b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
151 lines
3.3 KiB
C++
151 lines
3.3 KiB
C++
#include "gl_context_egl.h"
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using namespace Platform;
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void ContextEGL::release_current() {
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eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext);
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};
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void ContextEGL::make_current() {
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eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
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};
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int ContextEGL::get_window_width() {
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return width;
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};
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int ContextEGL::get_window_height() {
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return height;
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};
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void ContextEGL::swap_buffers() {
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if (eglSwapBuffers(mEglDisplay, mEglSurface) != EGL_TRUE)
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{
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cleanup();
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window = CoreWindow::GetForCurrentThread();
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initialize();
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// tell rasterizer to reload textures and stuff?
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}
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};
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Error ContextEGL::initialize() {
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EGLint configAttribList[] = {
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 8,
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EGL_STENCIL_SIZE, 8,
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EGL_SAMPLE_BUFFERS, 0,
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EGL_NONE
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};
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EGLint surfaceAttribList[] = {
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EGL_NONE, EGL_NONE
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};
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EGLint numConfigs = 0;
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EGLint majorVersion = 1;
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EGLint minorVersion = 0;
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EGLDisplay display = EGL_NO_DISPLAY;
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EGLContext context = EGL_NO_CONTEXT;
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EGLSurface surface = EGL_NO_SURFACE;
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EGLConfig config = nullptr;
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EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
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try {
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display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (display == EGL_NO_DISPLAY)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display");
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}
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if (eglInitialize(display, &majorVersion, &minorVersion) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
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}
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if (eglGetConfigs(display, NULL, 0, &numConfigs) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count");
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}
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if (eglChooseConfig(display, configAttribList, &config, 1, &numConfigs) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig count");
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}
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surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(window), surfaceAttribList);
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if (surface == EGL_NO_SURFACE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL fullscreen surface");
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}
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context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
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if (context == EGL_NO_CONTEXT)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
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}
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
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{
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throw Exception::CreateException(E_FAIL, L"Failed to make fullscreen EGLSurface current");
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}
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} catch (...) {
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return FAILED;
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};
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mEglDisplay = display;
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mEglSurface = surface;
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mEglContext = context;
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eglQuerySurface(display,surface,EGL_WIDTH,&width);
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eglQuerySurface(display,surface,EGL_HEIGHT,&height);
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return OK;
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};
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void ContextEGL::cleanup() {
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if (mEglDisplay != EGL_NO_DISPLAY && mEglSurface != EGL_NO_SURFACE)
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{
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eglDestroySurface(mEglDisplay, mEglSurface);
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mEglSurface = EGL_NO_SURFACE;
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}
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if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT)
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{
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eglDestroyContext(mEglDisplay, mEglContext);
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mEglContext = EGL_NO_CONTEXT;
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}
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if (mEglDisplay != EGL_NO_DISPLAY)
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{
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eglTerminate(mEglDisplay);
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mEglDisplay = EGL_NO_DISPLAY;
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}
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};
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ContextEGL::ContextEGL(CoreWindow^ p_window) :
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mEglDisplay(EGL_NO_DISPLAY),
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mEglContext(EGL_NO_CONTEXT),
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mEglSurface(EGL_NO_SURFACE)
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{
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window = p_window;
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};
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ContextEGL::~ContextEGL() {
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cleanup();
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};
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