Add render_gl.cpp (selectable as `gl`): renders the animated pattern with scissored clears (glClear + glScissor -- GL 1.1, exported straight from opengl32) and presents with SwapBuffers. No glad/submodule needed: a legacy wglCreateContext + <GL/gl.h> suffices, so the planned loader dependency was dropped. GL is bottom-left origin and the capture flips top-down, so the frame-counter block is drawn at the GL top to land top-left in the captured image. Window class gains CS_OWNDC for a stable GL DC; best-effort vsync via a runtime wglSwapIntervalEXT lookup. The GL SwapBuffers/wglSwapBuffers hook now bumps the shared present counter (it's the GL present), so present_calls works for GL games too. mock_game_test decodes GL frames through the existing glReadPixels capture path; 15/15 ctest. Roadmap: OpenGL milestone done and removed (Vulkan renumbered to M2); architecture/lessons/test docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
126 lines
3.6 KiB
C++
126 lines
3.6 KiB
C++
// OpenGL backend for the mock game. Renders the animated pattern with scissored clears
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// (glClear + glScissor -- all GL 1.1, exported straight from opengl32, so **no loader /
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// submodule** is needed) and presents with SwapBuffers, so the OpenGL capture hook
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// (SwapBuffers / wglSwapBuffers + glReadPixels) sees a genuine GL present.
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//
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// GL's framebuffer is bottom-left origin and the capture flips it vertically to top-down, so
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// the frame-counter block is drawn at the GL *top* (y = h-block) to land at the captured
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// image's top-left where the test samples it.
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#include "render_backend.hpp"
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#include <windows.h>
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#include <GL/gl.h>
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namespace coop::mock
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{
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namespace
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{
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class GlBackend : public RenderBackend
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{
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public:
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bool init(HWND hwnd, std::uint32_t width, std::uint32_t height) override
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{
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width_ = width;
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height_ = height;
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hwnd_ = hwnd;
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hdc_ = GetDC(hwnd);
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if (hdc_ == nullptr)
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{
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return false;
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}
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PIXELFORMATDESCRIPTOR 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.cAlphaBits = 8;
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pfd.iLayerType = PFD_MAIN_PLANE;
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const int pf = ChoosePixelFormat(hdc_, &pfd);
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if (pf == 0 || !SetPixelFormat(hdc_, pf, &pfd))
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{
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return false;
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}
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hglrc_ = wglCreateContext(hdc_); // legacy context is enough for GL 1.1 clears
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if (hglrc_ == nullptr || !wglMakeCurrent(hdc_, hglrc_))
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{
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return false;
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}
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// vsync if available (a game-like cadence; avoids spinning uncapped). Runtime extension
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// lookup -- no loader/submodule needed.
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using PFN_wglSwapIntervalEXT = BOOL(WINAPI*)(int);
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if (auto swap_interval = reinterpret_cast<PFN_wglSwapIntervalEXT>(wglGetProcAddress("wglSwapIntervalEXT")))
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{
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swap_interval(1);
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}
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return true;
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}
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void render_and_present(std::uint32_t frame) override
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{
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const GLsizei w = static_cast<GLsizei>(width_);
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const GLsizei h = static_cast<GLsizei>(height_);
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glViewport(0, 0, w, h);
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// Animated background (whole framebuffer).
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glDisable(GL_SCISSOR_TEST);
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glClearColor(static_cast<float>((frame * 2) % 256) / 255.0f, static_cast<float>((frame * 3) % 256) / 255.0f,
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static_cast<float>((frame * 5) % 256) / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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// Moving vertical bar (full height).
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const std::uint32_t span = width_ > 24 ? width_ - 24 : 1;
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const GLint bx = static_cast<GLint>((frame * 4) % span);
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glScissor(bx, 0, 24, h);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Frame-counter block at the GL top-left (y = h - block) so it lands top-left after the
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// capture's vertical flip.
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std::uint8_t r = 0, g = 0, b = 0;
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frame_to_rgb(frame, r, g, b);
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glScissor(0, h - static_cast<GLint>(kFrameBlock), static_cast<GLsizei>(kFrameBlock),
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static_cast<GLsizei>(kFrameBlock));
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glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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SwapBuffers(hdc_); // the capture hook intercepts this
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}
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[[nodiscard]] const char* name() const override
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{
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return "gl";
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}
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~GlBackend() override
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{
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wglMakeCurrent(nullptr, nullptr);
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if (hglrc_ != nullptr)
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{
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wglDeleteContext(hglrc_);
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}
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if (hdc_ != nullptr && hwnd_ != nullptr)
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{
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ReleaseDC(hwnd_, hdc_);
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}
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}
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private:
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std::uint32_t width_ = 0;
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std::uint32_t height_ = 0;
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HWND hwnd_ = nullptr;
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HDC hdc_ = nullptr;
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HGLRC hglrc_ = nullptr;
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};
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} // namespace
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std::unique_ptr<RenderBackend> create_gl_backend()
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{
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return std::make_unique<GlBackend>();
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}
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} // namespace coop::mock
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