219 lines
6.5 KiB
C++
219 lines
6.5 KiB
C++
/*
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* Copyright (c) 2002 Light Weight Java Game Library Project
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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 are
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* met:
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*
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* * 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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*
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* * 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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*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/**
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* $Id$
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*
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* Base Win32 functionality for GL.
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*
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* @author cix_foo <cix_foo@users.sourceforge.net>
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* @version $Revision$
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*/
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#include <windows.h>
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#include "org_lwjgl_opengl_BaseGL.h"
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#include "extgl.h"
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#include "Window.h"
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#include "jni.h"
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HGLRC hglrc = NULL; // OpenGL rendering context
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static int findPixelFormat(JNIEnv *env, unsigned int flags, int bpp, int alpha, int depth, int stencil) {
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PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
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1, // version number
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flags, // RGBA type
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PFD_TYPE_RGBA,
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(BYTE)bpp,
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0, 0, 0, 0, 0, 0, // color bits ignored
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(BYTE)alpha,
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0, // shift bit ignored
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0, // no accumulation buffer
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0, 0, 0, 0, // accum bits ignored
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(BYTE)depth,
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(BYTE)stencil,
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0, // No auxiliary buffer
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PFD_MAIN_PLANE, // main layer
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0, // reserved
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0, 0, 0 // layer masks ignored
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};
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// get the best available match of pixel format for the device context
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int iPixelFormat = ChoosePixelFormat(hdc, &pfd);
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if (iPixelFormat == 0) {
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throwException(env, "Failed to choose pixel format");
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return -1;
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}
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#ifdef _DEBUG
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printf("Pixel format is %d\n", iPixelFormat);
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#endif
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// make that the pixel format of the device context
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if (SetPixelFormat(hdc, iPixelFormat, &pfd) == FALSE) {
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printf("Failed to set pixel format\n");
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throwException(env, "Failed to choose pixel format");
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return -1;
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}
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// 3. Check the chosen format matches or exceeds our specifications
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PIXELFORMATDESCRIPTOR desc;
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if (DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &desc) == 0) {
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throwException(env, "Could not describe pixel format");
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return -1;
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}
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if (desc.cColorBits < bpp) {
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throwException(env, "This application requires a greater colour depth");
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return -1;
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}
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if (desc.cAlphaBits < alpha) {
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throwException(env, "This application requires a greater alpha depth");
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return -1;
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}
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if (desc.cStencilBits < stencil) {
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throwException(env, "This application requires a greater stencil depth");
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return -1;
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}
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if (desc.cDepthBits < depth) {
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throwException(env, "This application requires a greater depth buffer depth");
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return -1;
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}
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if ((desc.dwFlags & PFD_GENERIC_FORMAT) != 0 || (desc.dwFlags & PFD_GENERIC_ACCELERATED) != 0) {
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throwException(env, "Mode not supported by hardware");
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return -1;
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}
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if ((desc.dwFlags & flags) != flags) {
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throwException(env, "Capabilities not supported");
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return -1;
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}
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// 4. Initialise other things now
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if (extgl_Open() != 0) {
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throwException(env, "Failed to open extgl");
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return -1;
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}
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return iPixelFormat;
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}
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/*
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* Class: org_lwjgl_opengl_BaseGL
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* Method: nCreate
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* Signature: (Ljava/lang/String;IIIIIIIIZ)V
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*/
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JNIEXPORT void JNICALL Java_org_lwjgl_opengl_BaseGL_nCreate
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(JNIEnv * env, jobject obj,
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jstring title, jint x, jint y, jint width, jint height, jint bpp, jint alpha, jint depth, jint stencil, jboolean fullscreen)
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{
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// 1. Create a window
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const char * titleString = env->GetStringUTFChars(title, NULL);
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if (!createWindow(titleString, x, y, width, height, fullscreen == JNI_TRUE ? true : false)) {
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env->ReleaseStringUTFChars((jstring) title, titleString);
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closeWindow();
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throwException(env, "Failed to create the window.");
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return;
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}
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env->ReleaseStringUTFChars(title, titleString);
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// 2. Choose a pixel format and set it
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unsigned int flags = PFD_DRAW_TO_WINDOW | // support window
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PFD_SUPPORT_OPENGL | // support OpenGL
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PFD_DOUBLEBUFFER; // double buffered
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int iPixelFormat = findPixelFormat(env, flags, bpp, alpha, depth, stencil);
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if (iPixelFormat == -1) {
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closeWindow();
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return;
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}
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// Create a rendering context
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hglrc = wglCreateContext(hdc);
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if (hglrc == NULL) {
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throwException(env, "Failed to create OpenGL rendering context");
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closeWindow();
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return;
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}
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// Automatically make it the current context
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wglMakeCurrent(hdc, hglrc);
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// Initialise GL extensions
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if (extgl_Initialize() != 0) {
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closeWindow();
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throwException(env, "Failed to initialize GL extensions");
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return;
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}
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// Stash handle back in Java
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env->SetIntField(obj, env->GetFieldID(env->GetObjectClass(obj), "handle", "I"), (jint) hglrc);
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}
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/*
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* Class: org_lwjgl_opengl_BaseGL
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* Method: nDestroy
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* Signature: ()V
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*/
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JNIEXPORT void JNICALL Java_org_lwjgl_opengl_BaseGL_nDestroyGL
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(JNIEnv * env, jobject obj)
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{
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wglMakeCurrent(NULL, NULL);
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// Delete the rendering context
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if (hglrc != NULL) {
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#ifdef _DEBUG
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printf("Delete GL context\n");
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#endif
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wglDeleteContext(hglrc);
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hglrc = NULL;
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}
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closeWindow();
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extgl_Close();
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}
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/*
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* Class: org_lwjgl_opengl_BaseGL
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* Method: swapBuffers
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* Signature: ()V
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*/
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JNIEXPORT void JNICALL Java_org_lwjgl_opengl_BaseGL_swapBuffers
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(JNIEnv *, jobject)
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{
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wglSwapLayerBuffers(hdc, WGL_SWAP_MAIN_PLANE);
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}
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