File: gr3_win.c

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#define GR3_WIN_C

#include "gr3.h"
#include "gr3_win.h"
#include "gr3_internals.h"

/* OpenGL Context creation on windows */

static HINSTANCE g_hInstance;
static HWND hWnd;
static HDC dc;
static HGLRC glrc;

BOOL APIENTRY DllMain(HINSTANCE hInstance, DWORD fdwReason, LPVOID lpvReserved)
{
  (void)lpvReserved;
  if (fdwReason == DLL_PROCESS_ATTACH)
    {
      g_hInstance = hInstance;
      /*fprintf(stderr,"DLL attached to a process\n");*/
    }
  return TRUE;
}

int gr3_initGL_WIN_(void)
{
  WNDCLASS wndclass;
  gr3_log_("gr3_initGL_WIN_();");
  glrc = wglGetCurrentContext();
  if (!glrc)
    {
      /* Register the frame class */
      wndclass.style = 0;
      wndclass.lpfnWndProc = DefWindowProc;
      wndclass.cbClsExtra = 0;
      wndclass.cbWndExtra = 0;
      wndclass.hInstance = g_hInstance;
      wndclass.hIcon = NULL;
      wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
      wndclass.hbrBackground = NULL;
      wndclass.lpszMenuName = "OpenGLWindow";
      wndclass.lpszClassName = "OpenGLWindow";

      if (RegisterClass(&wndclass))
        {
          /*fprintf(stderr,"Window Class registered successfully.\n"); */
        }
      else
        {
          gr3_log_("failed to register a window class");
          return FALSE;
        }
      hWnd = CreateWindow("OpenGLWindow", "Generic OpenGL Sample", 0, 0, 0, 1, 1, NULL, NULL, g_hInstance, NULL);
      if (hWnd != NULL)
        {
          /*fprintf(stderr,"Window created successfully.\n"); */
        }
      else
        {
          gr3_log_("failed to create a window");
          RETURN_ERROR(GR3_ERROR_INIT_FAILED);
        }

      dc = GetDC(hWnd);

      /* Pixel Format selection */ {
        PIXELFORMATDESCRIPTOR pfd;
        int iPixelFormat;
        BOOL result;
        memset(&pfd, 0, sizeof(pfd));
        pfd.nSize = sizeof(pfd);
        pfd.nVersion = 1;
        pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
        pfd.iPixelType = PFD_TYPE_RGBA;
        pfd.cColorBits = 24;
        pfd.cAlphaBits = 8;
        pfd.cDepthBits = 24;
        pfd.iLayerType = PFD_MAIN_PLANE;
        iPixelFormat = ChoosePixelFormat(dc, &pfd);
        result = SetPixelFormat(dc, iPixelFormat, &pfd);
        if (result)
          {
            /*fprintf(stderr,"Pixel Format set for Device Context successfully.\n");*/
          }
        else
          {
            gr3_log_("failed to set a pixel format for the device context");
            RETURN_ERROR(GR3_ERROR_INIT_FAILED);
          }
      }

      /* OpenGL Rendering Context creation */ {
        BOOL result;
        glrc = wglCreateContext(dc);
        if (glrc != NULL)
          {
            /*fprintf(stderr,"OpenGL Rendering Context was created successfully.\n");*/
          }
        else
          {
            gr3_log_("failed to create an OpenGL context for the device context");
            RETURN_ERROR(GR3_ERROR_INIT_FAILED);
          }
        result = wglMakeCurrent(dc, glrc);
        if (result)
          {
            /*fprintf(stderr,"OpenGL Rendering Context made current successfully.\n");*/
          }
        else
          {
            gr3_log_("failed to make OpenGL context current with the device context");
            RETURN_ERROR(GR3_ERROR_INIT_FAILED);
          }
      }
    }
  /* Load Function pointers */ {
#ifdef GR3_CAN_USE_VBO
    glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
    glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
    glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
    glDeleteBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
    glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
    glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
    glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
    glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
    glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
    glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
    glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
    glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
    glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
    glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
    glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
    glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
    glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
    glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
    glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
    glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
    glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
    glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
    glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
    glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
    glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
    glTexImage3D = (PFNGLTEXIMAGE3DPROC)wglGetProcAddress("glTexImage3D");
#endif
    glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
    glBlendColor = (PFNGLBLENDCOLORPROC)wglGetProcAddress("glBlendColor");
#ifdef GL_ARB_framebuffer_object
    glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
    glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress("glCheckFramebufferStatus");
    glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
    glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
    glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
    glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
    glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
    glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
    glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
    glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
#endif
#ifdef GL_EXT_framebuffer_object
    glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("glBindRenderbufferEXT");
    glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)wglGetProcAddress("glCheckFramebufferStatusEXT");
    glFramebufferRenderbufferEXT =
        (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("glFramebufferRenderbufferEXT");
    glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("glRenderbufferStorageEXT");
    glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)wglGetProcAddress("glBindFramebufferEXT");
    glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");
    glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("glGenRenderbuffersEXT");
    glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)wglGetProcAddress("glDeleteFramebuffersEXT");
    glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)wglGetProcAddress("glDeleteRenderbuffersEXT");
    glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)wglGetProcAddress("glFramebufferTexture2DEXT");
#endif
  }
  context_struct_.terminateGL = gr3_terminateGL_WIN_;
  context_struct_.gl_is_initialized = 1;
  gr3_appendtorenderpathstring_("Windows");
  return GR3_ERROR_NONE;
}
void gr3_terminateGL_WIN_(void)
{
  gr3_log_("gr3_terminateGL_WIN_();");
  if (dc)
    {
      wglDeleteContext(glrc);
      ReleaseDC(hWnd, dc);
      DestroyWindow(hWnd);
      UnregisterClass("OpenGLWindow", g_hInstance);
    }
}