Lumenarium/gs_libs/gs_win32.cpp

695 lines
23 KiB
C++

//
// File: gs_win32.cpp
// Author: Peter Slattery
// Creation Date: 2020-01-01
//
#ifndef GS_WIN32_CPP
#ifndef GS_WIN32_CPP
struct win32_state
{
b32 Initialized;
b32 Running;
};
struct win32_opengl_window_info
{
s32 ColorBits;
s32 AlphaBits;
s32 DepthBits;
HGLRC RenderContext;
};
struct window
{
char* Name;
char* ClassName;
s32 Width;
s32 Height;
WNDPROC WindowEventHandler;
WNDCLASS Class;
HWND Handle;
HDC DeviceContext;
// TODO(peter): Make this a union?
win32_opengl_window_info OpenGLInfo;
};
struct handle_window_msg_result
{
b32 NeedsUpdate;
#ifdef DEBUG
char MessageType[128];
#endif
};
global_variable win32_state GlobalWin32State;
// Utility
internal s32 Win32StringLength(char* String);
internal s32 Win32ConcatStrings(s32 ALen, char* A, s32 BLen, char* B, s32 DestLen, char* Dest);
// Windowing & Graphics
struct win32_offscreen_buffer
{
texture_buffer Buffer;
BITMAPINFO Info;
};
LRESULT CALLBACK Win32HandleWindowsEvents (HWND WindowHandle, UINT Msg, WPARAM wParam, LPARAM lParam);
internal handle_window_msg_result HandleWindowsMessage (HWND WindowHandle, MSG Message);
internal void Win32UpdateWindowDimension(window* Window);
internal void Win32ResizeDIBSection(win32_offscreen_buffer *Buffer, int Width, int Height);
internal void Win32DisplayBufferInWindow(win32_offscreen_buffer* Buffer, window Window);
// Memory
internal PLATFORM_ALLOC(Win32Alloc);
internal PLATFORM_FREE(Win32Free);
internal PLATFORM_REALLOC(Win32Realloc);
///
// Utils
///
internal s32
Win32StringLength(char* String)
{
char* At = String;
while (*At) { At++; };
return At - String;
}
internal s32
Win32ConcatStrings(s32 ALen, char* A, s32 BLen, char* B, s32 DestLen, char* Dest)
{
char* Dst = Dest;
char* AAt = A;
for (s32 a = 0; a < ALen; a++)
{
*Dst++ = *AAt++;
}
char* BAt = B;
for (s32 b = 0; b < BLen; b++)
{
*Dst++ = *BAt++;
}
return Dst - Dest;
}
///
// Windowing
///
internal window
Win32CreateWindow (HINSTANCE HInstance, char* WindowName, s32 Width, s32 Height,
WNDPROC WindowEventHandler)
{
window Result = {};
Result.Name = WindowName;
Result.ClassName = WindowName;
Result.Width = Width;
Result.Height = Height;
Result.WindowEventHandler = WindowEventHandler;
Result.Class = {};
Result.Class.style = CS_HREDRAW | CS_VREDRAW;
Result.Class.lpfnWndProc = WindowEventHandler;
Result.Class.hInstance = HInstance;
Result.Class.lpszClassName = WindowName;
if (RegisterClass(&Result.Class))
{
Result.Handle = CreateWindowEx(
0,
Result.Class.lpszClassName,
WindowName,
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT,
CW_USEDEFAULT,
Width,
Height,
0,
0,
HInstance,
0);
Result.DeviceContext = GetDC(Result.Handle);
}
return Result;
};
internal window
PlatformCreateWindow (char* WindowName, s32 Width, s32 Height)
{
HINSTANCE HInstance = GetModuleHandle(NULL);
return Win32CreateWindow(HInstance, WindowName, Width, Height, Win32HandleWindowsEvents);
}
internal void
CreateOpenGLWindowContext (win32_opengl_window_info Info, window* Window)
{
// Setup pixel format
{
PIXELFORMATDESCRIPTOR PixelFormatDesc = { 0 };
// TODO: Program seems to work perfectly fine without all other params except dwFlags.
// Can we skip other params for the sake of brevity?
PixelFormatDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
PixelFormatDesc.nVersion = 1;
PixelFormatDesc.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
PixelFormatDesc.iPixelType = PFD_TYPE_RGBA;// TODO(Peter): include this in win32_opengl_window_info?
PixelFormatDesc.cColorBits = Info.ColorBits;
PixelFormatDesc.cAlphaBits = Info.AlphaBits;
PixelFormatDesc.cDepthBits = Info.DepthBits;
PixelFormatDesc.dwLayerMask = PFD_MAIN_PLANE; // TODO(Peter): include this in win32_opengl_window_info?
//
s32 PixelFormat = ChoosePixelFormat(Window->DeviceContext, &PixelFormatDesc);
if (!PixelFormat) { InvalidCodePath; } // TODO: Log: Choose pixel format failed
if (!SetPixelFormat(Window->DeviceContext, PixelFormat, &PixelFormatDesc)) { InvalidCodePath; } // TODO: Log: Set pixel format failed
}
// Create rendering context
{
// TODO: Create "proper" context?
// https://www.opengl.org/wiki/Creating_an_OpenGL_Context_(WGL)#Proper_Context_Creation
Info.RenderContext = wglCreateContext(Window->DeviceContext);
wglMakeCurrent(Window->DeviceContext, Info.RenderContext);
// TODO(Peter): do we want this?
/*
glGetIntegerv(GL_MAJOR_VERSION, );
glGetIntegerv(GL_MINOR_VERSION, );
(char*)glGetString(GL_VENDOR);
(char*)glGetString(GL_RENDERER);
*/
}
Window->OpenGLInfo = Info;
}
struct handle_window_event_result
{
LRESULT Result;
b32 Handled;
};
internal void
Win32UpdateInputFrameMouseButtonState (input_frame* InputFrame, key_code KeyCode, int Win32VirtualKey)
{
InputFrame->KeysDown[KeyCode] = (GetKeyState(Win32VirtualKey) & (1 << 15)) != 0;
}
internal void
Win32UpdateInputFrameMouseState (input_frame* InputFrame)
{
Win32UpdateInputFrameMouseButtonState(InputFrame, KeyCode_MouseLeftButton, VK_LBUTTON);
Win32UpdateInputFrameMouseButtonState(InputFrame, KeyCode_MouseMiddleButton, VK_MBUTTON);
Win32UpdateInputFrameMouseButtonState(InputFrame, KeyCode_MouseRightButton, VK_RBUTTON);
// NOTE(Peter): If you decide to support extra mouse buttons, on windows the key codes are
// VK_XBUTTON1 and VK_XBUTTON2
}
internal void
Win32UpdateInputFrameMouseWheelDelta (input_frame* InputFrame, MSG Message)
{
int MouseWheel = GET_WHEEL_DELTA_WPARAM(Message.wParam);
InputFrame->MouseScroll = MouseWheel;
}
internal handle_window_event_result
HandleWindowEventUnlessWouldUseDefault (HWND WindowHandle, UINT Msg, WPARAM wParam, LPARAM lParam)
{
handle_window_event_result Result = {};
Result.Handled = false;
switch (Msg)
{
case WM_SIZE:
{
Result.Handled = true;
}break;
case WM_CLOSE:
{
Result.Result = DefWindowProc(WindowHandle, Msg, wParam, lParam);
Result.Handled = true;
}break;
case WM_DESTROY:
{
GlobalWin32State.Running = false;
Result.Handled = true;
}break;
case WM_PAINT:
{
PAINTSTRUCT PaintStruct;
HDC DeviceContext;
b32 PaintResult;
DeviceContext = BeginPaint(WindowHandle, &PaintStruct);
PaintResult = EndPaint(WindowHandle, &PaintStruct);
Result.Handled = true;
}break;
}
return Result;
}
LRESULT CALLBACK
Win32HandleWindowsEvents (
HWND WindowHandle,
UINT Msg,
WPARAM wParam,
LPARAM lParam
)
{
handle_window_event_result EventResult = HandleWindowEventUnlessWouldUseDefault(
WindowHandle,
Msg,
wParam,
lParam);
if (!EventResult.Handled)
{
EventResult.Result = DefWindowProc(WindowHandle, Msg, wParam, lParam);
}
return EventResult.Result;
}
static key_code
Win32GetKeyCode (int Win32VirtualKey, bool NumpadValid, bool TranslateToChar)
{
key_code Result = KeyCode_Invalid;
if (Win32VirtualKey == VK_ESCAPE) { Result = KeyCode_Esc; }
if (!TranslateToChar)
{
if (Win32VirtualKey == VK_SPACE) { Result = KeyCode_Space; }
}
if (Win32VirtualKey == VK_CAPITAL) { Result = KeyCode_CapsLock; }
else if (Win32VirtualKey == VK_TAB) { Result = KeyCode_Tab; }
else if (Win32VirtualKey == VK_LSHIFT) { Result = KeyCode_LeftShift; }
else if (Win32VirtualKey == VK_RSHIFT) { Result = KeyCode_RightShift; }
else if (Win32VirtualKey == VK_LCONTROL) { Result = KeyCode_LeftCtrl; }
else if (Win32VirtualKey == VK_RCONTROL) { Result = KeyCode_RightCtrl; }
// TODO(Peter): support the function key?
//else if (Win32VirtualKey == VK_) { Result = KeyCode_Fn; }
else if (Win32VirtualKey == VK_MENU) { Result = KeyCode_Alt; }
else if (Win32VirtualKey == VK_PRIOR) { Result = KeyCode_PageUp; }
else if (Win32VirtualKey == VK_NEXT) { Result = KeyCode_PageDown; }
else if (Win32VirtualKey == VK_BACK) { Result = KeyCode_Backspace; }
else if (Win32VirtualKey == VK_DELETE) { Result = KeyCode_Delete; }
else if (Win32VirtualKey == VK_RETURN) { Result = KeyCode_Enter; }
else if (Win32VirtualKey == VK_F1) { Result = KeyCode_F1; }
else if (Win32VirtualKey == VK_F2) { Result = KeyCode_F2; }
else if (Win32VirtualKey == VK_F3) { Result = KeyCode_F3; }
else if (Win32VirtualKey == VK_F4) { Result = KeyCode_F4; }
else if (Win32VirtualKey == VK_F5) { Result = KeyCode_F5; }
else if (Win32VirtualKey == VK_F6) { Result = KeyCode_F6; }
else if (Win32VirtualKey == VK_F7) { Result = KeyCode_F7; }
else if (Win32VirtualKey == VK_F8) { Result = KeyCode_F8; }
else if (Win32VirtualKey == VK_F9) { Result = KeyCode_F9; }
else if (Win32VirtualKey == VK_F10) { Result = KeyCode_F10; }
else if (Win32VirtualKey == VK_F11) { Result = KeyCode_F11; }
else if (Win32VirtualKey == VK_F12) { Result = KeyCode_F12; }
if (!TranslateToChar)
{
if (Win32VirtualKey == 0x30) { Result = KeyCode_0; }
else if (Win32VirtualKey == 0x31) { Result = KeyCode_1; }
else if (Win32VirtualKey == 0x32) { Result = KeyCode_2; }
else if (Win32VirtualKey == 0x33) { Result = KeyCode_3; }
else if (Win32VirtualKey == 0x34) { Result = KeyCode_4; }
else if (Win32VirtualKey == 0x35) { Result = KeyCode_5; }
else if (Win32VirtualKey == 0x36) { Result = KeyCode_6; }
else if (Win32VirtualKey == 0x37) { Result = KeyCode_7; }
else if (Win32VirtualKey == 0x38) { Result = KeyCode_8; }
else if (Win32VirtualKey == 0x39) { Result = KeyCode_9; }
else if (Win32VirtualKey == 0x41) { Result = KeyCode_A; }
else if (Win32VirtualKey == 0x42) { Result = KeyCode_B; }
else if (Win32VirtualKey == 0x43) { Result = KeyCode_C; }
else if (Win32VirtualKey == 0x44) { Result = KeyCode_D; }
else if (Win32VirtualKey == 0x45) { Result = KeyCode_E; }
else if (Win32VirtualKey == 0x46) { Result = KeyCode_F; }
else if (Win32VirtualKey == 0x47) { Result = KeyCode_G; }
else if (Win32VirtualKey == 0x48) { Result = KeyCode_H; }
else if (Win32VirtualKey == 0x49) { Result = KeyCode_I; }
else if (Win32VirtualKey == 0x4A) { Result = KeyCode_J; }
else if (Win32VirtualKey == 0x4B) { Result = KeyCode_K; }
else if (Win32VirtualKey == 0x4C) { Result = KeyCode_L; }
else if (Win32VirtualKey == 0x4D) { Result = KeyCode_M; }
else if (Win32VirtualKey == 0x4E) { Result = KeyCode_N; }
else if (Win32VirtualKey == 0x4F) { Result = KeyCode_O; }
else if (Win32VirtualKey == 0x50) { Result = KeyCode_P; }
else if (Win32VirtualKey == 0x51) { Result = KeyCode_Q; }
else if (Win32VirtualKey == 0x52) { Result = KeyCode_R; }
else if (Win32VirtualKey == 0x53) { Result = KeyCode_S; }
else if (Win32VirtualKey == 0x54) { Result = KeyCode_T; }
else if (Win32VirtualKey == 0x55) { Result = KeyCode_U; }
else if (Win32VirtualKey == 0x56) { Result = KeyCode_V; }
else if (Win32VirtualKey == 0x57) { Result = KeyCode_W; }
else if (Win32VirtualKey == 0x58) { Result = KeyCode_X; }
else if (Win32VirtualKey == 0x59) { Result = KeyCode_Y; }
else if (Win32VirtualKey == 0x5A) { Result = KeyCode_Z; }
}
if (NumpadValid)
{
if (Win32VirtualKey == VK_NUMPAD0) { Result = KeyCode_Num0; }
else if (Win32VirtualKey == VK_NUMPAD1) { Result = KeyCode_Num1; }
else if (Win32VirtualKey == VK_NUMPAD2) { Result = KeyCode_Num2; }
else if (Win32VirtualKey == VK_NUMPAD3) { Result = KeyCode_Num3; }
else if (Win32VirtualKey == VK_NUMPAD4) { Result = KeyCode_Num4; }
else if (Win32VirtualKey == VK_NUMPAD5) { Result = KeyCode_Num5; }
else if (Win32VirtualKey == VK_NUMPAD6) { Result = KeyCode_Num6; }
else if (Win32VirtualKey == VK_NUMPAD7) { Result = KeyCode_Num7; }
else if (Win32VirtualKey == VK_NUMPAD8) { Result = KeyCode_Num8; }
else if (Win32VirtualKey == VK_NUMPAD9) { Result = KeyCode_Num9; }
}
if (Win32VirtualKey == VK_UP) { Result = KeyCode_UpArrow; }
else if (Win32VirtualKey == VK_DOWN) { Result = KeyCode_DownArrow; }
else if (Win32VirtualKey == VK_LEFT) { Result = KeyCode_LeftArrow; }
else if (Win32VirtualKey == VK_RIGHT) { Result = KeyCode_RightArrow; }
return Result;
}
internal handle_window_msg_result
HandleWindowsMessage (
HWND WindowHandle,
MSG Message)
{
handle_window_msg_result Result = {};
Result.NeedsUpdate = 0;
switch (Message.message)
{
case WM_HOTKEY:
{
}break;
case WM_MOUSEWHEEL:
{
int MouseWheel = GET_WHEEL_DELTA_WPARAM(Message.wParam);
/*
Input.New->MouseScroll = MouseWheel;
Result.NeedsUpdate = true;
*/
}break;
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
{
/*
Input.New->KeyStates[KeyCode_MouseLeftButton] = (GetKeyState(VK_LBUTTON) & (1 << 15)) != 0;
Input.New->KeyStates[KeyCode_MouseMiddleButton] = (GetKeyState(VK_MBUTTON) & (1 << 15)) != 0;
Input.New->KeyStates[KeyCode_MouseRightButton] = (GetKeyState(VK_RBUTTON) & (1 << 15)) != 0;
// NOTE(Peter): If you decide to support extra mouse buttons, on windows the key codes are
// VK_XBUTTON1 and VK_XBUTTON2
if (KeyTransitionedDown(KeyCode_MouseLeftButton, Input))
{
Input.MouseDownX = Input.New->MouseX;
Input.MouseDownY = Input.New->MouseY;
}
Result.NeedsUpdate = true;*/
}break;
case WM_MOUSEMOVE:
{
POINT MousePos;
GetCursorPos(&MousePos);
ScreenToClient(WindowHandle, &MousePos);
/*
Input.New->MouseX = MousePos.x;
Input.New->MouseY = App.WindowHeight - MousePos.y;
Result.NeedsUpdate = true;
*/
}break;
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
case WM_KEYDOWN:
case WM_KEYUP:
{
int VirtualKey = (int)Message.wParam;
bool KeyDown = (Message.lParam & (1 << 31)) == 0;
int KeyIndex = Win32GetKeyCode(VirtualKey, true, true);
/*
if (KeyIndex >= 0)
{
DEBUG_GET_MESSAGE_NAME(Result.MessageType, "WM_KEYEvent ");
Input.New->KeyStates[KeyIndex] = KeyDown;
Result.NeedsUpdate = true;
}
else
{
if (Input.TranslateInputToCharValues && KeyDown)
{
// NOTE(Peter): Took this out b/c we're translating the WM_CHAR messages
// in the message pump, and if we do it here as well, character producing
// key messages get put on the message queue twice
TranslateMessage(&Message);
DispatchMessage(&Message);
}
else
{
DEBUG_GET_MESSAGE_NAME(Result.MessageType, "WM_KEYEvent ");
// NOTE(Peter): This is so that when you lift up a key that was generating a WM_CHAR,
// the app still has a chance to respond to it.
Result.NeedsUpdate = true;
}
}
*/
}break;
case WM_CHAR:
{
/*
char TranslatedChar = (char)Message.wParam;
int KeyIndex = GetKeyIndexFromChar(TranslatedChar);
if (KeyIndex >= 0)
{
// NOTE(Peter): Always setting this to true becuase windows is stupid and doesn't
// pass the press/release bit through correctly. So now the KEYDOWN/KEYUP Messages above
// only translate the message to a WM_CHAR message if its a key down. Since we clear all
// keystates to false at the beginning of an input frame, this will make transitions
// get registered correctly.
Input.New->KeyStates[KeyIndex] = true;
Result.NeedsUpdate = true;
}
else
{
printf("Translated Char Not Recognized: %c\n", TranslatedChar);
//InvalidCodePath;
}
*/
}break;
default:
{
TranslateMessage(&Message);
DispatchMessage(&Message);
}break;
}
return Result;
}
internal void
Win32UpdateWindowDimension(window* Window)
{
RECT ClientRect;
GetClientRect(Window->Handle, &ClientRect);
Window->Width = ClientRect.right - ClientRect.left;
Window->Height = ClientRect.bottom - ClientRect.top;
}
internal void
Win32ResizeDIBSection(win32_offscreen_buffer *Win32Buffer, int Width, int Height)
{
if(Win32Buffer->Buffer.Memory)
{
VirtualFree(Win32Buffer->Buffer.Memory, 0, MEM_RELEASE);
}
Win32Buffer->Buffer.Width = Width;
Win32Buffer->Buffer.Height = Height;
int BytesPerPixel = 4;
Win32Buffer->Buffer.BytesPerPixel = BytesPerPixel;
Win32Buffer->Info.bmiHeader.biSize = sizeof(Win32Buffer->Info.bmiHeader);
Win32Buffer->Info.bmiHeader.biWidth = Win32Buffer->Buffer.Width;
Win32Buffer->Info.bmiHeader.biHeight = -Win32Buffer->Buffer.Height; // Top down, not bottom up
Win32Buffer->Info.bmiHeader.biPlanes = 1;
Win32Buffer->Info.bmiHeader.biBitCount = 32;
Win32Buffer->Info.bmiHeader.biCompression = BI_RGB;
int BitmapMemorySize = (Win32Buffer->Buffer.Width * Win32Buffer->Buffer.Height)*BytesPerPixel;
Win32Buffer->Buffer.Memory = (u8*)VirtualAlloc(0, BitmapMemorySize, MEM_RESERVE|MEM_COMMIT, PAGE_READWRITE);
Win32Buffer->Buffer.Pitch = Width*BytesPerPixel;
}
internal void
Win32DisplayBufferInWindow(win32_offscreen_buffer* Win32Buffer, window Window)
{
StretchDIBits(Window.DeviceContext,
0, 0, Win32Buffer->Buffer.Width, Win32Buffer->Buffer.Height,
0, 0, Win32Buffer->Buffer.Width, Win32Buffer->Buffer.Height,
Win32Buffer->Buffer.Memory,
&Win32Buffer->Info,
DIB_RGB_COLORS, SRCCOPY);
}
/////////////////////////////////////////
//
// Open GL
//
/////////////////////////////////////////
internal void
OpenGLRenderTriBuffer (u8* Vertecies, s32 VertexElements,
u8* UVs, s32 UVElements,
u8* Colors, s32 ColorsElements,
s32 TriCount)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(VertexElements, GL_FLOAT, VertexElements * sizeof(r32), Vertecies);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(UVElements, GL_FLOAT, UVElements * sizeof(r32), UVs);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(ColorsElements, GL_FLOAT, ColorsElements * sizeof(r32), Colors);
glDrawArrays(GL_TRIANGLES, 0, TriCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
internal void
OpenGLDraw3DTri (v4 P0, v4 P1, v4 P2,
v2 UV0, v2 UV1, v2 UV2,
v4 C0, v4 C1, v4 C2)
{
glBegin(GL_TRIANGLES);
glTexCoord2f(UV0.x, UV0.y);
glColor4f(C0.r, C0.g, C0.b, C0.a);
glVertex4f(P0.x, P0.y, P0.z, P0.w);
glTexCoord2f(UV1.x, UV1.y);
glColor4f(C1.r, C1.g, C1.b, C1.a);
glVertex4f(P1.x, P1.y, P1.z, P1.w);
glTexCoord2f(UV2.x, UV2.y);
glColor4f(C2.r, C2.g, C2.b, C2.a);
glVertex4f(P2.x, P2.y, P2.z, P2.w);
glEnd();
}
internal void
OpenGLDraw2DTri (v2 P0, v2 P1, v2 P2,
v2 UV0, v2 UV1, v2 UV2,
v4 C0, v4 C1, v4 C2)
{
glBegin(GL_TRIANGLES);
glTexCoord2f(UV0.x, UV0.y);
glColor4f(C0.r, C0.g, C0.b, C0.a);
glVertex2f(P0.x, P0.y);
glTexCoord2f(UV1.x, UV1.y);
glColor4f(C1.r, C1.g, C1.b, C1.a);
glVertex2f(P1.x, P1.y);
glTexCoord2f(UV2.x, UV2.y);
glColor4f(C2.r, C2.g, C2.b, C2.a);
glVertex2f(P2.x, P2.y);
glEnd();
}
internal void
LoadModelView (r32 Matrix[16])
{
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(Matrix);
}
internal void
LoadProjection (r32 Matrix[16])
{
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(Matrix);
}
internal void
ClearRenderBuffer ()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
s32 NextTextureHandle = 1;
internal s32
SubmitTexture (u8* Memory, s32 Width, s32 Height)
{
s32 TextureHandle = NextTextureHandle++;
glBindTexture(GL_TEXTURE_2D, TextureHandle);
glTexImage2D(GL_TEXTURE_2D,
0, // mip map level
GL_RGBA8,
Width,
Height,
0, // border
GL_RGBA,
GL_UNSIGNED_BYTE,
Memory);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
return TextureHandle;
}
internal void
BindTexture (s32 TextureHandle)
{
glBindTexture(GL_TEXTURE_2D, TextureHandle);
}
#define GS_WIN32_CPP
#endif // GS_WIN32_CPP
#define GS_WIN32_CPP
#endif // GS_WIN32_CPP