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WGL Full Demo
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/** | |
* | |
* MIT License | |
* | |
* Copyright (c) 2017-2022 Cody Tilkins | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
* | |
**/ | |
// please preview this document with tabs, 4 spaces per tab, and no wrapping | |
// https://docs.microsoft.com/en-us/windows/win32/opengl/opengl-on-windows-nt--windows-2000--and-windows-95-98 | |
/* | |
This is a well annotated document for learning how to use wgl. | |
This document contains the following: | |
- Create a window | |
- Create a context | |
- Render & logic on separate thread | |
- Enabling vsync | |
- Ability to show FPS + target an FPS | |
Build with: | |
g++ -std=c++20 -O2 -g0 -o test.exe main.cpp -lstdc++ -lwinmm -lglew32 -lopengl32 -lgdi32 | |
Note: | |
If you want serious error checking, labor looking up all the wgl functions | |
and on error utilize ErrorHandler function. | |
*/ | |
// System Includes | |
#define WIN32_LEAN_AND_MEAN | |
#include <windows.h> | |
#include <stdio.h> | |
#include <mmsystem.h> // timeBeginPeriod timeEndPeriod (or remove this + WIN32_LEAD_AND_MEAN) | |
#include <strsafe.h> // StringCchPrintf | |
#include <thread> | |
#include <chrono> | |
// Local Includes (sub for <> if installed to system, I dont do this) | |
#include "GL/glew.h" | |
#include "GL/wglew.h" | |
// forward declarations | |
static inline void gl_default_error_callback( | |
GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, | |
const GLchar* message, const void* userParam | |
); | |
DWORD WINAPI OpenGLThread(LPVOID lpParam); | |
void ErrorHandler(LPCTSTR lpszFunction); | |
// shared state | |
volatile bool window_active = true; | |
// config | |
volatile bool enable_vsync = false; | |
// data structures | |
typedef struct Context { | |
HWND hWnd; | |
HGLRC gl_context; | |
HDC device_context; | |
} Context; | |
class FPSCount { | |
private: | |
UINT min_ms_wait; | |
public: | |
std::chrono::high_resolution_clock::time_point fps_begin; | |
std::chrono::high_resolution_clock::time_point frame_start; | |
std::chrono::high_resolution_clock::time_point last_start; | |
std::chrono::duration<double> delta_time; | |
uint64_t frames; | |
uint64_t target_fps; | |
FPSCount() | |
{ | |
frames = 0; | |
target_fps = 0; | |
frame_start = std::chrono::high_resolution_clock::now(); | |
last_start = frame_start; | |
fps_begin = frame_start; | |
TIMECAPS capabilities; | |
if (timeGetDevCaps(&capabilities, sizeof(TIMECAPS)) != MMSYSERR_NOERROR) { | |
fprintf(stderr, "Failed to query minimum ms wait time for timer!\n"); | |
exit(1); | |
} | |
min_ms_wait = capabilities.wPeriodMin; | |
} | |
// basic framerate calculation taking the delta between two frames | |
uint64_t updateFPS() { | |
using namespace std::chrono; | |
if (timeBeginPeriod(min_ms_wait) == TIMERR_NOCANDO) { | |
fprintf(stderr, "Failed to begin timer period!\n"); | |
exit(1); | |
} | |
last_start = frame_start; | |
frame_start = high_resolution_clock::now(); | |
delta_time = frame_start - last_start; | |
if(duration<double, std::milli>(frame_start - fps_begin) > 1s) { | |
fps_begin = frame_start; | |
uint64_t temp_frames = frames; | |
frames = 1; | |
return temp_frames; | |
} | |
frames++; | |
if (timeEndPeriod(min_ms_wait) == TIMERR_NOCANDO) { | |
fprintf(stderr, "Failed to end timer period!\n"); | |
exit(1); | |
} | |
return 0; | |
} | |
// sleep for the target fps | |
// does not account for frames that go under target fps | |
// does not account for frames that go over target fps | |
void sleepFrame() { | |
using namespace std::chrono; | |
// wrap time related functions in timeBeginPeriod and timeEndPeriod | |
// always make sure that begin is closed by an end | |
// else you will never get accurate times. Ever. | |
if (timeBeginPeriod(min_ms_wait) == TIMERR_NOCANDO) { | |
fprintf(stderr, "Failed to begin timer period!\n"); | |
exit(1); | |
} | |
// Do not use: std::this_thread::sleep_for(1000ms / target_fps); (good for 40 hz) | |
// This one is good up until 144 hz (186 is where fps shakes violently) | |
// Seek: https://learn.microsoft.com/en-us/windows/win32/multimedia/multimedia-timers | |
Sleep((1000ms / target_fps).count()); | |
if (timeEndPeriod(min_ms_wait) == TIMERR_NOCANDO) { | |
fprintf(stderr, "Failed to end timer period!\n"); | |
exit(1); | |
} | |
} | |
// not sure if this works | |
double getDeltaTime() { | |
return delta_time.count(); | |
} | |
}; | |
// WndProc https://docs.microsoft.com/en-us/windows/win32/api/winuser/nc-winuser-wndproc | |
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) | |
{ | |
switch(message) | |
{ | |
case WM_CREATE: | |
return 0; | |
case WM_CLOSE: | |
window_active = false; | |
return 0; | |
case WM_DESTROY: | |
window_active = false; | |
return 0; | |
} | |
// DefWindowProcA https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-defwindowproca | |
return DefWindowProc(hWnd, message, wParam, lParam); | |
} | |
LRESULT CALLBACK WndProcTemp(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) | |
{ | |
switch(message) | |
{ | |
case WM_CREATE: | |
return 0; | |
case WM_DESTROY: | |
return 0; | |
} | |
return DefWindowProc(hWnd, message, wParam, lParam); | |
} | |
// WinMain https://docs.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-winmain | |
// See Also: https://docs.microsoft.com/en-us/windows/win32/learnwin32/winmain--the-application-entry-point | |
int WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nShowCmd) | |
{ | |
// If you've never encountered this, this makes namespace std local to scope so you | |
// don't have to std:: all over the place and you'd only use it by acknowledging | |
// collisions will be possible | |
using namespace std; | |
///////////////// Section 1: Creating a temporary window | |
// WNDCLASSEX https://docs.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-wndclassexw | |
WNDCLASSEX wc2; | |
wc2.cbSize = sizeof(WNDCLASSEX); | |
wc2.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC | CS_DBLCLKS; | |
wc2.lpfnWndProc = &WndProcTemp; | |
wc2.cbClsExtra = 0; | |
wc2.cbWndExtra = 0; | |
wc2.hInstance = hInst; | |
wc2.hIcon = 0; | |
wc2.hCursor = LoadCursor(0, IDC_ARROW); | |
wc2.hbrBackground = (HBRUSH) GetStockObject(BLACK_BRUSH); | |
wc2.lpszMenuName = 0; | |
wc2.lpszClassName = TEXT("oglversionchecksample_class1"); | |
wc2.hIconSm = 0; | |
// RegisterClassExA https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-registerclassexa | |
// Note: RegisterClassEx is defined to RegisterClassExA | |
if (RegisterClassEx(&wc2) == 0) { | |
fprintf(stderr, "Windows failed to register class `%sl`!\n", wc2.lpszClassName); | |
exit(1); | |
} | |
// CreateWindowEx https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-createwindowexa | |
HWND temp_hWnd = CreateWindowEx( | |
0, // dwExStyle | |
TEXT("oglversionchecksample_class1"), // lpClassName | |
TEXT("oglversionchecksample"), // lpWindowName | |
WS_OVERLAPPEDWINDOW, // dwStyle | |
CW_USEDEFAULT, CW_USEDEFAULT, 640, 480, // X, Y, nWidth, nHeight | |
0, 0, hInst, 0); // hWndParent, hMenu, hInstance, lpParam | |
if (temp_hWnd == nullptr) { | |
fprintf(stderr, "Windows failed to create window `%sl`!\n", wc2.lpszClassName); | |
exit(1); | |
} | |
// GetDC https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc | |
// About device contexs: https://docs.microsoft.com/en-us/windows/win32/gdi/about-device-contexts | |
HDC temp_dc = GetDC(temp_hWnd); | |
if (temp_dc == nullptr) { | |
fprintf(stderr, "Windows failed to provide a display context!\n"); | |
exit(1); | |
} | |
// Please note, a valid correct PFD here will make the loading process faster by like 200-500ms | |
// Which is why I put it verbosely here | |
// PIXELFORMATDESCRIPTOR https://docs.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-pixelformatdescriptor | |
PIXELFORMATDESCRIPTOR pfd; | |
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); | |
pfd.nVersion = 1; | |
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; | |
pfd.iPixelType = PFD_TYPE_RGBA; | |
pfd.cColorBits = 32; | |
pfd.cRedBits = 0; | |
pfd.cRedShift = 0; | |
pfd.cGreenBits = 0; | |
pfd.cGreenShift = 0; | |
pfd.cBlueBits = 0; | |
pfd.cBlueShift = 0; | |
pfd.cAlphaBits = 0; | |
pfd.cAlphaShift = 0; | |
pfd.cAccumBits = 0; | |
pfd.cAccumRedBits = 0; | |
pfd.cAccumGreenBits = 0; | |
pfd.cAccumBlueBits = 0; | |
pfd.cAccumAlphaBits = 0; | |
pfd.cDepthBits = 24; | |
pfd.cStencilBits = 8; | |
pfd.cAuxBuffers = 0; | |
pfd.iLayerType = PFD_MAIN_PLANE; | |
pfd.bReserved = 0; | |
pfd.dwLayerMask = 0; | |
pfd.dwVisibleMask = 0; | |
pfd.dwDamageMask = 0; | |
// ChoosePixelFormat https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-choosepixelformat | |
// SetPixelFormat https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-setpixelformat | |
int pixelfmt = ChoosePixelFormat(temp_dc, &pfd); | |
if (pixelfmt == 0) { | |
fprintf(stderr, "Failed to choose pixel format!\n"); | |
exit(1); | |
} | |
if (!SetPixelFormat(temp_dc, pixelfmt, &pfd)) { | |
fprintf(stderr, "Could not set pixel format!\n"); | |
exit(1); | |
} | |
printf("Pixel format: %d\n", pixelfmt); | |
///////////////// Section 2: Creating a temporary context | |
// wglCreateContext https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-wglcreatecontext | |
// wglMakeCurrent https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-wglmakecurrent | |
HGLRC temp_gl_context = wglCreateContext(temp_dc); | |
if (temp_gl_context == nullptr) { | |
fprintf(stderr, "Failed to create GL context!\n"); | |
exit(1); | |
} | |
if (!wglMakeCurrent(temp_dc, temp_gl_context)) { | |
fprintf(stderr, "Failed to make GL context current!\n"); | |
exit(1); | |
} | |
PROC proc = wglGetProcAddress("wglGetExtensionsStringEXT"); | |
const char* (*_wglGetExtensionsStringEXT)(void) = (const char* (*)(void)) proc; | |
printf("WGL Extensions Available:\n%s\n\n", _wglGetExtensionsStringEXT()); | |
// Print out basic information about opengl. Here we only care about glewInit | |
// glewInit http://glew.sourceforge.net/basic.html | |
// glGetString: http://docs.gl/gl4/glGetString | |
if (glewInit() != GLEW_OK) { | |
fprintf(stderr, "Failed to initialize glew!\n"); | |
exit(1); | |
} | |
printf( | |
"*temporary*\nGL_RENDERER: %s\nGL_VENDOR: %s\nGL_VERSION: %s\nGL_SHADING_LANGUAGE_VERSION: %s\n\n", | |
glGetString(GL_RENDERER), | |
glGetString(GL_VENDOR), | |
glGetString(GL_VERSION), | |
glGetString(GL_SHADING_LANGUAGE_VERSION) | |
); | |
///////////////// Section 3: Creating a permanent window | |
WNDCLASSEX wc; | |
wc.cbSize = sizeof(WNDCLASSEX); | |
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC | CS_DBLCLKS; | |
wc.lpfnWndProc = &WndProc; | |
wc.cbClsExtra = 0; | |
wc.cbWndExtra = 0; | |
wc.hInstance = hInst; | |
wc.hIcon = 0; | |
wc.hCursor = LoadCursor(0, IDC_ARROW); | |
wc.hbrBackground = (HBRUSH) GetStockObject(BLACK_BRUSH); | |
wc.lpszMenuName = 0; | |
wc.lpszClassName = TEXT("oglversionchecksample_class"); | |
wc.hIconSm = 0; | |
if (RegisterClassEx(&wc) == 0) { | |
fprintf(stderr, "Windows failed to register class `%sl`!\n", wc.lpszClassName); | |
exit(1); | |
} | |
HWND hWnd = CreateWindowEx( | |
0, // dwExStyle | |
TEXT("oglversionchecksample_class"), // lpClassName | |
TEXT("oglversionchecksample"), // lpWindowName | |
WS_OVERLAPPEDWINDOW, // dwStyle | |
CW_USEDEFAULT, CW_USEDEFAULT, 640, 480, // X, Y, nWidth, nHeight | |
0, 0, hInst, 0); // hWndParent, hMenu, hInstance, lpParam | |
ShowWindow(hWnd, SW_SHOW); | |
if (hWnd == nullptr) { | |
fprintf(stderr, "Windows failed to create window `%sl`!\n", wc2.lpszClassName); | |
exit(1); | |
} | |
HDC dc = GetDC(hWnd); | |
if (dc == nullptr) { | |
fprintf(stderr, "GetDC() failed!\n"); | |
exit(1); | |
} | |
///////////////// Section 4: Creating a permanent context | |
// wglChoosePixelFormatARB https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_pixel_format.txt | |
int pixel_format = 0; | |
unsigned int num_pixel_format = 0; | |
static const int pixel_attribs[] = { | |
WGL_SUPPORT_OPENGL_ARB, GL_TRUE, | |
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, | |
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, | |
WGL_DOUBLE_BUFFER_ARB, GL_TRUE, | |
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, | |
WGL_COLOR_BITS_ARB, 24, | |
WGL_DEPTH_BITS_ARB, 24, | |
WGL_STENCIL_BITS_ARB, 8, | |
WGL_SAMPLE_BUFFERS_ARB, GL_TRUE, | |
WGL_SAMPLES_ARB, 4, | |
0 | |
}; | |
if (!wglChoosePixelFormatARB(dc, pixel_attribs, NULL, 1, &pixel_format, &num_pixel_format)) { | |
fprintf(stderr, "Failed to choose pixel format!\n"); | |
exit(1); | |
} | |
PIXELFORMATDESCRIPTOR pfd2; | |
if (DescribePixelFormat(dc, pixel_format, sizeof(pfd2), &pfd2) == 0) { | |
fprintf(stderr, "Failed to describe pixel format!\n"); | |
exit(1); | |
} | |
if (!SetPixelFormat(dc, pixel_format, &pfd2)) { | |
fprintf(stderr, "Unable to set pixel format!\n"); | |
exit(1); | |
} | |
// 4.6 forward compatible core profile | |
const int attribs[] = { | |
WGL_CONTEXT_MAJOR_VERSION_ARB, 4, | |
WGL_CONTEXT_MINOR_VERSION_ARB, 6, | |
WGL_CONTEXT_LAYER_PLANE_ARB, 0, // main plane | |
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB | WGL_CONTEXT_DEBUG_BIT_ARB, | |
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, | |
0 | |
}; | |
// wglCreateContextAttribsARB https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_create_context.txt | |
HGLRC gl_context = wglCreateContextAttribsARB(dc, NULL, attribs); | |
if (gl_context == nullptr) { | |
fprintf(stderr, "2 Could not create wgl context!\n"); | |
exit(1); | |
} | |
// wglDeleteContext https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-wgldeletecontext | |
if (!wglDeleteContext(temp_gl_context)) { | |
fprintf(stderr, "Failed to delete context!\n"); | |
exit(1); | |
} | |
// ReleaseDC https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-releasedc | |
if (ReleaseDC(temp_hWnd, temp_dc) == 0) { | |
fprintf(stderr, "Tried to release DC but failed!\n"); | |
exit(1); | |
} | |
if (!DestroyWindow(temp_hWnd)) { | |
fprintf(stderr, "Failed to destroy window!\n"); | |
exit(1); | |
} | |
///////////////// Section 6: Executing a render thread + handling messages | |
Context context; | |
context.hWnd = hWnd; | |
context.gl_context = gl_context; | |
context.device_context = dc; | |
// CreateThread https://docs.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-createthread | |
// Note: Runs the thread immediately | |
DWORD ogl_thread_id = 0; | |
HANDLE ogl_thread = CreateThread( | |
NULL, // lpThreadAttributes | |
0, // dwStackSize | |
OpenGLThread, // lpStartAddress | |
&context, // lpParameter | |
0, // dwCreationFlags | |
&ogl_thread_id // lpThreadId | |
); | |
if (ogl_thread == NULL) { | |
ErrorHandler(TEXT("CreateThread")); | |
exit(1); | |
} | |
// Keep the pump active, do NOT handle pump on another thread | |
MSG msg = {0}; | |
while (window_active && GetMessage(&msg, hWnd, 0, 0) > 0) | |
{ | |
TranslateMessage(&msg); | |
DispatchMessage(&msg); | |
} | |
// 'Join' the thread | |
// WaitForSingleObject https://learn.microsoft.com/en-us/windows/win32/api/synchapi/nf-synchapi-waitforsingleobject | |
WaitForSingleObject(ogl_thread, 0); | |
// Thread may still be active, you must test | |
// GetExitCodeThread https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-getexitcodethread | |
DWORD error_code = 0; | |
if (!GetExitCodeThread(ogl_thread, &error_code)) { | |
fprintf(stderr, "Windows failed to get thread's error code!\n"); | |
exit(1); | |
} | |
int wait_chances = 100; // 1500ms before | |
while (error_code == 259 && wait_chances >= 0) { | |
// Note: Timer resolution is 15.625 | |
WaitForSingleObject(ogl_thread, 15); | |
if (!GetExitCodeThread(ogl_thread, &error_code)) { | |
fprintf(stderr, "Windows failed to get thread's error code!\n"); | |
exit(1); | |
} | |
} | |
if (error_code != 0) { | |
if (wait_chances < 0) { | |
fprintf(stderr, "Timed out while joining thread. It's still active. Thread probably hanging.\n"); | |
} else { | |
fprintf(stderr, "There was an error in the thread. %ld\n", error_code); | |
} | |
exit(1); | |
} | |
puts("Exiting..."); | |
// PostQuitMessage https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-postquitmessage | |
PostQuitMessage(error_code); | |
return EXIT_SUCCESS; | |
} | |
// OpenGLThread aka ThreadProc https://docs.microsoft.com/en-us/previous-versions/windows/desktop/legacy/ms686736(v=vs.85) | |
DWORD WINAPI OpenGLThread(LPVOID lpParam) | |
{ | |
// This is set up for random background color via rand() | |
{ | |
using namespace std::chrono; | |
srand(duration_cast<milliseconds>(system_clock::now().time_since_epoch()).count()); | |
} | |
Context context = *(Context*) lpParam; | |
if (!wglMakeCurrent(context.device_context, context.gl_context)) { | |
fprintf(stderr, "Failed to make context current in thread!\n"); | |
window_active = false; | |
return 1; | |
} | |
// glDebugMessageCallback http://docs.gl/gl4/glDebugMessageCallback | |
// glDebugMessageControl http://docs.gl/gl4/glDebugMessageControl | |
// https://registry.khronos.org/OpenGL/extensions/KHR/KHR_debug.txt | |
// Note: On NVidia cards the glDebugMessageControl makes it so creating VAOs isn't spammy | |
glEnable(GL_DEBUG_OUTPUT); | |
glDebugMessageCallback((GLDEBUGPROC) &gl_default_error_callback, NULL); | |
//glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, 0, GL_FALSE); | |
// glGetIntegerv: http://docs.gl/gl4/glGet | |
GLint profile_mask = 0; | |
GLint context_flags = 0; | |
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profile_mask); | |
glGetIntegerv(GL_CONTEXT_FLAGS, &context_flags); | |
printf( | |
"*final*\nGL_RENDERER: %s\nGL_VENDOR: %s\nGL_VERSION: %s\nGL_SHADING_LANGUAGE_VERSION: %s\n", | |
glGetString(GL_RENDERER), | |
glGetString(GL_VENDOR), | |
glGetString(GL_VERSION), | |
glGetString(GL_SHADING_LANGUAGE_VERSION) | |
); | |
printf( | |
"GL_CONTEXT_CORE_PROFILE: %d\nGL_CONTEXT_COMPATIBILITY_PROFILE: %d\n", | |
profile_mask & GL_CONTEXT_CORE_PROFILE_BIT ? 1 : 0, | |
profile_mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT ? 1 : 0 | |
); | |
printf( | |
"GL_CONTEXT_FLAG_FORWARD_COMPATIBLE: %d\nGL_CONTEXT_FLAG_DEBUG: %d\nGL_CONTEXT_FLAG_ROBUST_ACCESS: %d\nGL_CONTEXT_FLAG_NO_ERROR: %d\n", | |
context_flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT ? 1 : 0, | |
context_flags & GL_CONTEXT_FLAG_DEBUG_BIT ? 1 : 0, | |
context_flags & GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT ? 1 : 0, | |
context_flags & GL_CONTEXT_FLAG_NO_ERROR_BIT ? 1 : 0 | |
); | |
// If you can't use the glDebugMessageCallback have fun using this too much | |
// { | |
// GLenum err = glGetError(); | |
// if (err != GL_NO_ERROR) { | |
// printf("Warning: An opengl error has occured %x\n", err); | |
// } | |
// } | |
// wglSwapIntervalEXT https://www.khronos.org/registry/OpenGL/extensions/EXT/WGL_EXT_swap_control.txt | |
int vsync_enabled = 0; | |
if (enable_vsync) { | |
if (!wglSwapIntervalEXT(1)) { | |
fprintf(stderr, "Warning: Failed to wglSwapIntervalEXT(1). No VSync.\n"); | |
} else { | |
vsync_enabled = 1; | |
} | |
} | |
// glEnable http://docs.gl/gl4/glEnable | |
// glDepthFunc http://docs.gl/gl4/glDepthFunc | |
// glBlendFunc http://docs.gl/gl4/glBlendFunc | |
// glCullFace http://docs.gl/gl4/glCullFace | |
// glPolygonMode http://docs.gl/gl4/glPolygonMode | |
glEnable(GL_DEPTH_TEST); | |
glDepthFunc(GL_LEQUAL); | |
glEnable(GL_BLEND); | |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
glEnable(GL_CULL_FACE); | |
glCullFace(GL_BACK); | |
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
// glViewport http://docs.gl/gl4/glViewport | |
glViewport(0, 0, 640, 480); | |
// This sets both framebuffers colors to the same color so the screen doesn't flash an odd color | |
// glClearColor http://docs.gl/gl4/glClearColor | |
// glClear http://docs.gl/gl4/glClear | |
// SwapBuffers https://docs.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-swapbuffers | |
// ShowWindow https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-showwindow | |
glClearColor(((float) rand() / RAND_MAX), ((float) rand() / RAND_MAX), ((float) rand() / RAND_MAX), 0.0f); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
if (!SwapBuffers(context.device_context)) { | |
fprintf(stderr, "Failed to swap buffers!\n"); | |
window_active = false; | |
return 1; | |
} | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
if (!SwapBuffers(context.device_context)) { | |
fprintf(stderr, "Failed to swap buffers!\n"); | |
window_active = false; | |
return 1; | |
} | |
if (!ShowWindow(context.hWnd, 1)) { | |
fprintf(stderr, "Windows failed to show window!\n"); | |
window_active = false; | |
return 1; | |
} | |
char title_buffer[256]; | |
FPSCount fps; | |
fps.target_fps = 60; | |
while (window_active) | |
{ | |
size_t fps_update = fps.updateFPS(); | |
if(fps_update) { | |
snprintf(title_buffer, 256, "%s [FPS: %zu]\n", "OpenGL Version Check Sample", fps_update); | |
// SetWindowTextA https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setwindowtexta?redirectedfrom=MSDN | |
SetWindowTextA(context.hWnd, title_buffer); | |
} | |
// TODO: Handle Keyboard State | |
// TODO: Handle Game Logic | |
// FLASH WARNING: Only uncomment this line to while listening to https://www.youtube.com/watch?v=SeMXa5lBGYc | |
// glClearColor(((float) rand() / RAND_MAX), ((float) rand() / RAND_MAX), ((float) rand() / RAND_MAX), 0.0f); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
// TODO: Render | |
// vsync is here | |
if (!SwapBuffers(context.device_context)) { | |
fprintf(stderr, "Failed to swap buffers!\n"); | |
window_active = false; | |
return 1; | |
} | |
// FPS Sleep, if no vsync enabled | |
if (!enable_vsync || !vsync_enabled) { | |
fps.sleepFrame(); | |
} | |
} | |
return 0; | |
} | |
// Taken directly from https://docs.microsoft.com/en-us/windows/win32/procthread/creating-threads?redirectedfrom=MSDN | |
// Copyright https://docs.microsoft.com/en-us/legal/termsofuse | |
// This is for educational purposes only and is required to not be included in anything you are merchanting | |
void ErrorHandler(LPCTSTR lpszFunction) | |
{ | |
// Retrieve the system error message for the last-error code. | |
LPVOID lpMsgBuf; | |
LPVOID lpDisplayBuf; | |
DWORD dw = GetLastError(); | |
FormatMessage( | |
FORMAT_MESSAGE_ALLOCATE_BUFFER | | |
FORMAT_MESSAGE_FROM_SYSTEM | | |
FORMAT_MESSAGE_IGNORE_INSERTS, | |
NULL, | |
dw, | |
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), | |
(LPTSTR) &lpMsgBuf, | |
0, NULL ); | |
// Display the error message. | |
lpDisplayBuf = (LPVOID)LocalAlloc(LMEM_ZEROINIT, | |
(lstrlen((LPCTSTR) lpMsgBuf) + lstrlen((LPCTSTR) lpszFunction) + 40) * sizeof(TCHAR)); | |
StringCchPrintf((LPTSTR)lpDisplayBuf, | |
LocalSize(lpDisplayBuf) / sizeof(TCHAR), | |
TEXT("%s failed with error %d: %s"), | |
lpszFunction, dw, lpMsgBuf); | |
MessageBox(NULL, (LPCTSTR) lpDisplayBuf, TEXT("Error"), MB_OK); | |
// Free error-handling buffer allocations. | |
LocalFree(lpMsgBuf); | |
LocalFree(lpDisplayBuf); | |
} | |
// Resolves various enums from opengl error callbacks into something humanly understandable | |
static inline void gl_default_error_callback( | |
GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, | |
const GLchar* message, const void* userParam | |
){ | |
const char* source_s; | |
switch(source) { | |
case GL_DEBUG_SOURCE_API: | |
source_s = "API"; | |
break; | |
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: | |
source_s = "WINDOW_SYSTEM"; | |
break; | |
case GL_DEBUG_SOURCE_SHADER_COMPILER: | |
source_s = "SHADER_COMPILER"; | |
break; | |
case GL_DEBUG_SOURCE_THIRD_PARTY: | |
source_s = "THIRD_PARTY"; | |
break; | |
case GL_DEBUG_SOURCE_APPLICATION: | |
source_s = "APPLICATION"; | |
break; | |
case GL_DEBUG_SOURCE_OTHER: | |
source_s = "OTHER"; | |
break; | |
default: | |
source_s = "UNKNOWN_SOURCE"; | |
break; | |
} | |
const char* type_s; | |
switch(type) { | |
case GL_DEBUG_TYPE_ERROR: | |
type_s = "ERROR"; | |
break; | |
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: | |
type_s = "DEPRECATED_BEHAVIOR"; | |
break; | |
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: | |
type_s = "UNDEFINED_BEHAVIOR"; | |
break; | |
case GL_DEBUG_TYPE_PORTABILITY: | |
type_s = "PORTABILITY"; | |
break; | |
case GL_DEBUG_TYPE_PERFORMANCE: | |
type_s = "PERFORMANCE"; | |
break; | |
case GL_DEBUG_TYPE_MARKER: | |
type_s = "MARKER"; | |
break; | |
case GL_DEBUG_TYPE_PUSH_GROUP: | |
type_s = "PUSH_GROUP"; | |
break; | |
case GL_DEBUG_TYPE_POP_GROUP: | |
type_s = "POP_GROUP"; | |
break; | |
case GL_DEBUG_TYPE_OTHER: | |
type_s = "OTHER"; | |
break; | |
default: | |
type_s = "UNKNOWN_TYPE"; | |
break; | |
} | |
const char* severity_s; | |
switch(severity) { | |
case GL_DEBUG_SEVERITY_HIGH: | |
severity_s = "HIGH"; | |
break; | |
case GL_DEBUG_SEVERITY_MEDIUM: | |
severity_s = "MEDIUM"; | |
break; | |
case GL_DEBUG_SEVERITY_LOW: | |
severity_s = "LOW"; | |
break; | |
case GL_DEBUG_SEVERITY_NOTIFICATION: | |
severity_s = "NOTIFICATION"; | |
break; | |
default: | |
severity_s = "UNKNOWN_SEVERITY"; | |
break; | |
} | |
const char* id_s; | |
switch(id) { | |
case GL_NO_ERROR: | |
id_s = "NO_ERROR"; | |
break; | |
case GL_INVALID_ENUM: | |
id_s = "INVALID_ENUM"; | |
break; | |
case GL_INVALID_VALUE: | |
id_s = "INVALID_VALUE"; | |
break; | |
case GL_INVALID_OPERATION: | |
id_s = "INVALID_OPERATION"; | |
break; | |
case GL_STACK_OVERFLOW: | |
id_s = "STACK_OVERFLOW"; | |
break; | |
case GL_STACK_UNDERFLOW: | |
id_s = "STACK_UNDERFLOW"; | |
break; | |
case GL_OUT_OF_MEMORY: | |
id_s = "OUT_OF_MEMORY"; | |
break; | |
case GL_INVALID_FRAMEBUFFER_OPERATION: | |
id_s = "INVALID_FRAMEBUFFER_OPERATION"; | |
break; | |
case GL_CONTEXT_LOST: | |
id_s = "CONTEXT_LOST"; | |
break; | |
case GL_TABLE_TOO_LARGE: | |
id_s = "TABLE_TOO_LARGE"; | |
break; | |
default: | |
id_s = "UNKNOWN_ID"; | |
break; | |
} | |
fprintf(stderr, "OpenGL message caught:\n\t`[source ] - %s(0x%x)`\n\t`[type ] - %s(0x%x)`\n\t`[id ] - %s(0x%x)`\n\t`[severity] - %s(0x%x)`\n\nGot length %d message:\n`%s`\n\n\n", source_s, source, type_s, type, id_s, id, severity_s, severity, length, message); | |
} | |
I'm not a fan of adaptive vsync
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This code is a lot cleaner especially with the inclusion of the no error and robust access context flag, which as you probably noticed AMD still doesn't support.
If I had any feedback left, I would say to check out
WGL_EXT_swap_control_tear
which is a relaxed V-Sync mode that doesn't cause stuttering issues if the FPS is lower than the refresh rate and frames start to come in late.