private bool InitWindow()
        {
            var width  = _configurationManager.GetCVar(CVars.DisplayWidth);
            var height = _configurationManager.GetCVar(CVars.DisplayHeight);

            Monitor *monitor = null;

            if (WindowMode == WindowMode.Fullscreen)
            {
                monitor = GLFW.GetPrimaryMonitor();
                var mode = GLFW.GetVideoMode(monitor);
                width  = mode->Width;
                height = mode->Height;
            }

#if DEBUG
            GLFW.WindowHint(WindowHintBool.OpenGLDebugContext, true);
#endif
            GLFW.WindowHint(WindowHintString.X11ClassName, "SS14");
            GLFW.WindowHint(WindowHintString.X11InstanceName, "SS14");

            var renderer = (Renderer)_configurationManager.GetCVar <int>(CVars.DisplayRenderer);

            Span <Renderer> renderers = (renderer == Renderer.Default) ? stackalloc Renderer[] {
                Renderer.OpenGL33,
                Renderer.OpenGL31,
                Renderer.OpenGLES2
            } : stackalloc Renderer[] { renderer };
Example #2
0
        protected override void WindowModeChanged()
        {
            if (_glfwWindow == null)
            {
                return;
            }

            if (WindowMode == WindowMode.Fullscreen)
            {
                GLFW.GetWindowSize(_glfwWindow, out var w, out var h);
                _prevWindowSize = (w, h);

                GLFW.GetWindowPos(_glfwWindow, out var x, out var y);
                _prevWindowPos = (x, y);
                var monitor = GLFW.GetPrimaryMonitor();
                var mode    = GLFW.GetVideoMode(monitor);

                GLFW.SetWindowMonitor(_glfwWindow, GLFW.GetPrimaryMonitor(), 0, 0, mode->Width, mode->Height,
                                      mode->RefreshRate);
            }
            else
            {
                GLFW.SetWindowMonitor(_glfwWindow, null, _prevWindowPos.X, _prevWindowPos.Y, _prevWindowSize.X, _prevWindowSize.Y, 0);
            }
        }
        protected override void WindowModeChanged()
        {
            if (_glfwWindow == null)
            {
                return;
            }

            if (WindowMode == WindowMode.Fullscreen)
            {
                var monitor = GLFW.GetPrimaryMonitor();
                var mode    = GLFW.GetVideoMode(monitor);
                GLFW.SetWindowMonitor(_glfwWindow, GLFW.GetPrimaryMonitor(), 0, 0, mode->Width, mode->Height,
                                      mode->RefreshRate);
            }
            else
            {
                GLFW.SetWindowMonitor(_glfwWindow, null, 0, 0, 1280, 720, 0);
            }
        }
Example #4
0
        private void InitWindow()
        {
            GLFW.WindowHint(WindowHintBool.SrgbCapable, true);
            GLFW.WindowHint(WindowHintInt.ContextVersionMajor, MinimumOpenGLVersion.Major);
            GLFW.WindowHint(WindowHintInt.ContextVersionMinor, MinimumOpenGLVersion.Minor);
            GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, true);
            GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Core);
#if DEBUG
            GLFW.WindowHint(WindowHintBool.OpenGLDebugContext, true);
#endif
            GLFW.WindowHint(WindowHintString.X11ClassName, "SS14");
            GLFW.WindowHint(WindowHintString.X11InstanceName, "SS14");

            var width  = _configurationManager.GetCVar <int>("display.width");
            var height = _configurationManager.GetCVar <int>("display.height");

            Monitor *monitor = null;

            if (WindowMode == WindowMode.Fullscreen)
            {
                monitor = GLFW.GetPrimaryMonitor();
                var mode = GLFW.GetVideoMode(monitor);
                width  = mode->Width;
                height = mode->Height;
            }

            _glfwWindow = GLFW.CreateWindow(width, height, string.Empty, monitor, null);

            LoadWindowIcon();

            GLFW.SetCharCallback(_glfwWindow, _charCallback);
            GLFW.SetKeyCallback(_glfwWindow, _keyCallback);
            GLFW.SetWindowCloseCallback(_glfwWindow, _windowCloseCallback);
            GLFW.SetCursorPosCallback(_glfwWindow, _cursorPosCallback);
            GLFW.SetWindowSizeCallback(_glfwWindow, _windowSizeCallback);
            GLFW.SetScrollCallback(_glfwWindow, _scrollCallback);
            GLFW.SetMouseButtonCallback(_glfwWindow, _mouseButtonCallback);
            GLFW.SetWindowContentScaleCallback(_glfwWindow, _windowContentScaleCallback);
            GLFW.SetWindowIconifyCallback(_glfwWindow, _windowIconifyCallback);

            GLFW.MakeContextCurrent(_glfwWindow);

            VSyncChanged();

            GLFW.GetFramebufferSize(_glfwWindow, out var fbW, out var fbH);
            _framebufferSize = (fbW, fbH);
            UpdateWindowLoadedRtSize();

            GLFW.GetWindowContentScale(_glfwWindow, out var scaleX, out var scaleY);
            _windowScale = (scaleX, scaleY);

            GLFW.GetWindowSize(_glfwWindow, out var w, out var h);
            _prevWindowSize = _windowSize = (w, h);

            GLFW.GetWindowPos(_glfwWindow, out var x, out var y);
            _prevWindowPos = (x, y);

            _pixelRatio = _framebufferSize / _windowSize;

            InitGLContext();

            // Initializing OTK 3 seems to mess with the current context, so ensure it's still set.
            // This took me f*****g *forever* to debug because this manifested differently on nvidia drivers vs intel mesa.
            // So I thought it was a calling convention issue with the calli OpenTK emits.
            // Because, in my tests, I had InitGLContext() AFTER the test with a delegate-based invoke of the proc.
            GLFW.MakeContextCurrent(_glfwWindow);

            InitOpenGL();
        }
Example #5
0
        private bool InitWindow()
        {
            var width  = _configurationManager.GetCVar <int>("display.width");
            var height = _configurationManager.GetCVar <int>("display.height");

            Monitor *monitor = null;

            if (WindowMode == WindowMode.Fullscreen)
            {
                monitor = GLFW.GetPrimaryMonitor();
                var mode = GLFW.GetVideoMode(monitor);
                width  = mode->Width;
                height = mode->Height;
            }

#if DEBUG
            GLFW.WindowHint(WindowHintBool.OpenGLDebugContext, true);
#endif
            GLFW.WindowHint(WindowHintString.X11ClassName, "SS14");
            GLFW.WindowHint(WindowHintString.X11InstanceName, "SS14");
            GLFW.WindowHint(WindowHintBool.SrgbCapable, true);

            var renderer = (Renderer)_configurationManager.GetCVar <int>("display.renderer");

            if (renderer == Renderer.Default)
            {
                // Try OpenGL Core 3.3
                GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 3);
                GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 3);
                GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, true);
                GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Core);

                _glfwWindow = GLFW.CreateWindow(width, height, string.Empty, monitor, null);

                if (_glfwWindow == null)
                {
                    // Window failed to init due to error.
                    var err = GLFW.GetErrorRaw(out _);

                    if (err == ErrorCode.VersionUnavailable)
                    {
                        Logger.DebugS("clyde.win", "OpenGL Core 3.3 unsupported, trying OpenGL 3.1");

                        CreateWindowGl31();
                    }
                }
            }
            else if (renderer == Renderer.OpenGL31)
            {
                CreateWindowGl31();
            }

            if (_glfwWindow == null)
            {
                if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
                {
                    var code = GLFW.GetError(out string desc);

                    var errorContent = "Failed to create the game window. " +
                                       "This probably means your GPU is too old to play the game. " +
                                       "That or update your graphic drivers\n" +
                                       $"The exact error is: [{code}]\n {desc}";

                    MessageBoxW(null,
                                errorContent,
                                "Space Station 14: Failed to create window",
                                MB_OK | MB_ICONERROR);
                }

                Logger.FatalS("clyde.win",
                              "Failed to create GLFW window! " +
                              "This probably means your GPU is too old to run the game. " +
                              "That or update your graphics drivers.");
                return(false);
            }

            LoadWindowIcon();

            GLFW.SetCharCallback(_glfwWindow, _charCallback);
            GLFW.SetKeyCallback(_glfwWindow, _keyCallback);
            GLFW.SetWindowCloseCallback(_glfwWindow, _windowCloseCallback);
            GLFW.SetCursorPosCallback(_glfwWindow, _cursorPosCallback);
            GLFW.SetWindowSizeCallback(_glfwWindow, _windowSizeCallback);
            GLFW.SetScrollCallback(_glfwWindow, _scrollCallback);
            GLFW.SetMouseButtonCallback(_glfwWindow, _mouseButtonCallback);
            GLFW.SetWindowContentScaleCallback(_glfwWindow, _windowContentScaleCallback);
            GLFW.SetWindowIconifyCallback(_glfwWindow, _windowIconifyCallback);

            GLFW.MakeContextCurrent(_glfwWindow);

            VSyncChanged();

            GLFW.GetFramebufferSize(_glfwWindow, out var fbW, out var fbH);
            _framebufferSize = (fbW, fbH);
            UpdateWindowLoadedRtSize();

            GLFW.GetWindowContentScale(_glfwWindow, out var scaleX, out var scaleY);
            _windowScale = (scaleX, scaleY);

            GLFW.GetWindowSize(_glfwWindow, out var w, out var h);
            _prevWindowSize = _windowSize = (w, h);

            GLFW.GetWindowPos(_glfwWindow, out var x, out var y);
            _prevWindowPos = (x, y);

            _pixelRatio = _framebufferSize / _windowSize;

            InitGLContext();

            // Initializing OTK 3 seems to mess with the current context, so ensure it's still set.
            // This took me f*****g *forever* to debug because this manifested differently on nvidia drivers vs intel mesa.
            // So I thought it was a calling convention issue with the calli OpenTK emits.
            // Because, in my tests, I had InitGLContext() AFTER the test with a delegate-based invoke of the proc.
            GLFW.MakeContextCurrent(_glfwWindow);

            InitOpenGL();

            return(true);

            void CreateWindowGl31()
            {
                GLFW.WindowHint(WindowHintInt.ContextVersionMajor, 3);
                GLFW.WindowHint(WindowHintInt.ContextVersionMinor, 1);
                GLFW.WindowHint(WindowHintBool.OpenGLForwardCompat, false);
                GLFW.WindowHint(WindowHintOpenGlProfile.OpenGlProfile, OpenGlProfile.Any);

                _glfwWindow = GLFW.CreateWindow(width, height, string.Empty, monitor, null);
            }
        }