Rename WGL folder from Win32 to WGL
This commit is contained in:
103
src/Nazara/OpenGLRenderer/Wrapper/WGL/WGLLoader.cpp
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103
src/Nazara/OpenGLRenderer/Wrapper/WGL/WGLLoader.cpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/Wrapper/WGL/WGLLoader.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/WGL/WGLContext.hpp>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz::GL
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{
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WGLLoader::WGLLoader(DynLib& openglLib) :
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m_opengl32Lib(openglLib),
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m_baseContext(nullptr, *this)
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{
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if (!m_gdi32Lib.Load("gdi32.dll"))
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throw std::runtime_error("failed to load gdi32.dll: " + m_gdi32Lib.GetLastError());
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auto LoadSymbol = [](DynLib& lib, auto& func, const char* funcName)
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{
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func = reinterpret_cast<std::decay_t<decltype(func)>>(lib.GetSymbol(funcName));
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if (!func)
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throw std::runtime_error("failed to load core function " + std::string(funcName));
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};
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// Load gdi32 functions
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#define NAZARA_OPENGLRENDERER_EXT_BEGIN(ext)
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#define NAZARA_OPENGLRENDERER_EXT_END()
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#define NAZARA_OPENGLRENDERER_EXT_FUNC(name, sig) //< Ignore extensions
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#define NAZARA_OPENGLRENDERER_FUNC(name, sig) LoadSymbol(m_gdi32Lib, name, #name);
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NAZARA_OPENGLRENDERER_FOREACH_GDI32_FUNC(NAZARA_OPENGLRENDERER_FUNC)
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#undef NAZARA_OPENGLRENDERER_FUNC
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// Load base WGL functions
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#define NAZARA_OPENGLRENDERER_FUNC(name, sig) LoadSymbol(m_opengl32Lib, name, #name);
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NAZARA_OPENGLRENDERER_FOREACH_WGL_FUNC(NAZARA_OPENGLRENDERER_FUNC, NAZARA_OPENGLRENDERER_EXT_BEGIN, NAZARA_OPENGLRENDERER_EXT_END, NAZARA_OPENGLRENDERER_EXT_FUNC)
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#undef NAZARA_OPENGLRENDERER_FUNC
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#undef NAZARA_OPENGLRENDERER_EXT_BEGIN
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#undef NAZARA_OPENGLRENDERER_EXT_END
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#undef NAZARA_OPENGLRENDERER_EXT_FUNC
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// In order to load OpenGL functions, we have to create a context first
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WGLContext loadContext(nullptr, *this);
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if (!loadContext.Create(nullptr, {}))
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throw std::runtime_error("failed to create load context");
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ContextParams params;
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if (!m_baseContext.Create(&loadContext, params))
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throw std::runtime_error("failed to create load context");
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if (!m_baseContext.Initialize(params))
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throw std::runtime_error("failed to load OpenGL functions");
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}
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std::unique_ptr<Context> WGLLoader::CreateContext(const OpenGLDevice* device, const ContextParams& params, Context* shareContext) const
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{
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auto context = std::make_unique<WGLContext>(device, *this);
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if (!context->Create(&m_baseContext, params, static_cast<WGLContext*>(shareContext)))
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{
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NazaraError("failed to create context");
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return {};
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}
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if (!context->Initialize(params))
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{
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NazaraError("failed to initialize context");
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return {};
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}
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return context;
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}
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std::unique_ptr<Context> WGLLoader::CreateContext(const OpenGLDevice* device, const ContextParams& params, WindowHandle handle, Context* shareContext) const
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{
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auto context = std::make_unique<WGLContext>(device, *this);
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if (!context->Create(&m_baseContext, params, handle, static_cast<WGLContext*>(shareContext)))
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{
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NazaraError("failed to create context");
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return {};
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}
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if (!context->Initialize(params))
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{
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NazaraError("failed to initialize context");
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return {};
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}
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return context;
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}
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GLFunction WGLLoader::LoadFunction(const char* name) const
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{
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GLFunction func = reinterpret_cast<GLFunction>(wglGetProcAddress(name));
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if (!func) //< wglGetProcAddress doesn't work for OpenGL 1.1 functions
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func = reinterpret_cast<GLFunction>(m_opengl32Lib.GetSymbol(name));
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return func;
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}
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}
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