NazaraEngine/src/Nazara/OpenGLRenderer/Wrapper/WGL/WGLLoader.cpp

148 lines
4.5 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - OpenGL renderer"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/OpenGLRenderer/Wrapper/WGL/WGLLoader.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/WGL/WGLContext.hpp>
#include <Nazara/OpenGLRenderer/Debug.hpp>
namespace Nz::GL
{
WGLLoader::WGLLoader(const Renderer::Config& config) :
m_baseContext(nullptr, *this)
{
if (!m_opengl32Lib.Load("opengl32" NAZARA_DYNLIB_EXTENSION))
throw std::runtime_error("Failed to load opengl32 library, is OpenGL installed on your system?");
if (!m_gdi32Lib.Load("gdi32.dll"))
throw std::runtime_error("failed to load gdi32.dll: " + m_gdi32Lib.GetLastError());
auto LoadSymbol = [](DynLib& lib, auto& func, const char* funcName)
{
func = reinterpret_cast<std::decay_t<decltype(func)>>(lib.GetSymbol(funcName));
if (!func)
throw std::runtime_error("failed to load core function " + std::string(funcName));
};
// Load gdi32 functions
#define NAZARA_OPENGLRENDERER_EXT_BEGIN(ext)
#define NAZARA_OPENGLRENDERER_EXT_END()
#define NAZARA_OPENGLRENDERER_EXT_FUNC(name, sig) //< Ignore extensions
#define NAZARA_OPENGLRENDERER_FUNC(name, sig) LoadSymbol(m_gdi32Lib, name, #name);
NAZARA_OPENGLRENDERER_FOREACH_GDI32_FUNC(NAZARA_OPENGLRENDERER_FUNC)
#undef NAZARA_OPENGLRENDERER_FUNC
// Load base WGL functions
#define NAZARA_OPENGLRENDERER_FUNC(name, sig) LoadSymbol(m_opengl32Lib, name, #name);
NAZARA_OPENGLRENDERER_FOREACH_WGL_FUNC(NAZARA_OPENGLRENDERER_FUNC, NAZARA_OPENGLRENDERER_EXT_BEGIN, NAZARA_OPENGLRENDERER_EXT_END, NAZARA_OPENGLRENDERER_EXT_FUNC)
#undef NAZARA_OPENGLRENDERER_FUNC
#undef NAZARA_OPENGLRENDERER_EXT_BEGIN
#undef NAZARA_OPENGLRENDERER_EXT_END
#undef NAZARA_OPENGLRENDERER_EXT_FUNC
// In order to load OpenGL functions, we have to create a context first
WGLContext loadContext(nullptr, *this);
if (!loadContext.Create(nullptr, {}))
throw std::runtime_error("failed to create load context");
ContextParams params;
std::array<GL::ContextType, 2> contextTypes;
RenderAPI preferredAPI = config.preferredAPI;
if (preferredAPI == RenderAPI::Unknown)
{
// Favor OpenGL on desktop and OpenGL ES on mobile
#if defined(NAZARA_PLATFORM_DESKTOP)
preferredAPI = RenderAPI::OpenGL;
#else
preferredAPI = RenderAPI::OpenGL_ES;
#endif
}
if (config.preferredAPI == RenderAPI::OpenGL_ES)
{
contextTypes[0] = GL::ContextType::OpenGL_ES;
contextTypes[1] = GL::ContextType::OpenGL;
}
else
{
contextTypes[0] = GL::ContextType::OpenGL;
contextTypes[1] = GL::ContextType::OpenGL_ES;
}
bool created = false;
for (GL::ContextType contextType : contextTypes)
{
params.type = contextType;
if (!m_baseContext.Create(&loadContext, params) || m_baseContext.GetParams().type != contextType)
continue;
if (!m_baseContext.Initialize(params))
continue;
created = true;
break;
}
if (!created)
throw std::runtime_error("failed to create or initialize base context");
}
std::shared_ptr<Context> WGLLoader::CreateContext(const OpenGLDevice* device, const ContextParams& params, Context* shareContext) const
{
auto context = std::make_shared<WGLContext>(device, *this);
if (!context->Create(&m_baseContext, params, static_cast<WGLContext*>(shareContext)))
{
NazaraError("failed to create context");
return {};
}
if (!context->Initialize(params))
{
NazaraError("failed to initialize context");
return {};
}
return context;
}
std::shared_ptr<Context> WGLLoader::CreateContext(const OpenGLDevice* device, const ContextParams& params, WindowHandle handle, Context* shareContext) const
{
auto context = std::make_shared<WGLContext>(device, *this);
if (!context->Create(&m_baseContext, params, handle, static_cast<WGLContext*>(shareContext)))
{
NazaraError("failed to create context");
return {};
}
if (!context->Initialize(params))
{
NazaraError("failed to initialize context");
return {};
}
return context;
}
ContextType WGLLoader::GetPreferredContextType() const
{
return m_baseContext.GetParams().type;
}
GLFunction WGLLoader::LoadFunction(const char* name) const
{
GLFunction func = reinterpret_cast<GLFunction>(wglGetProcAddress(name));
if (!func) //< wglGetProcAddress doesn't work for OpenGL 1.1 functions
func = reinterpret_cast<GLFunction>(m_opengl32Lib.GetSymbol(name));
return func;
}
}
#include <Nazara/Core/AntiWindows.hpp>