Files
CoopAllTheThings/tools/mock_game/render_gl.cpp
BlackMark e996188aec M2(OpenGL): GL mock backend (no loader) + mock-backed capture coverage
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>
2026-06-22 12:03:43 +02:00

126 lines
3.6 KiB
C++

// OpenGL backend for the mock game. Renders the animated pattern with scissored clears
// (glClear + glScissor -- all GL 1.1, exported straight from opengl32, so **no loader /
// submodule** is needed) and presents with SwapBuffers, so the OpenGL capture hook
// (SwapBuffers / wglSwapBuffers + glReadPixels) sees a genuine GL present.
//
// GL's framebuffer is bottom-left origin and the capture flips it vertically to top-down, so
// the frame-counter block is drawn at the GL *top* (y = h-block) to land at the captured
// image's top-left where the test samples it.
#include "render_backend.hpp"
#include <windows.h>
#include <GL/gl.h>
namespace coop::mock
{
namespace
{
class GlBackend : public RenderBackend
{
public:
bool init(HWND hwnd, std::uint32_t width, std::uint32_t height) override
{
width_ = width;
height_ = height;
hwnd_ = hwnd;
hdc_ = GetDC(hwnd);
if (hdc_ == nullptr)
{
return false;
}
PIXELFORMATDESCRIPTOR pfd = {};
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cAlphaBits = 8;
pfd.iLayerType = PFD_MAIN_PLANE;
const int pf = ChoosePixelFormat(hdc_, &pfd);
if (pf == 0 || !SetPixelFormat(hdc_, pf, &pfd))
{
return false;
}
hglrc_ = wglCreateContext(hdc_); // legacy context is enough for GL 1.1 clears
if (hglrc_ == nullptr || !wglMakeCurrent(hdc_, hglrc_))
{
return false;
}
// vsync if available (a game-like cadence; avoids spinning uncapped). Runtime extension
// lookup -- no loader/submodule needed.
using PFN_wglSwapIntervalEXT = BOOL(WINAPI*)(int);
if (auto swap_interval = reinterpret_cast<PFN_wglSwapIntervalEXT>(wglGetProcAddress("wglSwapIntervalEXT")))
{
swap_interval(1);
}
return true;
}
void render_and_present(std::uint32_t frame) override
{
const GLsizei w = static_cast<GLsizei>(width_);
const GLsizei h = static_cast<GLsizei>(height_);
glViewport(0, 0, w, h);
// Animated background (whole framebuffer).
glDisable(GL_SCISSOR_TEST);
glClearColor(static_cast<float>((frame * 2) % 256) / 255.0f, static_cast<float>((frame * 3) % 256) / 255.0f,
static_cast<float>((frame * 5) % 256) / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
// Moving vertical bar (full height).
const std::uint32_t span = width_ > 24 ? width_ - 24 : 1;
const GLint bx = static_cast<GLint>((frame * 4) % span);
glScissor(bx, 0, 24, h);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Frame-counter block at the GL top-left (y = h - block) so it lands top-left after the
// capture's vertical flip.
std::uint8_t r = 0, g = 0, b = 0;
frame_to_rgb(frame, r, g, b);
glScissor(0, h - static_cast<GLint>(kFrameBlock), static_cast<GLsizei>(kFrameBlock),
static_cast<GLsizei>(kFrameBlock));
glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
SwapBuffers(hdc_); // the capture hook intercepts this
}
[[nodiscard]] const char* name() const override
{
return "gl";
}
~GlBackend() override
{
wglMakeCurrent(nullptr, nullptr);
if (hglrc_ != nullptr)
{
wglDeleteContext(hglrc_);
}
if (hdc_ != nullptr && hwnd_ != nullptr)
{
ReleaseDC(hwnd_, hdc_);
}
}
private:
std::uint32_t width_ = 0;
std::uint32_t height_ = 0;
HWND hwnd_ = nullptr;
HDC hdc_ = nullptr;
HGLRC hglrc_ = nullptr;
};
} // namespace
std::unique_ptr<RenderBackend> create_gl_backend()
{
return std::make_unique<GlBackend>();
}
} // namespace coop::mock