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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/04/14)
#include "Wm5GraphicsPCH.h"
#include "Wm5Renderer.h"
#include "Wm5WglRendererData.h"
#include "Wm5WglRendererInput.h"
using namespace Wm5;
//----------------------------------------------------------------------------
Renderer::Renderer (RendererInput& input, int width, int height,
Texture::Format colorFormat, Texture::Format depthStencilFormat,
int numMultisamples)
{
Initialize(width, height, colorFormat, depthStencilFormat,
numMultisamples);
WglRendererData* data = new0 WglRendererData();
mData = data;
data->mWindowHandle = input.mWindowHandle;
data->mWindowDC = ::GetDC(input.mWindowHandle);
// The application layer needs to know the device context in case it has
// to recreate a window to support multisampling.
input.mRendererDC = data->mWindowDC;
// Select the format for the drawing surface.
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags =
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED;
pfd.dwFlags |= PFD_DOUBLEBUFFER;
// colorFormat is ignored, create 32-bit RGBA buffer.
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
// depthStencilFormat is ignored, create 24-8 depthstencil buffer.
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
// Set the pixel format for the rendering context.
bool firstTime = (input.mPixelFormat == 0 ? true : false);
if (firstTime)
{
// First time creation. If multisampling is requested, a second
// creation will occur and the input pixel format will be supplied
// directly to SetPixelFormat.
input.mPixelFormat = ChoosePixelFormat(data->mWindowDC, &pfd);
if (input.mPixelFormat == 0)
{
assertion(false, "ChoosePixelFormat failed\n");
return;
}
}
BOOL success = SetPixelFormat(data->mWindowDC, input.mPixelFormat, &pfd);
if (!success)
{
assertion(false, "SetPixelFormat failed\n");
return;
}
// Create an OpenGL context.
data->mWindowRC = wglCreateContext(data->mWindowDC);
if (!data->mWindowRC)
{
assertion(false, "wglCreateContext failed\n");
return;
}
// Activate the context.
success = wglMakeCurrent(data->mWindowDC, data->mWindowRC);
if (!success)
{
assertion(false, "wglMakeCurrent failed\n");
return;
}
if (firstTime)
{
// Load the function pointers for the OpenGL extensions. This only
// needs to occur once. If you want a file to be created that stores
// the OpenGL driver information, change the input filename to a
// valid string; for example, "OpenGLDriverInfo.txt".
//const char* infoFile = "OpenGLDriverInfo.txt";
const char* infoFile = 0;
GTInitWGL(infoFile);
}
if (input.mDisableVerticalSync)
{
// Disable the wait for vertical sync.
wglSwapIntervalEXT(0);
}
#ifdef WM5_USE_TEXT_DISPLAY_LIST
// Use the system font as default.
int firstChar = int(' ');
data->mFont.mQuantity = 127 - firstChar;
data->mFont.mStart = glGenLists(data->mFont.mQuantity);
data->mFont.mBase = data->mFont.mStart - firstChar;
SelectObject(data->mWindowDC, GetStockObject(SYSTEM_FONT));
wglUseFontBitmaps(data->mWindowDC, firstChar, data->mFont.mQuantity,
data->mFont.mStart);
#endif
// Select the shader profiles.
VertexShader::SetProfile(VertexShader::VP_ARBVP1);
PixelShader::SetProfile(PixelShader::PP_ARBFP1);
// Query the device for its capabilities. TODO: The number of images
// turns out to be larger than what Shader Model 3 supports. Why is this?
data->mMaxVShaderImages = 0;
data->mMaxPShaderImages = 0;
data->mMaxCombinedImages = 0;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
&data->mMaxVShaderImages);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,
&data->mMaxPShaderImages);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
&data->mMaxCombinedImages);
// Set the default render states.
data->mCurrentRS.Initialize(mDefaultAlphaState, mDefaultCullState,
mDefaultDepthState, mDefaultOffsetState, mDefaultStencilState,
mDefaultWireState);
}
//----------------------------------------------------------------------------
Renderer::~Renderer ()
{
WglRendererData* data = (WglRendererData*)mData;
#ifdef WM5_USE_TEXT_DISPLAY_LIST
glDeleteLists(data->mFont.mStart, data->mFont.mQuantity);
#endif
if (data->mWindowRC)
{
wglDeleteContext(data->mWindowRC);
}
if (data->mWindowDC)
{
::ReleaseDC(data->mWindowHandle, data->mWindowDC);
}
delete0(data);
Terminate();
}
//----------------------------------------------------------------------------
void Renderer::DisplayColorBuffer ()
{
WglRendererData* data = (WglRendererData*)mData;
SwapBuffers(data->mWindowDC);
}
//----------------------------------------------------------------------------
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