if defined(NAZARA_PLATFORM_LINUX)
#if defined(NAZARA_PLATFORM_LINUX) && not defined(NAZARA_PLATFORM_SDL2)
glXCreateContextAttribs = reinterpret_cast<GLX::PFNGLXCREATECONTEXTATTRIBSARBPROC>(LoadEntry("glXCreateContextAttribsARB", false));
#endif
@@ -779,7 +793,7 @@ namespace Nz
return false;
}
#if defined(NAZARA_PLATFORM_WINDOWS)
#if defined(NAZARA_PLATFORM_WINDOWS) && not defined(NAZARA_PLATFORM_SDL2)
wglCreateContextAttribs = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(LoadEntry("wglCreateContextAttribsARB", false));
wglChoosePixelFormat = reinterpret_cast<PFNWGLCHOOSEPIXELFORMATARBPROC>(LoadEntry("wglChoosePixelFormatARB", false));
if (!wglChoosePixelFormat)
@@ -1031,7 +1045,8 @@ namespace Nz
glInvalidateBufferData = reinterpret_cast<PFNGLINVALIDATEBUFFERDATAPROC>(LoadEntry("glInvalidateBufferData", false));
glVertexAttribLPointer = reinterpret_cast<PFNGLVERTEXATTRIBLPOINTERPROC>(LoadEntry("glVertexAttribLPointer", false));
#if defined(NAZARA_PLATFORM_WINDOWS)
#if defined(NAZARA_PLATFORM_SDL2)
#elif defined(NAZARA_PLATFORM_WINDOWS)
wglGetExtensionsStringARB = reinterpret_cast<PFNWGLGETEXTENSIONSSTRINGARBPROC>(LoadEntry("wglGetExtensionsStringARB", false));
wglGetExtensionsStringEXT = reinterpret_cast<PFNWGLGETEXTENSIONSSTRINGEXTPROC>(LoadEntry("wglGetExtensionsStringEXT", false));
wglSwapInterval = reinterpret_cast<PFNWGLSWAPINTERVALEXTPROC>(LoadEntry("wglSwapIntervalEXT", false));
@@ -1898,7 +1913,7 @@ namespace Nz
GLenum OpenGL::BufferTarget[] =
{
GL_ELEMENT_ARRAY_BUFFER, // BufferType_Index,
GL_ARRAY_BUFFER, // BufferType_Vertex
GL_ARRAY_BUFFER, // BufferType_Vertex
};
static_assert(BufferType_Max + 1 == 2, "Buffer target array is incomplete");
@@ -1906,7 +1921,7 @@ namespace Nz
GLenum OpenGL::BufferTargetBinding[] =
{
GL_ELEMENT_ARRAY_BUFFER_BINDING, // BufferType_Index,
GL_ARRAY_BUFFER_BINDING, // BufferType_Vertex
GL_ARRAY_BUFFER_BINDING, // BufferType_Vertex
};
static_assert(BufferType_Max + 1 == 2, "Buffer target binding array is incomplete");
@@ -2033,9 +2048,9 @@ namespace Nz
GLenum OpenGL::ShaderStage[] =
{
GL_FRAGMENT_SHADER, // ShaderStage_Fragment
GL_GEOMETRY_SHADER, // ShaderStage_Geometry
GL_VERTEX_SHADER // ShaderStage_Vertex
GL_FRAGMENT_SHADER, // ShaderStage_Fragment
GL_GEOMETRY_SHADER, // ShaderStage_Geometry
GL_VERTEX_SHADER // ShaderStage_Vertex
};
static_assert(ShaderStageType_Max + 1 == 3, "Shader stage array is incomplete");
@@ -2112,192 +2127,193 @@ namespace Nz
static_assert(VertexComponent_Max + 1 == 16, "Attribute index array is incomplete");
PFNGLACTIVETEXTUREPROC glActiveTexture = nullptr;
PFNGLATTACHSHADERPROC glAttachShader = nullptr;
PFNGLBEGINCONDITIONALRENDERPROC glBeginConditionalRender = nullptr;
PFNGLBEGINQUERYPROC glBeginQuery = nullptr;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = nullptr;
PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = nullptr;
PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation = nullptr;
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer = nullptr;
PFNGLBINDSAMPLERPROC glBindSampler = nullptr;
PFNGLBINDTEXTUREPROC glBindTexture = nullptr;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
PFNGLBLENDFUNCPROC glBlendFunc = nullptr;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = nullptr;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = nullptr;
PFNGLBUFFERDATAPROC glBufferData = nullptr;
PFNGLBUFFERSUBDATAPROC glBufferSubData = nullptr;
PFNGLCLEARPROC glClear = nullptr;
PFNGLCLEARCOLORPROC glClearColor = nullptr;
PFNGLCLEARDEPTHPROC glClearDepth = nullptr;
PFNGLCLEARSTENCILPROC glClearStencil = nullptr;
PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
PFNGLCREATESHADERPROC glCreateShader = nullptr;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = nullptr;
PFNGLCOLORMASKPROC glColorMask = nullptr;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glCompressedTexSubImage1D = nullptr;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D = nullptr;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D = nullptr;
PFNGLCULLFACEPROC glCullFace = nullptr;
PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
PFNGLCOPYTEXSUBIMAGE2DPROC glCopyTexSubImage2D = nullptr;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = nullptr;
PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = nullptr;
PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = nullptr;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = nullptr;
PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
PFNGLDELETEQUERIESPROC glDeleteQueries = nullptr;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers = nullptr;
PFNGLDELETESAMPLERSPROC glDeleteSamplers = nullptr;
PFNGLDELETESHADERPROC glDeleteShader = nullptr;
PFNGLDELETETEXTURESPROC glDeleteTextures = nullptr;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
PFNGLDEPTHFUNCPROC glDepthFunc = nullptr;
PFNGLDEPTHMASKPROC glDepthMask = nullptr;
PFNGLDISABLEPROC glDisable = nullptr;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = nullptr;
PFNGLDRAWARRAYSPROC glDrawArrays = nullptr;
PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced = nullptr;
PFNGLDRAWBUFFERPROC glDrawBuffer = nullptr;
PFNGLDRAWBUFFERSPROC glDrawBuffers = nullptr;
PFNGLDRAWELEMENTSPROC glDrawElements = nullptr;
PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced = nullptr;
PFNGLDRAWTEXTURENVPROC glDrawTexture = nullptr;
PFNGLENABLEPROC glEnable = nullptr;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
PFNGLENDCONDITIONALRENDERPROC glEndConditionalRender = nullptr;
PFNGLENDQUERYPROC glEndQuery = nullptr;
PFNGLFLUSHPROC glFlush = nullptr;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = nullptr;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture = nullptr;
PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D = nullptr;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = nullptr;
PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D = nullptr;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = nullptr;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap = nullptr;
PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = nullptr;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers = nullptr;
PFNGLGENQUERIESPROC glGenQueries = nullptr;
PFNGLGENSAMPLERSPROC glGenSamplers = nullptr;
PFNGLGENTEXTURESPROC glGenTextures = nullptr;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = nullptr;
PFNGLGETBOOLEANVPROC glGetBooleanv = nullptr;
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = nullptr;
PFNGLGETDEBUGMESSAGELOGPROC glGetDebugMessageLog = nullptr;
PFNGLGETERRORPROC glGetError = nullptr;
PFNGLGETFLOATVPROC glGetFloatv = nullptr;
PFNGLGETINTEGERVPROC glGetIntegerv = nullptr;
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = nullptr;
PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
PFNGLGETQUERYIVPROC glGetQueryiv = nullptr;
PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv = nullptr;
PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv = nullptr;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
PFNGLGETSHADERSOURCEPROC glGetShaderSource = nullptr;
PFNGLGETSTRINGPROC glGetString = nullptr;
PFNGLGETSTRINGIPROC glGetStringi = nullptr;
PFNGLGETTEXIMAGEPROC glGetTexImage = nullptr;
PFNGLGETTEXLEVELPARAMETERFVPROC glGetTexLevelParameterfv = nullptr;
PFNGLGETTEXLEVELPARAMETERIVPROC glGetTexLevelParameteriv = nullptr;
PFNGLGETTEXPARAMETERFVPROC glGetTexParameterfv = nullptr;
PFNGLGETTEXPARAMETERIVPROC glGetTexParameteriv = nullptr;
PFNGLGETUNIFORMFVPROC glGetUniformfv = nullptr;
PFNGLGETUNIFORMIVPROC glGetUniformiv = nullptr;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
PFNGLINVALIDATEBUFFERDATAPROC glInvalidateBufferData = nullptr;
PFNGLISENABLEDPROC glIsEnabled = nullptr;
PFNGLLINEWIDTHPROC glLineWidth = nullptr;
PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
PFNGLMAPBUFFERPROC glMapBuffer = nullptr;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = nullptr;
PFNGLPIXELSTOREIPROC glPixelStorei = nullptr;
PFNGLPOINTSIZEPROC glPointSize = nullptr;
PFNGLPOLYGONMODEPROC glPolygonMode = nullptr;
PFNGLPROGRAMBINARYPROC glProgramBinary = nullptr;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = nullptr;
PFNGLPROGRAMUNIFORM1DPROC glProgramUniform1d = nullptr;
PFNGLPROGRAMUNIFORM1FPROC glProgramUniform1f = nullptr;
PFNGLPROGRAMUNIFORM1IPROC glProgramUniform1i = nullptr;
PFNGLPROGRAMUNIFORM1DVPROC glProgramUniform1dv = nullptr;
PFNGLPROGRAMUNIFORM1FVPROC glProgramUniform1fv = nullptr;
PFNGLPROGRAMUNIFORM1IVPROC glProgramUniform1iv = nullptr;
PFNGLPROGRAMUNIFORM2DVPROC glProgramUniform2dv = nullptr;
PFNGLPROGRAMUNIFORM2FVPROC glProgramUniform2fv = nullptr;
PFNGLPROGRAMUNIFORM2IVPROC glProgramUniform2iv = nullptr;
PFNGLPROGRAMUNIFORM3DVPROC glProgramUniform3dv = nullptr;
PFNGLPROGRAMUNIFORM3FVPROC glProgramUniform3fv = nullptr;
PFNGLPROGRAMUNIFORM3IVPROC glProgramUniform3iv = nullptr;
PFNGLPROGRAMUNIFORM4DVPROC glProgramUniform4dv = nullptr;
PFNGLPROGRAMUNIFORM4FVPROC glProgramUniform4fv = nullptr;
PFNGLPROGRAMUNIFORM4IVPROC glProgramUniform4iv = nullptr;
PFNGLPROGRAMUNIFORMMATRIX4DVPROC glProgramUniformMatrix4dv = nullptr;
PFNGLPROGRAMUNIFORMMATRIX4FVPROC glProgramUniformMatrix4fv = nullptr;
PFNGLREADPIXELSPROC glReadPixels = nullptr;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage = nullptr;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = nullptr;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = nullptr;
PFNGLSCISSORPROC glScissor = nullptr;
PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
PFNGLSTENCILFUNCPROC glStencilFunc = nullptr;
PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate = nullptr;
PFNGLSTENCILOPPROC glStencilOp = nullptr;
PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate = nullptr;
PFNGLTEXIMAGE1DPROC glTexImage1D = nullptr;
PFNGLTEXIMAGE2DPROC glTexImage2D = nullptr;
PFNGLTEXIMAGE3DPROC glTexImage3D = nullptr;
PFNGLTEXPARAMETERFPROC glTexParameterf = nullptr;
PFNGLTEXPARAMETERIPROC glTexParameteri = nullptr;
PFNGLTEXSTORAGE1DPROC glTexStorage1D = nullptr;
PFNGLTEXSTORAGE2DPROC glTexStorage2D = nullptr;
PFNGLTEXSTORAGE3DPROC glTexStorage3D = nullptr;
PFNGLTEXSUBIMAGE1DPROC glTexSubImage1D = nullptr;
PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D = nullptr;
PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D = nullptr;
PFNGLUNIFORM1DPROC glUniform1d = nullptr;
PFNGLUNIFORM1FPROC glUniform1f = nullptr;
PFNGLUNIFORM1IPROC glUniform1i = nullptr;
PFNGLUNIFORM1DVPROC glUniform1dv = nullptr;
PFNGLUNIFORM1FVPROC glUniform1fv = nullptr;
PFNGLUNIFORM1IVPROC glUniform1iv = nullptr;
PFNGLUNIFORM2DVPROC glUniform2dv = nullptr;
PFNGLUNIFORM2FVPROC glUniform2fv = nullptr;
PFNGLUNIFORM2IVPROC glUniform2iv = nullptr;
PFNGLUNIFORM3DVPROC glUniform3dv = nullptr;
PFNGLUNIFORM3FVPROC glUniform3fv = nullptr;
PFNGLUNIFORM3IVPROC glUniform3iv = nullptr;
PFNGLUNIFORM4DVPROC glUniform4dv = nullptr;
PFNGLUNIFORM4FVPROC glUniform4fv = nullptr;
PFNGLUNIFORM4IVPROC glUniform4iv = nullptr;
PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv = nullptr;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = nullptr;
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer = nullptr;
PFNGLVIEWPORTPROC glViewport = nullptr;
PFNGLACTIVETEXTUREPROC glActiveTexture = nullptr;
PFNGLATTACHSHADERPROC glAttachShader = nullptr;
PFNGLBEGINCONDITIONALRENDERPROC glBeginConditionalRender = nullptr;
PFNGLBEGINQUERYPROC glBeginQuery = nullptr;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = nullptr;
PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = nullptr;
PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation = nullptr;
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer = nullptr;
PFNGLBINDSAMPLERPROC glBindSampler = nullptr;
PFNGLBINDTEXTUREPROC glBindTexture = nullptr;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = nullptr;
PFNGLBLENDFUNCPROC glBlendFunc = nullptr;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = nullptr;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = nullptr;
PFNGLBUFFERDATAPROC glBufferData = nullptr;
PFNGLBUFFERSUBDATAPROC glBufferSubData = nullptr;
PFNGLCLEARPROC glClear = nullptr;
PFNGLCLEARCOLORPROC glClearColor = nullptr;
PFNGLCLEARDEPTHPROC glClearDepth = nullptr;
PFNGLCLEARSTENCILPROC glClearStencil = nullptr;
PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
PFNGLCREATESHADERPROC glCreateShader = nullptr;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = nullptr;
PFNGLCOLORMASKPROC glColorMask = nullptr;
PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glCompressedTexSubImage1D = nullptr;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D = nullptr;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D = nullptr;
PFNGLCULLFACEPROC glCullFace = nullptr;
PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
PFNGLCOPYTEXSUBIMAGE2DPROC glCopyTexSubImage2D = nullptr;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = nullptr;
PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = nullptr;
PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = nullptr;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = nullptr;
PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
PFNGLDELETEQUERIESPROC glDeleteQueries = nullptr;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers = nullptr;
PFNGLDELETESAMPLERSPROC glDeleteSamplers = nullptr;
PFNGLDELETESHADERPROC glDeleteShader = nullptr;
PFNGLDELETETEXTURESPROC glDeleteTextures = nullptr;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = nullptr;
PFNGLDEPTHFUNCPROC glDepthFunc = nullptr;
PFNGLDEPTHMASKPROC glDepthMask = nullptr;
PFNGLDISABLEPROC glDisable = nullptr;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = nullptr;
PFNGLDRAWARRAYSPROC glDrawArrays = nullptr;
PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced = nullptr;
PFNGLDRAWBUFFERPROC glDrawBuffer = nullptr;
PFNGLDRAWBUFFERSPROC glDrawBuffers = nullptr;
PFNGLDRAWELEMENTSPROC glDrawElements = nullptr;
PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced = nullptr;
PFNGLDRAWTEXTURENVPROC glDrawTexture = nullptr;
PFNGLENABLEPROC glEnable = nullptr;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
PFNGLENDCONDITIONALRENDERPROC glEndConditionalRender = nullptr;
PFNGLENDQUERYPROC glEndQuery = nullptr;
PFNGLFLUSHPROC glFlush = nullptr;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = nullptr;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture = nullptr;
PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D = nullptr;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = nullptr;
PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D = nullptr;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = nullptr;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap = nullptr;
PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = nullptr;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers = nullptr;
PFNGLGENQUERIESPROC glGenQueries = nullptr;
PFNGLGENSAMPLERSPROC glGenSamplers = nullptr;
PFNGLGENTEXTURESPROC glGenTextures = nullptr;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = nullptr;
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = nullptr;
PFNGLGETBOOLEANVPROC glGetBooleanv = nullptr;
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = nullptr;
PFNGLGETDEBUGMESSAGELOGPROC glGetDebugMessageLog = nullptr;
PFNGLGETERRORPROC glGetError = nullptr;
PFNGLGETFLOATVPROC glGetFloatv = nullptr;
PFNGLGETINTEGERVPROC glGetIntegerv = nullptr;
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = nullptr;
PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
PFNGLGETQUERYIVPROC glGetQueryiv = nullptr;
PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv = nullptr;
PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv = nullptr;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
PFNGLGETSHADERSOURCEPROC glGetShaderSource = nullptr;
PFNGLGETSTRINGPROC glGetString = nullptr;
PFNGLGETSTRINGIPROC glGetStringi = nullptr;
PFNGLGETTEXIMAGEPROC glGetTexImage = nullptr;
PFNGLGETTEXLEVELPARAMETERFVPROC glGetTexLevelParameterfv = nullptr;
PFNGLGETTEXLEVELPARAMETERIVPROC glGetTexLevelParameteriv = nullptr;
PFNGLGETTEXPARAMETERFVPROC glGetTexParameterfv = nullptr;
PFNGLGETTEXPARAMETERIVPROC glGetTexParameteriv = nullptr;
PFNGLGETUNIFORMFVPROC glGetUniformfv = nullptr;
PFNGLGETUNIFORMIVPROC glGetUniformiv = nullptr;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
PFNGLINVALIDATEBUFFERDATAPROC glInvalidateBufferData = nullptr;
PFNGLISENABLEDPROC glIsEnabled = nullptr;
PFNGLLINEWIDTHPROC glLineWidth = nullptr;
PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
PFNGLMAPBUFFERPROC glMapBuffer = nullptr;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = nullptr;
PFNGLPIXELSTOREIPROC glPixelStorei = nullptr;
PFNGLPOINTSIZEPROC glPointSize = nullptr;
PFNGLPOLYGONMODEPROC glPolygonMode = nullptr;
PFNGLPROGRAMBINARYPROC glProgramBinary = nullptr;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = nullptr;
PFNGLPROGRAMUNIFORM1DPROC glProgramUniform1d = nullptr;
PFNGLPROGRAMUNIFORM1FPROC glProgramUniform1f = nullptr;
PFNGLPROGRAMUNIFORM1IPROC glProgramUniform1i = nullptr;
PFNGLPROGRAMUNIFORM1DVPROC glProgramUniform1dv = nullptr;
PFNGLPROGRAMUNIFORM1FVPROC glProgramUniform1fv = nullptr;
PFNGLPROGRAMUNIFORM1IVPROC glProgramUniform1iv = nullptr;
PFNGLPROGRAMUNIFORM2DVPROC glProgramUniform2dv = nullptr;
PFNGLPROGRAMUNIFORM2FVPROC glProgramUniform2fv = nullptr;
PFNGLPROGRAMUNIFORM2IVPROC glProgramUniform2iv = nullptr;
PFNGLPROGRAMUNIFORM3DVPROC glProgramUniform3dv = nullptr;
PFNGLPROGRAMUNIFORM3FVPROC glProgramUniform3fv = nullptr;
PFNGLPROGRAMUNIFORM3IVPROC glProgramUniform3iv = nullptr;
PFNGLPROGRAMUNIFORM4DVPROC glProgramUniform4dv = nullptr;
PFNGLPROGRAMUNIFORM4FVPROC glProgramUniform4fv = nullptr;
PFNGLPROGRAMUNIFORM4IVPROC glProgramUniform4iv = nullptr;
PFNGLPROGRAMUNIFORMMATRIX4DVPROC glProgramUniformMatrix4dv = nullptr;
PFNGLPROGRAMUNIFORMMATRIX4FVPROC glProgramUniformMatrix4fv = nullptr;
PFNGLREADPIXELSPROC glReadPixels = nullptr;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage = nullptr;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = nullptr;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = nullptr;
PFNGLSCISSORPROC glScissor = nullptr;
PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
PFNGLSTENCILFUNCPROC glStencilFunc = nullptr;
PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate = nullptr;
PFNGLSTENCILOPPROC glStencilOp = nullptr;
PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate = nullptr;
PFNGLTEXIMAGE1DPROC glTexImage1D = nullptr;
PFNGLTEXIMAGE2DPROC glTexImage2D = nullptr;
PFNGLTEXIMAGE3DPROC glTexImage3D = nullptr;
PFNGLTEXPARAMETERFPROC glTexParameterf = nullptr;
PFNGLTEXPARAMETERIPROC glTexParameteri = nullptr;
PFNGLTEXSTORAGE1DPROC glTexStorage1D = nullptr;
PFNGLTEXSTORAGE2DPROC glTexStorage2D = nullptr;
PFNGLTEXSTORAGE3DPROC glTexStorage3D = nullptr;
PFNGLTEXSUBIMAGE1DPROC glTexSubImage1D = nullptr;
PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D = nullptr;
PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D = nullptr;
PFNGLUNIFORM1DPROC glUniform1d = nullptr;
PFNGLUNIFORM1FPROC glUniform1f = nullptr;
PFNGLUNIFORM1IPROC glUniform1i = nullptr;
PFNGLUNIFORM1DVPROC glUniform1dv = nullptr;
PFNGLUNIFORM1FVPROC glUniform1fv = nullptr;
PFNGLUNIFORM1IVPROC glUniform1iv = nullptr;
PFNGLUNIFORM2DVPROC glUniform2dv = nullptr;
PFNGLUNIFORM2FVPROC glUniform2fv = nullptr;
PFNGLUNIFORM2IVPROC glUniform2iv = nullptr;
PFNGLUNIFORM3DVPROC glUniform3dv = nullptr;
PFNGLUNIFORM3FVPROC glUniform3fv = nullptr;
PFNGLUNIFORM3IVPROC glUniform3iv = nullptr;
PFNGLUNIFORM4DVPROC glUniform4dv = nullptr;
PFNGLUNIFORM4FVPROC glUniform4fv = nullptr;
PFNGLUNIFORM4IVPROC glUniform4iv = nullptr;
PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv = nullptr;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = nullptr;
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer = nullptr;
PFNGLVIEWPORTPROC glViewport = nullptr;
#if defined(NAZARA_PLATFORM_WINDOWS)
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat = nullptr;
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;
PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = nullptr;
PFNWGLGETEXTENSIONSSTRINGEXTPROC wglGetExtensionsStringEXT = nullptr;
PFNWGLSWAPINTERVALEXTPROC wglSwapInterval = nullptr;
#if defined(NAZARA_PLATFORM_SDL2)
#elif defined(NAZARA_PLATFORM_WINDOWS)
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat = nullptr;
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;
PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = nullptr;
PFNWGLGETEXTENSIONSSTRINGEXTPROC wglGetExtensionsStringEXT = nullptr;
PFNWGLSWAPINTERVALEXTPROC wglSwapInterval = nullptr;
#elif defined(NAZARA_PLATFORM_GLX)
GLX::PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribs = nullptr;
GLX::PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT = nullptr;
GLX::PFNGLXSWAPINTERVALMESAPROC NzglXSwapIntervalMESA = nullptr;
GLX::PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = nullptr;
GLX::PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribs = nullptr;
GLX::PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT = nullptr;
GLX::PFNGLXSWAPINTERVALMESAPROC NzglXSwapIntervalMESA = nullptr;
GLX::PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = nullptr;
#endif
}

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// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// Code inspiré de NeHe (Lesson1) et de la SFML par Laurent Gomila
#include <cstring>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/LockGuard.hpp>
#include <Nazara/Core/Mutex.hpp>
#include <Nazara/Renderer/Context.hpp>
#include <Nazara/Renderer/Debug.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/SDL2/ContextImpl.hpp>
namespace Nz
{
ContextImpl::ContextImpl()
{
}
bool ContextImpl::Activate() const
{
bool success = SDL_GL_MakeCurrent(m_window, m_context) == 0;
if (!success)
NazaraError(SDL_GetError());
else
lastActive = m_window;
return success;
}
bool ContextImpl::Create(ContextParameters& parameters)
{
if (parameters.window)
{
m_window = static_cast<SDL_Window*>(parameters.window);
m_ownsWindow = false;
}
else
{
m_window = SDL_CreateWindow("STATIC", 0, 0, 1, 1, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
if (!m_window)
{
NazaraError("Failed to create window");
return false;
}
//SDL_HideWindow(m_window);
m_ownsWindow = true;
}
// En cas d'exception, la ressource sera quand même libérée
CallOnExit onExit([this] ()
{
Destroy();
});
bool valid = true;
std::array<std::pair<SDL_GLattr, int>, 13> attributes{
std::pair<SDL_GLattr, int>
{SDL_GL_CONTEXT_PROFILE_MASK, parameters.compatibilityProfile ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE},
{SDL_GL_CONTEXT_MAJOR_VERSION, parameters.majorVersion},
{SDL_GL_CONTEXT_MINOR_VERSION, parameters.minorVersion},
{SDL_GL_CONTEXT_FLAGS, parameters.debugMode ? SDL_GL_CONTEXT_DEBUG_FLAG : 0},
{SDL_GL_SHARE_WITH_CURRENT_CONTEXT, true},
{SDL_GL_RED_SIZE, (parameters.bitsPerPixel == 32) ? 8 : parameters.bitsPerPixel / 3}, // sad but I don't have a solution for now
{SDL_GL_GREEN_SIZE, (parameters.bitsPerPixel == 32) ? 8 : parameters.bitsPerPixel / 3},
{SDL_GL_BLUE_SIZE, (parameters.bitsPerPixel == 32) ? 8 : parameters.bitsPerPixel / 3},
{SDL_GL_ALPHA_SIZE, (parameters.bitsPerPixel == 32) ? 8 : 0},
{SDL_GL_DEPTH_SIZE, parameters.depthBits},
{SDL_GL_STENCIL_SIZE, parameters.stencilBits},
//{SDL_GL_DOUBLEBUFFER, parameters.doubleBuffered}, // doesn't work if we dont close all windows
{SDL_GL_MULTISAMPLEBUFFERS, parameters.antialiasingLevel > 0 ? GL_TRUE : GL_FALSE},
{SDL_GL_MULTISAMPLESAMPLES, parameters.antialiasingLevel}
};
for (const auto& attribute : attributes) {
valid &= SDL_GL_SetAttribute(attribute.first, attribute.second) == 0;
if (!valid) {
NazaraWarning(SDL_GetError());
break;
}
}
if (!valid)
NazaraWarning("Could not find a format matching requirements, disabling antialiasing...");
int antialiasingLevel;
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &antialiasingLevel);
parameters.antialiasingLevel = static_cast<decltype(antialiasingLevel)>(antialiasingLevel);
onExit.Reset();
m_context = SDL_GL_CreateContext(m_window);
if (!m_context) {
NazaraError(SDL_GetError());
return false;
}
return true;
}
void ContextImpl::Destroy()
{
if (m_context)
{
SDL_GL_DeleteContext(m_context);
m_context = nullptr;
}
if (m_ownsWindow)
{
SDL_DestroyWindow(m_window);
m_window = nullptr;
}
}
void ContextImpl::EnableVerticalSync(bool enabled)
{
if (SDL_GL_SetSwapInterval(enabled ? 1 : 0) != 0)
NazaraError("Vertical sync not supported");
}
void ContextImpl::SwapBuffers()
{
SDL_GL_SwapWindow(m_window);
}
bool ContextImpl::Desactivate()
{
return SDL_GL_MakeCurrent(nullptr, nullptr) == 0;
}
SDL_Window* ContextImpl::lastActive = nullptr;
}

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// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CONTEXTIMPL_HPP
#define NAZARA_CONTEXTIMPL_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Renderer/ContextParameters.hpp>
#include <SDL2/SDL.h>
namespace Nz
{
class ContextImpl
{
public:
ContextImpl();
bool Activate() const;
bool Create(ContextParameters& parameters);
void Destroy();
void EnableVerticalSync(bool enabled);
void SwapBuffers();
static bool Desactivate();
private:
SDL_GLContext m_context;
SDL_Window* m_window;
bool m_ownsWindow;
static SDL_Window* lastActive;
};
}
#endif // NAZARA_CONTEXTIMPL_HPP