Surface CreateSurface(GLsizei width, GLsizei height, int numComponents) { GLuint fboHandle; glGenFramebuffers(1, &fboHandle); glBindFramebuffer(GL_FRAMEBUFFER, fboHandle); GLuint textureHandle; glGenTextures(1, &textureHandle); glBindTexture(GL_TEXTURE_2D, textureHandle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); const int UseHalfFloats = 1; if (UseHalfFloats) { switch (numComponents) { case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_HALF_FLOAT, 0); break; case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, height, 0, GL_RG, GL_HALF_FLOAT, 0); break; case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_HALF_FLOAT, 0); break; case 4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_HALF_FLOAT, 0); break; default: PezFatalError("Illegal slab format."); } } else { switch (numComponents) { case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, width, height, 0, GL_RED, GL_FLOAT, 0); break; case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, width, height, 0, GL_RG, GL_FLOAT, 0); break; case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, 0); break; case 4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, 0); break; default: PezFatalError("Illegal slab format."); } } PezCheckCondition(GL_NO_ERROR == glGetError(), "Unable to create normals texture"); GLuint colorbuffer; glGenRenderbuffers(1, &colorbuffer); glBindRenderbuffer(GL_RENDERBUFFER, colorbuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureHandle, 0); PezCheckCondition(GL_NO_ERROR == glGetError(), "Unable to attach color buffer"); PezCheckCondition(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER), "Unable to create FBO."); Surface surface = { fboHandle, textureHandle, numComponents }; glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); return surface; }
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE ignoreMe0, LPSTR ignoreMe1, INT ignoreMe2) { LPCSTR szName = "Pez App"; WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(0), 0, 0, 0, 0, szName, 0 }; DWORD dwStyle = WS_SYSMENU | WS_VISIBLE | WS_POPUP; DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; RECT rect; int windowWidth, windowHeight, windowLeft, windowTop; HWND hWnd; PIXELFORMATDESCRIPTOR pfd; HDC hDC; HGLRC hRC; int pixelFormat; GLenum err; DWORD previousTime = GetTickCount(); MSG msg = {0}; wc.hCursor = LoadCursor(0, IDC_ARROW); RegisterClassEx(&wc); SetRect(&rect, 0, 0, PEZ_VIEWPORT_WIDTH, PEZ_VIEWPORT_HEIGHT); AdjustWindowRectEx(&rect, dwStyle, FALSE, dwExStyle); windowWidth = rect.right - rect.left; windowHeight = rect.bottom - rect.top; windowLeft = GetSystemMetrics(SM_CXSCREEN) / 2 - windowWidth / 2; windowTop = GetSystemMetrics(SM_CYSCREEN) / 2 - windowHeight / 2; hWnd = CreateWindowExA(0, szName, szName, dwStyle, windowLeft, windowTop, windowWidth, windowHeight, 0, 0, 0, 0); // Create the GL context. ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 24; pfd.cStencilBits = 8; pfd.iLayerType = PFD_MAIN_PLANE; hDC = GetDC(hWnd); pixelFormat = ChoosePixelFormat(hDC, &pfd); SetPixelFormat(hDC, pixelFormat, &pfd); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); if (PEZ_ENABLE_MULTISAMPLING) { int pixelAttribs[] = { WGL_SAMPLES_ARB, 16, WGL_SAMPLE_BUFFERS_ARB, GL_TRUE, WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, WGL_SUPPORT_OPENGL_ARB, GL_TRUE, WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_RED_BITS_ARB, 8, WGL_GREEN_BITS_ARB, 8, WGL_BLUE_BITS_ARB, 8, WGL_ALPHA_BITS_ARB, 8, WGL_DEPTH_BITS_ARB, 24, WGL_STENCIL_BITS_ARB, 8, WGL_DOUBLE_BUFFER_ARB, GL_TRUE, 0 }; int* sampleCount = pixelAttribs + 1; int* useSampleBuffer = pixelAttribs + 3; int pixelFormat = -1; PROC proc = wglGetProcAddress("wglChoosePixelFormatARB"); unsigned int numFormats; PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC) proc; if (!wglChoosePixelFormatARB) { PezFatalError("Could not load function pointer for 'wglChoosePixelFormatARB'. Is your driver properly installed?"); } // Try fewer and fewer samples per pixel till we find one that is supported: while (pixelFormat <= 0 && *sampleCount >= 0) { wglChoosePixelFormatARB(hDC, pixelAttribs, 0, 1, &pixelFormat, &numFormats); (*sampleCount)--; if (*sampleCount <= 1) { *useSampleBuffer = GL_FALSE; } } // Win32 allows the pixel format to be set only once per app, so destroy and re-create the app: DestroyWindow(hWnd); hWnd = CreateWindowExA(0, szName, szName, dwStyle, windowLeft, windowTop, windowWidth, windowHeight, 0, 0, 0, 0); SetWindowPos(hWnd, HWND_TOP, windowLeft, windowTop, windowWidth, windowHeight, 0); hDC = GetDC(hWnd); SetPixelFormat(hDC, pixelFormat, &pfd); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); } #define PEZ_TRANSPARENT_WINDOW 0 // For transparency, this doesn't seem to work. I think I'd need to read back from an OpenGL FBO and blit it with GDI. if (PEZ_TRANSPARENT_WINDOW) { long flag = GetWindowLong(hWnd, GWL_EXSTYLE); int opacity = 128; flag |= WS_EX_LAYERED; SetWindowLong(hWnd, GWL_EXSTYLE, flag); SetLayeredWindowAttributes(hWnd, 0, opacity, LWA_ALPHA); } err = glewInit(); if (GLEW_OK != err) { PezFatalError("GLEW Error: %s\n", glewGetErrorString(err)); } PezDebugString("OpenGL Version: %s\n", glGetString(GL_VERSION)); if (!PEZ_VERTICAL_SYNC) { wglSwapIntervalEXT(0); } if (PEZ_FORWARD_COMPATIBLE_GL && glewIsSupported("GL_VERSION_3_0")) { const int contextAttribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, 0 }; HGLRC newRC = wglCreateContextAttribsARB(hDC, 0, contextAttribs); wglMakeCurrent(0, 0); wglDeleteContext(hRC); hRC = newRC; wglMakeCurrent(hDC, hRC); } { const char* szWindowTitle = PezInitialize(PEZ_VIEWPORT_WIDTH, PEZ_VIEWPORT_HEIGHT); SetWindowTextA(hWnd, szWindowTitle); } // ------------------- // Start the Game Loop // ------------------- while (msg.message != WM_QUIT) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { DWORD currentTime = GetTickCount(); DWORD deltaTime = currentTime - previousTime; previousTime = currentTime; PezUpdate(deltaTime); PezRender(); SwapBuffers(hDC); if (glGetError() != GL_NO_ERROR) { PezFatalError("OpenGL error.\n"); } } } UnregisterClass(szName, wc.hInstance); return 0; }
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE ignoreMe0, LPSTR ignoreMe1, INT ignoreMe2) { LPCSTR szName = "Pez App"; WNDCLASSEXA wc = { sizeof(WNDCLASSEX), CS_CLASSDC | CS_DBLCLKS, MsgProc, 0L, 0L, GetModuleHandle(0), 0, 0, 0, 0, szName, 0 }; DWORD dwStyle = WS_SYSMENU | WS_VISIBLE | WS_POPUP; DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; RECT rect; int windowWidth, windowHeight, windowLeft, windowTop; HWND hWnd; PIXELFORMATDESCRIPTOR pfd; HDC hDC; HGLRC hRC; int pixelFormat; GLenum err; MSG msg = {0}; LARGE_INTEGER previousTime; LARGE_INTEGER freqTime; wc.hCursor = LoadCursor(0, IDC_ARROW); RegisterClassExA(&wc); SetRect(&rect, 0, 0, PezGetConfig().Width, PezGetConfig().Height); AdjustWindowRectEx(&rect, dwStyle, FALSE, dwExStyle); windowWidth = rect.right - rect.left; windowHeight = rect.bottom - rect.top; windowLeft = GetSystemMetrics(SM_XVIRTUALSCREEN) + GetSystemMetrics(SM_CXSCREEN) / 2 - windowWidth / 2; windowTop = GetSystemMetrics(SM_CYSCREEN) / 2 - windowHeight / 2; hWnd = CreateWindowExA(0, szName, szName, dwStyle, windowLeft, windowTop, windowWidth, windowHeight, 0, 0, 0, 0); // Create the GL context. ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 0; pfd.cStencilBits = 0; pfd.iLayerType = PFD_MAIN_PLANE; hDC = GetDC(hWnd); pixelFormat = ChoosePixelFormat(hDC, &pfd); SetPixelFormat(hDC, pixelFormat, &pfd); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); if (PezGetConfig().Multisampling) { int pixelAttribs[] = { WGL_SAMPLES_ARB, 16, WGL_SAMPLE_BUFFERS_ARB, GL_TRUE, WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, WGL_SUPPORT_OPENGL_ARB, GL_TRUE, WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_RED_BITS_ARB, 8, WGL_GREEN_BITS_ARB, 8, WGL_BLUE_BITS_ARB, 8, WGL_ALPHA_BITS_ARB, 8, WGL_DEPTH_BITS_ARB, 24, WGL_STENCIL_BITS_ARB, 8, WGL_DOUBLE_BUFFER_ARB, GL_TRUE, 0 }; int* sampleCount = pixelAttribs + 1; int* useSampleBuffer = pixelAttribs + 3; int pixelFormat = -1; PROC proc = wglGetProcAddress("wglChoosePixelFormatARB"); unsigned int numFormats; PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC) proc; if (!wglChoosePixelFormatARB) { PezFatalError("Could not load function pointer for 'wglChoosePixelFormatARB'. Is your driver properly installed?"); } // Try fewer and fewer samples per pixel till we find one that is supported: while (pixelFormat <= 0 && *sampleCount >= 0) { wglChoosePixelFormatARB(hDC, pixelAttribs, 0, 1, &pixelFormat, &numFormats); (*sampleCount)--; if (*sampleCount <= 1) { *useSampleBuffer = GL_FALSE; } } // Win32 allows the pixel format to be set only once per app, so destroy and re-create the app: DestroyWindow(hWnd); hWnd = CreateWindowExA(0, szName, szName, dwStyle, windowLeft, windowTop, windowWidth, windowHeight, 0, 0, 0, 0); SetWindowPos(hWnd, HWND_TOP, windowLeft, windowTop, windowWidth, windowHeight, 0); hDC = GetDC(hWnd); SetPixelFormat(hDC, pixelFormat, &pfd); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); } err = glewInit(); if (GLEW_OK != err) { PezFatalError("GLEW Error: %s\n", glewGetErrorString(err)); } PezDebugString("OpenGL Version: %s\n", glGetString(GL_VERSION)); if (!PezGetConfig().VerticalSync) { wglSwapIntervalEXT(0); } { PezInitialize(); SetWindowTextA(hWnd, PezGetConfig().Title); } QueryPerformanceFrequency(&freqTime); QueryPerformanceCounter(&previousTime); // ------------------- // Start the Game Loop // ------------------- while (msg.message != WM_QUIT) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { LARGE_INTEGER currentTime; __int64 elapsed; double deltaTime; QueryPerformanceCounter(¤tTime); elapsed = currentTime.QuadPart - previousTime.QuadPart; deltaTime = elapsed * 1000000.0 / freqTime.QuadPart; previousTime = currentTime; PezUpdate((unsigned int) deltaTime); PezRender(0); SwapBuffers(hDC); PezCheckCondition(glGetError() == GL_NO_ERROR, "OpenGL error.\n"); } } UnregisterClassA(szName, wc.hInstance); return 0; }