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spectre/source/Platform/Win32/Win32GLContext.cpp

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C++

#include "glad_wgl.h"
#include <Platform/PlatformDisplay.h>
#include <Spectre/System/Log.h>
#include "Win32Internal.h"
#include "Win32GLContext.h"
namespace sp {
// Ensure that OpenGL extensions are loaded.
static void ensureExtensionsLoaded(HDC dc)
{
static bool init = false;
if (!init) {
init = true;
if (!gladLoadWGL(dc)) {
Log::error("Win32: Could not load WGL extensions");
}
if (!gladLoadGL()) {
Log::error("Win32: Could not load OpenGL extensions\n");
}
}
}
Win32GLContext::Win32GLContext() :
m_wnd (NULL),
m_deviceContext (NULL),
m_renderContext (NULL)
{
}
Win32GLContext::~Win32GLContext()
{
destroy();
}
bool Win32GLContext::create(const PlatformDisplay* display)
{
// If created. destroy old handles.
destroy();
m_wnd = (HWND) display->getHandle();
// Should have a valid handle here. trigger error.
if (!m_wnd) {
Log::warn("Win32 - Could not create GL context: Invalid display handle\n");
return false;
}
m_deviceContext = ::GetDC(m_wnd);
createGLContext();
if (!m_deviceContext || !m_renderContext) {
// Make sure we release all handles.
destroy();
Log::warn("Win32 - Could not create GL context: %s", Win32GetMessage(GetLastError()));
return false;
}
return true;
}
void Win32GLContext::destroy()
{
if (m_wnd && m_deviceContext) {
::ReleaseDC(m_wnd, m_deviceContext);
m_deviceContext = NULL;
m_wnd = NULL;
}
if (m_renderContext) {
::wglDeleteContext(m_renderContext);
m_renderContext = NULL;
}
}
void Win32GLContext::createGLContext()
{
HGLRC tmpDC;
// First set pixel format.
if (!setPixelFormat()) {
return;
}
// This is one reason why Win32 context creation is wierd.
// I need to create some context first so that GLEW knows if
// It supports the "wglCreateContextAttribsARB". That is a 3.2+ Core function.
tmpDC = ::wglCreateContext(m_deviceContext);
::wglMakeCurrent(m_deviceContext, tmpDC);
ensureExtensionsLoaded(m_deviceContext);
// Dont need to old one anymore.
wglMakeCurrent(m_deviceContext, NULL);
::wglDeleteContext(tmpDC);
// TODO: For now.. We force 3.2 Core but this should not be implementation specific.
// The Display class should force that for all GLContext Implementations.
int attriblist[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 2,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0, 0
};
// Create real context.
m_renderContext = ::wglCreateContextAttribsARB(m_deviceContext, 0, attriblist);
}
bool Win32GLContext::activate()
{
// Make sure we have dc and rc before calling MakeCurrent.
if (m_deviceContext && m_renderContext) {
return ::wglMakeCurrent(m_deviceContext, m_renderContext);
}
return false;
}
bool Win32GLContext::deactivate()
{
return ::wglMakeCurrent(NULL, NULL);
}
bool Win32GLContext::isActive() const
{
return ::wglGetCurrentContext() == m_renderContext;
}
bool Win32GLContext::setSwapInterval(int interval)
{
ensureExtensionsLoaded(m_deviceContext);
return wglSwapIntervalEXT(interval);
}
void Win32GLContext::setSize(unsigned int width, unsigned int height)
{
if (activate()) {
glViewport(0, 0, width, height);
}
}
void Win32GLContext::swapBuffers()
{
if (m_deviceContext) {
::SwapBuffers(m_deviceContext);
}
}
bool Win32GLContext::setPixelFormat()
{
PIXELFORMATDESCRIPTOR pfd;
int format;
// For now, always create a RGBA pixel format with double buffer.
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
format = ::ChoosePixelFormat(m_deviceContext, &pfd);
if (format) {
return ::SetPixelFormat(m_deviceContext, format, &pfd);
}
return false;
}
} // namespace sp