mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 14:10:11 +00:00
140 lines
3.0 KiB
C++
140 lines
3.0 KiB
C++
/*
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Copyright (c) 2012 Advanced Micro Devices, Inc.
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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//Originally written by Erwin Coumans
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#include "Win32OpenGLWindow.h"
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#include "OpenGLInclude.h"
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#include "BulletCommon/btVector3.h"
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#include "Win32InternalWindowData.h"
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#include <stdio.h>
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static void printGLString(const char *name, GLenum s) {
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const char *v = (const char *) glGetString(s);
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printf("GL %s = %s\n", name, v);
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}
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void Win32OpenGLWindow::enableOpenGL()
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{
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PIXELFORMATDESCRIPTOR pfd;
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int format;
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// get the device context (DC)
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m_data->m_hDC = GetDC( m_data->m_hWnd );
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// set the pixel format for the DC
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ZeroMemory( &pfd, sizeof( pfd ) );
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pfd.nSize = sizeof( pfd );
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.cDepthBits = 16;
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pfd.cStencilBits = 1;
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pfd.iLayerType = PFD_MAIN_PLANE;
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format = ChoosePixelFormat( m_data->m_hDC, &pfd );
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SetPixelFormat( m_data->m_hDC, format, &pfd );
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// create and enable the render context (RC)
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m_data->m_hRC = wglCreateContext( m_data->m_hDC );
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wglMakeCurrent( m_data->m_hDC, m_data->m_hRC );
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printGLString("Version", GL_VERSION);
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printGLString("Vendor", GL_VENDOR);
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printGLString("Renderer", GL_RENDERER);
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printGLString("Extensions", GL_EXTENSIONS);
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}
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void Win32OpenGLWindow::disableOpenGL()
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{
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wglMakeCurrent( NULL, NULL );
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wglDeleteContext( m_data->m_hRC );
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// ReleaseDC( m_data->m_hWnd, m_data->m_hDC );
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}
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void Win32OpenGLWindow::createWindow(const btgWindowConstructionInfo& ci)
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{
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Win32Window::createWindow(ci);
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//VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, this);
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enableOpenGL();
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}
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Win32OpenGLWindow::Win32OpenGLWindow()
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{
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}
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Win32OpenGLWindow::~Win32OpenGLWindow()
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{
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}
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void Win32OpenGLWindow::closeWindow()
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{
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disableOpenGL();
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Win32Window::closeWindow();
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}
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void Win32OpenGLWindow::startRendering()
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{
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pumpMessage();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //clear buffers
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//glCullFace(GL_BACK);
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//glFrontFace(GL_CCW);
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glEnable(GL_DEPTH_TEST);
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}
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void Win32OpenGLWindow::renderAllObjects()
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{
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}
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void Win32OpenGLWindow::endRendering()
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{
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SwapBuffers( m_data->m_hDC );
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}
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