/// CXXXView.cpp void CXXXView::OnInitialUpdate() { CView::OnInitialUpdate(); // TODO: Add your specialized code here and/or call the base class if (m_eglDisplay != EGL_NO_DISPLAY) return; const EGLint attrs[] = { EGL_LEVEL, 0, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NATIVE_RENDERABLE, EGL_FALSE, EGL_DEPTH_SIZE, EGL_DONT_CARE, EGL_NONE }; EGLint numConfig =0; m_eglDisplay = eglGetDisplay(GetDC()->GetSafeHdc()); if (m_eglDisplay == EGL_NO_DISPLAY) if ((m_eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY) return; // Initialize the display EGLint major = 0; EGLint minor = 0; if (!eglInitialize(m_eglDisplay, &major, &minor)) return; if (major < 1 || minor < 3) { // Does not support EGL 1.3 printf("System does not support at least EGL 1.3 \n"); return; } EGLConfig eglConfig; // Obtain the first configuration with a depth buffer if (!eglChooseConfig(m_eglDisplay, attrs, &eglConfig, 1, &numConfig)) return; // Create a surface for the main window if ((m_eglSurface = eglCreateWindowSurface(m_eglDisplay, eglConfig, (EGLNativeWindowType) GetSafeHwnd(), NULL)) == EGL_NO_SURFACE) return; // Bind the API (It could be OpenGLES or OpenVG) // eglBindAPI(EGL_OPENGL_ES_API); EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; // Create an OpenGL ES context if ((m_eglContext = eglCreateContext(m_eglDisplay, eglConfig, EGL_NO_CONTEXT, ai32ContextAttribs)) == EGL_NO_CONTEXT) return; // Make the context and surface current if (!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext)) return; /// glClearColor(0.5f, 0.5f, 0.5f, 0.0f); } void CXXXView::PostNcDestroy() { // TODO: Add your specialized code here and/or call the base class eglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(m_eglDisplay, m_eglContext); eglDestroySurface(m_eglDisplay, m_eglSurface); eglTerminate(m_eglDisplay); CView::PostNcDestroy(); } void CXXXView::onDraw(void) { glClear(GL_COLOR_BUFFER_BIT); /// IGameImporter * gameImport = NULL; auto pDoc = GetDocument(); if (pDoc && pDoc->IsKindOf(RUNTIME_CLASS(CXXXDoc))) gameImport = dynamic_cast(pDoc)->getGameImport(); /// eglSwapBuffers(m_eglDisplay, m_eglSurface); } BOOL CXXXView::OnEraseBkgnd(CDC* pDC) { // TODO: Add your message handler code here and/or call default /// return CView::OnEraseBkgnd(pDC); return FALSE; } void CXXXView::OnSize(UINT nType, int cx, int cy) { CView::OnSize(nType, cx, cy); // TODO: Add your message handler code here glViewport(0, 0, cx, cy); } /// CXXXApp.cpp BOOL CXXXApp::OnIdle(LONG lCount) { // TODO: Add your specialized code here and/or call the base class // return CWinAppEx::OnIdle(lCount); CMainFrame * pFrame = (CMainFrame *) AfxGetMainWnd(); CView * pView = pFrame->GetActiveView(); if (pView && pView->IsKindOf(RUNTIME_CLASS(CXXXView))) dynamic_cast (pView)->onDraw(); return TRUE; } /// CViewTree.h #define WM_TVN_SELCHANGED (WM_USER+3) class CViewTree : public CTreeCtrl { public: afx_msg void OnTvnSelchanged(NMHDR *pNMHDR, LRESULT *pResult); }; /// CViewTree.cpp BEGIN_MESSAGE_MAP(CViewTree, CTreeCtrl) ON_NOTIFY_REFLECT(TVN_SELCHANGED, &CViewTree::OnTvnSelchanged) END_MESSAGE_MAP() void CViewTree::OnTvnSelchanged(NMHDR *pNMHDR, LRESULT *pResult) { LPNMTREEVIEW pNMTreeView = reinterpret_cast (pNMHDR); // TODO: Add your control notification handler code here GetParent()->SendNotifyMessage(WM_TVN_SELCHANGED, (WPARAM) pNMTreeView, (LPARAM) pResult); *pResult = 0; }
2011년 3월 8일 화요일
OpenGL ES 2.0 + MFC
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