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// render-gl.cpp
#include "render-gl.h"
#include "options.h"
#include "render.h"
#include <stdio.h>
#include <stdlib.h>
// TODO(tfoley): eventually we should be able to run these
// tests on non-Windows targets to confirm that cross-compilation
// at least *works* on those platforms...
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#undef WIN32_LEAN_AND_MEAN
#undef NOMINMAX
#ifdef _MSC_VER
#include <stddef.h>
#if (_MSC_VER < 1900)
#define snprintf sprintf_s
#endif
#endif
#pragma comment(lib, "opengl32")
#include <GL/GL.h>
#include "external/glext.h"
// We define an "X-macro" for mapping over loadable OpenGL
// extension entry point that we will use, so that we can
// easily write generic code to iterate over them.
#define MAP_GL_EXTENSION_FUNCS(F) \
F(glCreateProgram, PFNGLCREATEPROGRAMPROC) \
F(glCreateShader, PFNGLCREATESHADERPROC) \
F(glShaderSource, PFNGLSHADERSOURCEPROC) \
F(glCompileShader, PFNGLCOMPILESHADERPROC) \
F(glGetShaderiv, PFNGLGETSHADERIVPROC) \
F(glDeleteShader, PFNGLDELETESHADERPROC) \
F(glAttachShader, PFNGLATTACHSHADERPROC) \
F(glLinkProgram, PFNGLLINKPROGRAMPROC) \
F(glGetProgramiv, PFNGLGETPROGRAMIVPROC) \
F(glGetProgramInfoLog, PFNGLGETPROGRAMINFOLOGPROC) \
F(glDeleteProgram, PFNGLDELETEPROGRAMPROC) \
F(glGetShaderInfoLog, PFNGLGETSHADERINFOLOGPROC) \
/* emtty */
namespace renderer_test {
class GLRenderer : public Renderer, public ShaderCompiler
{
public:
HDC deviceContext;
HGLRC glContext;
// Declre a function pointer for each OpenGL
// extension function we need to load
#define DECLARE_GL_EXTENSION_FUNC(NAME, TYPE) TYPE NAME;
MAP_GL_EXTENSION_FUNCS(DECLARE_GL_EXTENSION_FUNC)
#undef DECLARE_GL_EXTENSION_FUNC
// Renderer interface
virtual void initialize(void* inWindowHandle) override
{
auto windowHandle = (HWND) inWindowHandle;
deviceContext = GetDC(windowHandle);
PIXELFORMATDESCRIPTOR pixelFormatDesc = { sizeof(PIXELFORMATDESCRIPTOR) };
pixelFormatDesc.nVersion = 1;
pixelFormatDesc.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pixelFormatDesc.iPixelType = PFD_TYPE_RGBA;
pixelFormatDesc.cColorBits = 32;
pixelFormatDesc.cDepthBits = 24;
pixelFormatDesc.cStencilBits = 8;
pixelFormatDesc.iLayerType = PFD_MAIN_PLANE;
int pixelFormatIndex = ChoosePixelFormat(deviceContext, &pixelFormatDesc);
SetPixelFormat(deviceContext, pixelFormatIndex, &pixelFormatDesc);
glContext = wglCreateContext(deviceContext);
wglMakeCurrent(deviceContext, glContext);
auto renderer = glGetString(GL_RENDERER);
auto extensions = glGetString(GL_EXTENSIONS);
// Load ech of our etension functions by name
#define LOAD_GL_EXTENSION_FUNC(NAME, TYPE) NAME = (TYPE) wglGetProcAddress(#NAME);
MAP_GL_EXTENSION_FUNCS(LOAD_GL_EXTENSION_FUNC)
#undef LOAD_GL_EXTENSION_FUNC
}
virtual void clearFrame() override
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
virtual void presentFrame() override
{
glFlush();
SwapBuffers(deviceContext);
}
virtual void captureScreenShot(char const* outputPath) override
{
}
virtual ShaderCompiler* getShaderCompiler() override
{
return this;
}
virtual Buffer* createBuffer(BufferDesc const& desc) override
{
return nullptr;
}
virtual InputLayout* createInputLayout(InputElementDesc const* inputElements, UInt inputElementCount) override
{
return nullptr;
}
virtual void* map(Buffer* buffer, MapFlavor flavor) override
{
return nullptr;
}
virtual void unmap(Buffer* buffer) override
{
}
virtual void setInputLayout(InputLayout* inputLayout) override
{
}
virtual void setPrimitiveTopology(PrimitiveTopology topology) override
{
}
virtual void setVertexBuffers(UInt startSlot, UInt slotCount, Buffer* const* buffers, UInt const* strides, UInt const* offsets) override
{
}
virtual void setShaderProgram(ShaderProgram* program) override
{
}
virtual void setConstantBuffers(UInt startSlot, UInt slotCount, Buffer* const* buffers, UInt const* offsets) override
{
}
virtual void draw(UInt vertexCount, UInt startVertex = 0) override
{
}
// ShaderCompiler interface
virtual ShaderProgram* compileProgram(ShaderCompileRequest const& request) override
{
auto programID = glCreateProgram();
auto vertexShaderID = loadShader(GL_VERTEX_SHADER, request.vertexShader .source.text);
auto fragmentShaderID = loadShader(GL_FRAGMENT_SHADER, request.fragmentShader.source.text);
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
GLint success = GL_FALSE;
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if( !success )
{
int maxSize = 0;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &maxSize);
auto infoBuffer = (char*) malloc(maxSize);
int infoSize = 0;
glGetProgramInfoLog(programID, maxSize, &infoSize, infoBuffer);
if( infoSize > 0 )
{
fprintf(stderr, "%s", infoBuffer);
OutputDebugStringA(infoBuffer);
}
glDeleteProgram(programID);
return 0;
}
return (ShaderProgram*) (uintptr_t) programID;
}
GLuint loadShader(GLenum stage, char const* source)
{
auto shaderID = glCreateShader(stage);
glShaderSource(shaderID, 1, &source, nullptr);
glCompileShader(shaderID);
GLint success = GL_FALSE;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
if( !success )
{
int maxSize = 0;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &maxSize);
auto infoBuffer = (char*) malloc(maxSize);
int infoSize = 0;
glGetShaderInfoLog(shaderID, maxSize, &infoSize, infoBuffer);
if( infoSize > 0 )
{
fprintf(stderr, "%s", infoBuffer);
OutputDebugStringA(infoBuffer);
}
glDeleteShader(shaderID);
return 0;
}
return shaderID;
}
};
Renderer* createGLRenderer()
{
return new GLRenderer();
}
} // renderer_test
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