forked from Dav1dde/glad
-
Notifications
You must be signed in to change notification settings - Fork 0
/
wgl.c
170 lines (145 loc) · 6.04 KB
/
wgl.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
/**
* Thanks to Xeek for the code!
*
* Building and running under Linux:
* i686-w64-mingw32-gcc example/c/wgl.c build/src/wgl.c build/src/gl.c -Ibuild/include -lgdi32 -lopengl32
* wine a.exe
*/
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <tchar.h>
#include <stdbool.h>
#include <glad/wgl.h>
#include <glad/gl.h>
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
static const TCHAR window_classname[] = _T("SampleWndClass");
static const TCHAR window_title[] = _T("[glad] WGL");
static const POINT window_location = { CW_USEDEFAULT, 0 };
static const SIZE window_size = { 1024, 768 };
static const GLfloat clear_color[] = { 0.0f, 0.0f, 1.0f, 1.0f };
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
WNDCLASSEX wcex = { };
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.hInstance = hInstance;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
wcex.lpszClassName = window_classname;
ATOM wndclass = RegisterClassEx(&wcex);
HWND hWnd = CreateWindow(MAKEINTATOM(wndclass), window_title,
WS_OVERLAPPEDWINDOW,
window_location.x, window_location.y,
window_size.cx, window_size.cy,
NULL, NULL, hInstance, NULL);
if (!hWnd) {
MessageBox(NULL, _T("Failed to create window!"), window_title, MB_ICONERROR);
return -1;
}
// Configure & Initialize OpenGL:
// Get a device context so I can set the pixel format later:
HDC hdc = GetDC(hWnd);
if (hdc == NULL) {
DestroyWindow(hWnd);
MessageBox(NULL, _T("Failed to get Window's device context!"), window_title, MB_ICONERROR);
return -1;
}
// Set the pixel format for the device context:
PIXELFORMATDESCRIPTOR pfd = { };
pfd.nSize = sizeof(pfd);
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); // Set the size of the PFD to the size of the class
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW; // Enable double buffering, opengl support and drawing to a window
pfd.iPixelType = PFD_TYPE_RGBA; // Set our application to use RGBA pixels
pfd.cColorBits = 32; // Give us 32 bits of color information (the higher, the more colors)
pfd.cDepthBits = 32; // Give us 32 bits of depth information (the higher, the more depth levels)
pfd.iLayerType = PFD_MAIN_PLANE; // Set the layer of the PFD
int format = ChoosePixelFormat(hdc, &pfd);
if (format == 0 || SetPixelFormat(hdc, format, &pfd) == FALSE) {
ReleaseDC(hWnd, hdc);
DestroyWindow(hWnd);
MessageBox(NULL, _T("Failed to set a compatible pixel format!"), window_title, MB_ICONERROR);
return -1;
}
// Create and enable a temporary (helper) opengl context:
HGLRC temp_context = NULL;
if (NULL == (temp_context = wglCreateContext(hdc))) {
ReleaseDC(hWnd, hdc);
DestroyWindow(hWnd);
MessageBox(NULL, _T("Failed to create the initial rendering context!"), window_title, MB_ICONERROR);
return -1;
}
wglMakeCurrent(hdc, temp_context);
// Load WGL Extensions:
gladLoaderLoadWGL(hdc);
// Set the desired OpenGL version:
int attributes[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3, // Set the MAJOR version of OpenGL to 3
WGL_CONTEXT_MINOR_VERSION_ARB, 2, // Set the MINOR version of OpenGL to 2
WGL_CONTEXT_FLAGS_ARB,
WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, // Set our OpenGL context to be forward compatible
0
};
// Create the final opengl context and get rid of the temporary one:
HGLRC opengl_context = NULL;
if (NULL == (opengl_context = wglCreateContextAttribsARB(hdc, NULL, attributes))) {
wglDeleteContext(temp_context);
ReleaseDC(hWnd, hdc);
DestroyWindow(hWnd);
MessageBox(NULL, _T("Failed to create the final rendering context!"), window_title, MB_ICONERROR);
return -1;
}
wglMakeCurrent(NULL, NULL); // Remove the temporary context from being active
wglDeleteContext(temp_context); // Delete the temporary OpenGL context
wglMakeCurrent(hdc, opengl_context); // Make our OpenGL 3.2 context current
// Glad Loader!
if (!gladLoaderLoadGL()) {
wglMakeCurrent(NULL, NULL);
wglDeleteContext(opengl_context);
ReleaseDC(hWnd, hdc);
DestroyWindow(hWnd);
MessageBox(NULL, _T("Glad Loader failed!"), window_title, MB_ICONERROR);
return -1;
}
// Show & Update the main window:
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// A typical native Windows game loop:
bool should_quit = false;
MSG msg = { };
while (!should_quit) {
// Generally you'll want to empty out the message queue before each rendering
// frame or messages will build up in the queue possibly causing input
// delay. Multiple messages and input events occur before each frame.
while (PeekMessage(&msg, hWnd, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT || (msg.message == WM_KEYDOWN && msg.wParam == VK_ESCAPE))
should_quit = true;
}
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
glClear(GL_COLOR_BUFFER_BIT);
SwapBuffers(hdc);
}
// Clean-up:
if (opengl_context)
wglDeleteContext(opengl_context);
if (hdc)
ReleaseDC(hWnd, hdc);
if (hWnd)
DestroyWindow(hWnd);
return (int) msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch (uMsg) {
case WM_QUIT:
case WM_DESTROY:
case WM_CLOSE:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}