virtualx-engine/platform/osx/context_gl_osx.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

104 lines
3.4 KiB
C++

/*************************************************************************/
/* context_gl_osx.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "context_gl_osx.h"
#ifdef OSX_ENABLED
#if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED)
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
void ContextGL_OSX::release_current() {
aglSetCurrentContext( context );
}
void ContextGL_OSX::make_current() {
aglSetCurrentContext( NULL );
}
void ContextGL_OSX::swap_buffers() {
aglSwapBuffers( context );
}
Error ContextGL_OSX::initialize() {
if ( (Ptr) kUnresolvedCFragSymbolAddress == (Ptr) aglChoosePixelFormat )
return FAILED;
GLint attributes[] = { AGL_RGBA,
AGL_DOUBLEBUFFER,
AGL_DEPTH_SIZE, 32,
AGL_NO_RECOVERY,
AGL_NONE,
AGL_NONE };
AGLPixelFormat format = NULL;
format = aglChoosePixelFormat( NULL, 0, attributes );
if ( !format )
return FAILED;
context = aglCreateContext( format, 0 );
if ( !context )
return FAILED;
aglDestroyPixelFormat( format );
aglSetWindowRef( context, window );
GLint swapInterval = 1;
aglSetInteger( context, AGL_SWAP_INTERVAL, &swapInterval );
aglSetCurrentContext( context );
return OK;
}
ContextGL_OSX::ContextGL_OSX(WindowRef p_window) {
window = p_window;
}
ContextGL_OSX::~ContextGL_OSX() {
if (context)
aglDestroyContext(context);
}
#endif
#endif