GLContext::GLContext(HWND hwnd) { this->hwnd = hwnd; create30Context(); // Create a context given a HWND ShowWindow(this->hwnd, SW_SHOW); UpdateWindow(this->hwnd); }
GLContext::GLContext() { LPCWSTR title = L"Virtual Sculpting"; WNDCLASSW windowClass; HWND hWnd; DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; hInstance = GetModuleHandle(NULL); windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; windowClass.lpfnWndProc = (WNDPROC) WndProc; windowClass.cbClsExtra = 0; windowClass.cbWndExtra = 0; windowClass.hInstance = hInstance; windowClass.hIcon = LoadIcon(NULL, IDI_WINLOGO); windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); windowClass.hbrBackground = NULL; windowClass.lpszMenuName = NULL; windowClass.lpszClassName = title; if (!RegisterClassW(&windowClass)) { return; } // define the screen resolution #define SCREEN_WIDTH 1920 #define SCREEN_HEIGHT 1080 hWnd = CreateWindowExW(dwExStyle, title, title, NULL | WS_MAXIMIZE, 0, 0, 1920, 1080, NULL, NULL, hInstance, NULL); this->hwnd = hWnd; create30Context(); // Create a context given a HWND ShowWindow(this->hwnd, SW_SHOW); UpdateWindow(this->hwnd); }
/* Constructor for the OpenGlContext class which will create a context given a windows HWND */ OpenGLContext::OpenGLContext(HWND hwnd) { create30Context(hwnd); // Create a context given a HWND }