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@nickrolfe
Last active April 24, 2024 13:00
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Sample code showing how to create a window using a modern OpenGL core profile context without any libraries other than the standard Win32 wglXXX calls.
// Sample code showing how to create a modern OpenGL window and rendering context on Win32.
#include <windows.h>
#include <gl/gl.h>
#include <stdbool.h>
typedef HGLRC WINAPI wglCreateContextAttribsARB_type(HDC hdc, HGLRC hShareContext,
const int *attribList);
wglCreateContextAttribsARB_type *wglCreateContextAttribsARB;
// See https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_create_context.txt for all values
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
typedef BOOL WINAPI wglChoosePixelFormatARB_type(HDC hdc, const int *piAttribIList,
const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
wglChoosePixelFormatARB_type *wglChoosePixelFormatARB;
// See https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_pixel_format.txt for all values
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_TYPE_RGBA_ARB 0x202B
static void
fatal_error(char *msg)
{
MessageBoxA(NULL, msg, "Error", MB_OK | MB_ICONEXCLAMATION);
exit(EXIT_FAILURE);
}
static void
init_opengl_extensions(void)
{
// Before we can load extensions, we need a dummy OpenGL context, created using a dummy window.
// We use a dummy window because you can only set the pixel format for a window once. For the
// real window, we want to use wglChoosePixelFormatARB (so we can potentially specify options
// that aren't available in PIXELFORMATDESCRIPTOR), but we can't load and use that before we
// have a context.
WNDCLASSA window_class = {
.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
.lpfnWndProc = DefWindowProcA,
.hInstance = GetModuleHandle(0),
.lpszClassName = "Dummy_WGL_djuasiodwa",
};
if (!RegisterClassA(&window_class)) {
fatal_error("Failed to register dummy OpenGL window.");
}
HWND dummy_window = CreateWindowExA(
0,
window_class.lpszClassName,
"Dummy OpenGL Window",
0,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
CW_USEDEFAULT,
0,
0,
window_class.hInstance,
0);
if (!dummy_window) {
fatal_error("Failed to create dummy OpenGL window.");
}
HDC dummy_dc = GetDC(dummy_window);
PIXELFORMATDESCRIPTOR pfd = {
.nSize = sizeof(pfd),
.nVersion = 1,
.iPixelType = PFD_TYPE_RGBA,
.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
.cColorBits = 32,
.cAlphaBits = 8,
.iLayerType = PFD_MAIN_PLANE,
.cDepthBits = 24,
.cStencilBits = 8,
};
int pixel_format = ChoosePixelFormat(dummy_dc, &pfd);
if (!pixel_format) {
fatal_error("Failed to find a suitable pixel format.");
}
if (!SetPixelFormat(dummy_dc, pixel_format, &pfd)) {
fatal_error("Failed to set the pixel format.");
}
HGLRC dummy_context = wglCreateContext(dummy_dc);
if (!dummy_context) {
fatal_error("Failed to create a dummy OpenGL rendering context.");
}
if (!wglMakeCurrent(dummy_dc, dummy_context)) {
fatal_error("Failed to activate dummy OpenGL rendering context.");
}
wglCreateContextAttribsARB = (wglCreateContextAttribsARB_type*)wglGetProcAddress(
"wglCreateContextAttribsARB");
wglChoosePixelFormatARB = (wglChoosePixelFormatARB_type*)wglGetProcAddress(
"wglChoosePixelFormatARB");
wglMakeCurrent(dummy_dc, 0);
wglDeleteContext(dummy_context);
ReleaseDC(dummy_window, dummy_dc);
DestroyWindow(dummy_window);
}
static HGLRC
init_opengl(HDC real_dc)
{
init_opengl_extensions();
// Now we can choose a pixel format the modern way, using wglChoosePixelFormatARB.
int pixel_format_attribs[] = {
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
WGL_COLOR_BITS_ARB, 32,
WGL_DEPTH_BITS_ARB, 24,
WGL_STENCIL_BITS_ARB, 8,
0
};
int pixel_format;
UINT num_formats;
wglChoosePixelFormatARB(real_dc, pixel_format_attribs, 0, 1, &pixel_format, &num_formats);
if (!num_formats) {
fatal_error("Failed to set the OpenGL 3.3 pixel format.");
}
PIXELFORMATDESCRIPTOR pfd;
DescribePixelFormat(real_dc, pixel_format, sizeof(pfd), &pfd);
if (!SetPixelFormat(real_dc, pixel_format, &pfd)) {
fatal_error("Failed to set the OpenGL 3.3 pixel format.");
}
// Specify that we want to create an OpenGL 3.3 core profile context
int gl33_attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0,
};
HGLRC gl33_context = wglCreateContextAttribsARB(real_dc, 0, gl33_attribs);
if (!gl33_context) {
fatal_error("Failed to create OpenGL 3.3 context.");
}
if (!wglMakeCurrent(real_dc, gl33_context)) {
fatal_error("Failed to activate OpenGL 3.3 rendering context.");
}
return gl33_context;
}
static LRESULT CALLBACK
window_callback(HWND window, UINT msg, WPARAM wparam, LPARAM lparam)
{
LRESULT result = 0;
switch (msg) {
case WM_CLOSE:
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
result = DefWindowProcA(window, msg, wparam, lparam);
break;
}
return result;
}
static HWND
create_window(HINSTANCE inst)
{
WNDCLASSA window_class = {
.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
.lpfnWndProc = window_callback,
.hInstance = inst,
.hCursor = LoadCursor(0, IDC_ARROW),
.hbrBackground = 0,
.lpszClassName = "WGL_fdjhsklf",
};
if (!RegisterClassA(&window_class)) {
fatal_error("Failed to register window.");
}
// Specify a desired width and height, then adjust the rect so the window's client area will be
// that size.
RECT rect = {
.right = 1024,
.bottom = 576,
};
DWORD window_style = WS_OVERLAPPEDWINDOW;
AdjustWindowRect(&rect, window_style, false);
HWND window = CreateWindowExA(
0,
window_class.lpszClassName,
"OpenGL",
window_style,
CW_USEDEFAULT,
CW_USEDEFAULT,
rect.right - rect.left,
rect.bottom - rect.top,
0,
0,
inst,
0);
if (!window) {
fatal_error("Failed to create window.");
}
return window;
}
int WINAPI
WinMain(HINSTANCE inst, HINSTANCE prev, LPSTR cmd_line, int show)
{
HWND window = create_window(inst);
HDC gldc = GetDC(window);
HGLRC glrc = init_opengl(gldc);
ShowWindow(window, show);
UpdateWindow(window);
bool running = true;
while (running) {
MSG msg;
while (PeekMessageA(&msg, 0, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
running = false;
} else {
TranslateMessage(&msg);
DispatchMessageA(&msg);
}
}
glClearColor(1.0f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Do OpenGL rendering here
SwapBuffers(gldc);
}
return 0;
}
@tilkinsc
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The context you are creating could very well be hardware accelerated. You are able to get the function pointers and call functions. The context you create initially is as good as to load said functions. You will find a lot of things about contexts and their attributes are 'implementation defined' which will inevitably be worse for some users and result in unexpected behaviors (not in the C sense, but literally). Make it a point to explicitly define things.

The pixel format creation wgl functions ARE extensible unlike ChoosePixelFormat and family. Think of the initial context creation as a 'safe mode' where you have a valid context that can generate handles to functions you need to load actual extensions, which allows you to rely temporary wgl* functions to create a pixel format that is optimized for the device. Take a look at what you can do with wglChoosePixelFormatARB that you can't with ChoosePixelFormat. Each pixel format has its own valid pointers to their own wgl extensions too.

You may also want to implement threading in the future, and maybe even implement framebuffers in said threads. Each thread requires its own context, and you will want to be able to spawn a context that doesn't render directly to the default framebuffer but is also double buffered like everything else. There are definitely valid usecases of having windows give you a window which fully supports what you need. This is why glfw window hinting is a thing.

https://www.khronos.org/opengl/wiki/Creating_an_OpenGL_Context_(WGL)

@NTimmons
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NTimmons commented Apr 18, 2022

Ok. This is a very thoughtful and insightful reply with lots of information which will be very useful to those looking to build a robust, safe and well managed large project.

For my use-case: a simple introduction to setting up the very basics of OpenGL without libraries which aren't provided with the Windows SDK/Visual Studio tools. This would complicate the code and reduce the accessibility. Given the information you have stated I am happy with the implementation as-is, as I will not be needing any extensibility, complex programming models or high-levels of specificity - it does not appear to be invalid/improper for this use-case.

For more complex solutions, I am sure developers can make use of the well-developed and maintained GLEW/GLFW for OpenGL extensions and Windows creation. Or more likely, if they need a high-level of control of the rendering interface, they can use Vulkan/DX11/DX12 and their supporting infrastructure and not worry too much about some of the arcane setup for Windows with OpenGL.

@xatja
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xatja commented May 24, 2022

I'm just thinking, shouldn't the dummy window class be unregistered at around line 117?

@tilkinsc
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The registration is very lightweight and gets cleaned up by the operating system. You can if you want.

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