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Update rcore_template.c
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@@ -54,11 +54,6 @@
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typedef struct {
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// TODO: Define the platform specific variables required
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// Display data
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EGLDisplay device; // Native display device (physical screen connection)
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EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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EGLContext context; // Graphic context, mode in which drawing can be done
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EGLConfig config; // Graphic config
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} PlatformData;
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//----------------------------------------------------------------------------------
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@@ -346,10 +341,10 @@ void SwapScreenBuffer(void)
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double GetTime(void)
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{
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double time = 0.0;
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struct timespec ts = { 0 };
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clock_gettime(CLOCK_MONOTONIC, &ts);
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unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
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time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
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return time;
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@@ -366,7 +361,7 @@ void OpenURL(const char *url)
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if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
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else
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{
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// TODO:
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// TODO: Load url using default browser
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}
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}
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@@ -462,86 +457,18 @@ int InitPlatform(void)
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CORE.Window.fullscreen = true;
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FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
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EGLint samples = 0;
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EGLint sampleBuffer = 0;
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
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{
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samples = 4;
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sampleBuffer = 1;
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// TODO: Enable MSAA
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TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
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}
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const EGLint framebufferAttribs[] =
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{
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
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EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
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EGL_NONE
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};
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// TODO: Init display and graphic device
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const EGLint contextAttribs[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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EGLint numConfigs = 0;
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// Get an EGL device connection
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platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (platform.device == EGL_NO_DISPLAY)
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{
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
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return false;
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}
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// Initialize the EGL device connection
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if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
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{
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// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
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return false;
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}
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// Get an appropriate EGL framebuffer configuration
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eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
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// Set rendering API
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eglBindAPI(EGL_OPENGL_ES_API);
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// Create an EGL rendering context
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platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
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if (platform.context == EGL_NO_CONTEXT)
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{
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
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return -1;
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}
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// Create an EGL window surface
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EGLint displayFormat = 0;
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// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
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// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
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eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
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// Android specific call
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ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
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platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
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// There must be at least one frame displayed before the buffers are swapped
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eglSwapInterval(platform.device, 1);
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EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
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// Check surface and context activation
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if (result != EGL_FALSE)
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// TODO: Check display, device and context activation
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bool result = true;
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if (result)
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{
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CORE.Window.ready = true;
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