Example #1
0
bool COpenGL::Initialize(HWND hWnd)
{
	int pfdIndex;
	RECT windowRect;

	this->hWnd = hWnd;
	this->hDC = GetDC(hWnd);

	PIXELFORMATDESCRIPTOR pfd=
	{
		sizeof(PIXELFORMATDESCRIPTOR),					// Size Of This Pixel Format Descriptor
		1,												// Version Number
		PFD_DRAW_TO_WINDOW |							// Format Must Support Window
		PFD_SUPPORT_OPENGL |							// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,								// Must Support Double Buffering
		PFD_TYPE_RGBA,									// Request An RGBA Format
		16,												// Select Our Color Depth
		0, 0, 0, 0, 0, 0,								// Color Bits Ignored
		0,												// No Alpha Buffer
		0,												// Shift Bit Ignored
		0,												// No Accumulation Buffer
		0, 0, 0, 0,										// Accumulation Bits Ignored
		16,												// 16Bit Z-Buffer (Depth Buffer)
		0,												// No Stencil Buffer
		0,												// No Auxiliary Buffer
		PFD_MAIN_PLANE,									// Main Drawing Layer
		0,												// Reserved
		0, 0, 0											// Layer Masks Ignored
	};
	PIXELFORMATDESCRIPTOR pfdSel;

	if(!(pfdIndex=ChoosePixelFormat(hDC,&pfd))) {
		DeInitialize();
		return false;
	}
	if(!SetPixelFormat(hDC,pfdIndex,&pfd)) {
		DeInitialize();
		return false;
	}
	if(!(hRC=wglCreateContext(hDC))) {
		DeInitialize();
		return false;
	}
	if(!wglMakeCurrent(hDC,hRC)) {
		DeInitialize();
		return false;
	}

	LoadPBOFunctions();

	wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress( "wglSwapIntervalEXT" );
	
	glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);

	glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();
    glOrtho (0.0, 1.0, 0.0, 1.0, -1, 1);
	
	glVertexPointer(2, GL_FLOAT, 0, vertices);
	glTexCoordPointer(2, GL_FLOAT, 0, texcoords);

	cgAvailable = loadCgFunctions();
	if(cgAvailable) {
		cgContext = cgCreateContext();
		cgShader = new CGLCG(cgContext);
	}

	ApplyDisplayChanges();

	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClear(GL_COLOR_BUFFER_BIT);
	SwapBuffers(hDC);

	initDone = true;
	return true;
}
Example #2
0
/*  CDirect3D::Initialize
Initializes Direct3D (always in window mode)
IN:
hWnd	-	the HWND of the window in which we render/the focus window for fullscreen
-----
returns true if successful, false otherwise
*/
bool CDirect3D::Initialize(HWND hWnd)
{
	if(init_done)
		return true;

	pD3D = Direct3DCreate9(D3D_SDK_VERSION);
	if(pD3D == NULL) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating initial D3D9 object"), 0);
		return false;
	}

	memset(&dPresentParams, 0, sizeof(dPresentParams));
	dPresentParams.hDeviceWindow = hWnd;
    dPresentParams.Windowed = true;
	dPresentParams.BackBufferCount = GUI.DoubleBuffered?2:1;
    dPresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
	dPresentParams.BackBufferFormat = D3DFMT_UNKNOWN;

	HRESULT hr = pD3D->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_MIXED_VERTEXPROCESSING,
					  &dPresentParams,
                      &pDevice);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating D3D9 device"), hr);
		return false;
	}

	hr = pDevice->CreateVertexBuffer(sizeof(vertexStream),D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&vertexBuffer,NULL);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
		return false;
	}

	hr = pDevice->CreateVertexDeclaration(vertexElems,&vertexDeclaration);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex declaration"), hr);
		return false;
	}

	cgAvailable = loadCgFunctions();

	if(cgAvailable) {
		cgContext = cgCreateContext();
		hr = cgD3D9SetDevice(pDevice);
		if(FAILED(hr)) {
			DXTRACE_ERR_MSGBOX(TEXT("Error setting cg device"), hr);
		}
		cgShader = new CD3DCG(cgContext,pDevice);
	}

	pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	pDevice->SetRenderState( D3DRS_ZENABLE, FALSE);
	pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
	pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);

	Clear();

	init_done = true;

	ApplyDisplayChanges();

	return true;

}