mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
171 lines
3.9 KiB
C++
171 lines
3.9 KiB
C++
#ifndef B3_USE_GLFW
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#ifdef _WIN32
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/*
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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 "Bullet3Common/b3Vector3.h"
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#include "Win32InternalWindowData.h"
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#include <stdio.h>
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#include <stdlib.h>
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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.cRedBits = 8;
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pfd.cGreenBits = 8;
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pfd.cBlueBits = 8;
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pfd.cAlphaBits = 8;
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pfd.cDepthBits = 24;
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pfd.cStencilBits = 8; //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("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 b3gWindowConstructionInfo& 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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if (!gladLoaderLoadGL())
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{
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printf("gladLoaderLoadGL failed!\n");
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exit(-1);
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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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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);
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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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int Win32OpenGLWindow::fileOpenDialog(char* fileName, int maxFileNameLength)
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{
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#if 0
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//wchar_t wideChars[1024];
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OPENFILENAME ofn ;
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ZeroMemory( &ofn , sizeof( ofn));
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ofn.lStructSize = sizeof ( ofn );
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ofn.hwndOwner = NULL ;
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#ifdef UNICODE
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WCHAR bla[1024];
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ofn.lpstrFile = bla;
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ofn.lpstrFile[0] = '\0';
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ofn.nMaxFile = 1023;
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ofn.lpstrFilter = L"All Files\0*.*\0URDF\0*.urdf\0.bullet\0*.bullet\0";
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#else
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ofn.lpstrFile = fileName;
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ofn.lpstrFile[0] = '\0';
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ofn.nMaxFile = 1023;
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//ofn.lpstrFilter = "All\0*.*\0Text\0*.TXT\0";
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ofn.lpstrFilter = "All Files\0*.*\0URDF\0*.urdf\0.bullet\0*.bullet\0";
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#endif
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ofn.nFilterIndex =1;
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ofn.lpstrFileTitle = NULL ;
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ofn.nMaxFileTitle = 0 ;
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ofn.lpstrInitialDir=NULL ;
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ofn.Flags = OFN_PATHMUSTEXIST|OFN_FILEMUSTEXIST ;
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GetOpenFileName( &ofn );
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return strlen(fileName);
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#else
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return 0;
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#endif
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}
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int Win32OpenGLWindow::getWidth() const
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{
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if (m_data)
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return m_data->m_openglViewportWidth;
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return 0;
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}
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int Win32OpenGLWindow::getHeight() const
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{
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if (m_data)
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return m_data->m_openglViewportHeight;
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return 0;
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}
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#endif
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#endif //B3_USE_GLFW
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