Using OpenGL on dialogs
Hi there,
I''m trying to create an OpenGL application that runs in a dialog.
I manage to create a rendering context, but I really don''t know how I should swap the buffers.
I use code something like the following (sorry, don''t have the exact code here)
HINSTANCE gsInstance; // assigned from WinMain''s hInstance
HWND gsWindow;
gsWindow = CreateDialog(gsInstance, MAKEINTRESOURCE(IDD_DLG_MAIN), DlgProc)
I then get the device context for this
gsDeviceContext = GetDC(gsWindow)
then set the pixel format for this DC, and then create a rendering context. When I check, the rendering context is created fine. (ie. it does not return NULL when created)
My problem is that I can''t call SwapBuffers(gsDeviceContext). It seems to be giving an invalid memory access message when this is called.
Any ideas (or does anyone know a better way of doing this?)
Thanks
FReY
do unto others... and then run like hell.
Hey there frey!
My idea is, that you create the dialog, but you get a dc for the DIALOG window... I think that what you''d want to do is create a window in the dialog (CreateWindow with hWndParent) and get a DC for THAT... just an idea but i think this ll work.
I dont think that you can render to the dialog parent window, as windows does this...
My idea is, that you create the dialog, but you get a dc for the DIALOG window... I think that what you''d want to do is create a window in the dialog (CreateWindow with hWndParent) and get a DC for THAT... just an idea but i think this ll work.
I dont think that you can render to the dialog parent window, as windows does this...
The world isn't unpredictable. It's CHAOTIC.
Hey there, thanks for your response!!
So create a completely new window within the dialog? Would I ever be able to create a static dialog control and then use that?
I''ve tried this and I run into the same problem
HWND gsControlWnd;
HDC gsDeviceContext;
gsControlWnd = GetDlgItem(gsWindow, IDC_STATIC_VIEW);
gsDeviceContext = GetDC(gsControlWnd);
If I created a new window, I''d have to syncronize it to the parent dialog''s position or would this be done automatically?
Thanks again,
FReY
So create a completely new window within the dialog? Would I ever be able to create a static dialog control and then use that?
I''ve tried this and I run into the same problem
HWND gsControlWnd;
HDC gsDeviceContext;
gsControlWnd = GetDlgItem(gsWindow, IDC_STATIC_VIEW);
gsDeviceContext = GetDC(gsControlWnd);
If I created a new window, I''d have to syncronize it to the parent dialog''s position or would this be done automatically?
Thanks again,
FReY
do unto others... and then run like hell.
The easiest and most portable way I know of is to make an OpenGL control. Derive from CWnd and override the OnPreCreateWindow, OnCreate, and OnPaint functions to do your OpenGL specific initialization. This way you can resize the OGL window (a CWnd object), and have room for other controls in the dialog (or have multiple OGL controls in a single dialog.
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And if I''m not using MFC at all, is this possible?
do unto others... and then run like hell.
This will give you some hints in Win32:
Main
Resource IDs
Resource Script
Basically, get the handle to the object, get the DC, create the rendering contexts, render, swap buffers, and so on.
Hope this helps
Main
// windowopengl.cpp : Defines the entry point for the application.//#include "stdafx.h"#include "resource.h"#include <gl\glut.h>#include <gl\gl.h>#include <gl\glaux.h>#define MAX_LOADSTRING 100// Global Variables:HINSTANCE hInst; // current instanceTCHAR szTitle[MAX_LOADSTRING]; // The title bar textTCHAR szWindowClass[MAX_LOADSTRING]; // The title bar textint TheEnd; // Flag used by thread to end int xrot; // rotation// Foward declarations of functions included in this code module:ATOM MyRegisterClass(HINSTANCE hInstance);BOOL InitInstance(HINSTANCE, int);LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);LRESULT CALLBACK OpenGL(HWND, UINT, WPARAM, LPARAM);DWORD WINAPI InitGL(HWND);int MySetPixelFormat(HDC hdc);void RenderScene(int);int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){ // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_WINDOWOPENGL, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_WINDOWOPENGL); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return msg.wParam;}//// FUNCTION: MyRegisterClass()//// PURPOSE: Registers the window class.//// COMMENTS://// This function and its usage is only necessary if you want this code// to be compatible with Win32 systems prior to the ''RegisterClassEx''// function that was added to Windows 95. It is important to call this function// so that the application will get ''well formed'' small icons associated// with it.//ATOM MyRegisterClass(HINSTANCE hInstance){ WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_WINDOWOPENGL); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = (LPCSTR)IDC_WINDOWOPENGL; wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); return RegisterClassEx(&wcex);}//// FUNCTION: InitInstance(HANDLE, int)//// PURPOSE: Saves instance handle and creates main window//// COMMENTS://// In this function, we save the instance handle in a global variable and// create and display the main program window.//BOOL InitInstance(HINSTANCE hInstance, int nCmdShow){ HWND hWnd; hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE;}//// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)//// PURPOSE: Processes messages for the main window.//// WM_COMMAND - process the application menu// WM_PAINT - Paint the main window// WM_DESTROY - post a quit message and return////LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){ int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; TCHAR szHello[MAX_LOADSTRING]; LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING); switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About); break; case IDM_EXIT: DestroyWindow(hWnd); break; case IDM_OPENGL: DialogBox(hInst, (LPCTSTR)IDD_OPENGL, hWnd, (DLGPROC)OpenGL); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... RECT rt; GetClientRect(hWnd, &rt); DrawText(hdc, szHello, strlen(szHello), &rt, DT_CENTER); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0;}// Mesage handler for about box.LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam){ switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return TRUE; } break; } return FALSE;}// Mesage handler for OpenGL box.LRESULT CALLBACK OpenGL(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam){ static HANDLE hOpenGL; static DWORD lpThreadId; switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK) { TheEnd=1; Sleep(500); EndDialog(hDlg, LOWORD(wParam)); return TRUE; } if (LOWORD(wParam) == IDRENDER) { EnableWindow(GetDlgItem(hDlg,IDRENDER),FALSE); hOpenGL=CreateThread(NULL,NULL,(LPTHREAD_START_ROUTINE)InitGL,hDlg,0,&lpThreadId); } break; } return FALSE;}// Here, we do the regular initialization of OpenGLDWORD WINAPI InitGL(HWND hDlg){ HDC hDC1,hDC2,hDC3,hDC4; HWND hEdit1,hEdit2,hEdit3,hEdit4; HGLRC hglrc1,hglrc2,hglrc3,hglrc4; // First, let''s get the handle to all the window we created in the Dialog // with the resource editor hEdit1=GetDlgItem(hDlg,IDC_EDIT1); hEdit2=GetDlgItem(hDlg,IDC_EDIT2); hEdit3=GetDlgItem(hDlg,IDC_EDIT3); hEdit4=GetDlgItem(hDlg,IDC_EDIT4); // For every window, we get the HDC hDC1=GetDC(hEdit1); hDC2=GetDC(hEdit2); hDC3=GetDC(hEdit3); hDC4=GetDC(hEdit4); // OpenGL Initialization glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations MySetPixelFormat(hDC1); MySetPixelFormat(hDC2); MySetPixelFormat(hDC3); MySetPixelFormat(hDC4); hglrc1 = wglCreateContext(hDC1); hglrc2 = wglCreateContext(hDC2); hglrc3 = wglCreateContext(hDC3); hglrc4 = wglCreateContext(hDC4); //render here while(TheEnd !=1 ) { // Select first Window as the rendering context and draw to it wglMakeCurrent(hDC1, hglrc1); RenderScene(1); SwapBuffers(hDC1); // Select second Window as the rendering context and draw to it wglMakeCurrent(hDC2, hglrc2); RenderScene(2); SwapBuffers(hDC2); // Select third Window as the rendering context and draw to it wglMakeCurrent(hDC3, hglrc3); RenderScene(2); SwapBuffers(hDC3); // Select fourth Window as the rendering context and draw to it wglMakeCurrent(hDC4, hglrc4); RenderScene(1); SwapBuffers(hDC4); // Throttle the loop. If we don''t put a sleep here, the thread will use 100% cpu Sleep(1); } wglMakeCurrent(NULL, NULL); // Cleanup ReleaseDC (hDlg, hDC1) ; ReleaseDC (hDlg, hDC2) ; ReleaseDC (hDlg, hDC3) ; ReleaseDC (hDlg, hDC4) ; wglDeleteContext(hglrc1); wglDeleteContext(hglrc2); wglDeleteContext(hglrc3); wglDeleteContext(hglrc4); return TRUE;}// Set up the pixel formatint MySetPixelFormat(HDC hdc){ PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd 1, // version number PFD_DRAW_TO_WINDOW | // support window PFD_SUPPORT_OPENGL | // support OpenGL PFD_DOUBLEBUFFER, // double buffered PFD_TYPE_RGBA, // RGBA type 24, // 24-bit color depth 0, 0, 0, 0, 0, 0, // color bits ignored 0, // no alpha buffer 0, // shift bit ignored 0, // no accumulation buffer 0, 0, 0, 0, // accum bits ignored 32, // 32-bit z-buffer 0, // no stencil buffer 0, // no auxiliary buffer PFD_MAIN_PLANE, // main layer 0, // reserved 0, 0, 0 // layer masks ignored }; int iPixelFormat; // get the device context''s best, available pixel format match if((iPixelFormat = ChoosePixelFormat(hdc, &pfd)) == 0) { MessageBox(NULL, "ChoosePixelFormat Failed", NULL, MB_OK); return 0; } // make that match the device context''s current pixel format if(SetPixelFormat(hdc, iPixelFormat, &pfd) == FALSE) { MessageBox(NULL, "SetPixelFormat Failed", NULL, MB_OK); return 0; } return 1;}// This is where we render, in this case, we will draw a simple 3D-Trianglevoid RenderScene(int axis){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); if(axis==1) glRotatef(xrot,1.0f,0.0f,0.0f); if(axis==2) glRotatef(xrot,0.0f,1.0f,0.0f); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex3f(0, 0.8f, 0); //top glColor3f(0, 1, 0); glVertex3f(-0.5, -0.5, 0.5); //left glColor3f(0, 0,1); glVertex3f(0.5, -0.5, 0.5); //right glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 0.8f, 0.0f); // Top Of Triangle (Right) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( .5f,-.5f, .5f); // Left Of Triangle (Right) glColor3f(0.0f,0.5f,0.0f); // Green glVertex3f( 0.5f,-0.5f, -0.5f); // Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 0.8f, 0.0f); // Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 0.5f,-0.5f, -0.5f); // Left Of Triangle (Back) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-0.5f,-0.5f, -0.5f); // Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 0.8f, 0.0f); // Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-0.5f,-0.5f,-0.5f); // Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-0.5f,-0.5f, 0.5f); // Right Of Triangle (Left) glEnd(); xrot+=1.5f;}
Resource IDs
//{{NO_DEPENDENCIES}}// Microsoft Developer Studio generated include file.// Used by windowopengl.rc//#define IDC_MYICON 2#define IDD_WINDOWOPENGL_DIALOG 102#define IDD_ABOUTBOX 103#define IDS_APP_TITLE 103#define IDM_ABOUT 104#define IDM_EXIT 105#define IDS_HELLO 106#define IDI_WINDOWOPENGL 107#define IDI_SMALL 108#define IDC_WINDOWOPENGL 109#define IDR_MAINFRAME 128#define IDD_OPENGL 129#define IDC_EDIT1 1000#define IDRENDER 1001#define IDC_EDIT2 1002#define IDC_EDIT3 1003#define IDC_EDIT4 1004#define IDM_OPENGL 32771#define IDC_STATIC -1// Next default values for new objects// #ifdef APSTUDIO_INVOKED#ifndef APSTUDIO_READONLY_SYMBOLS#define _APS_NEXT_RESOURCE_VALUE 130#define _APS_NEXT_COMMAND_VALUE 32772#define _APS_NEXT_CONTROL_VALUE 1002#define _APS_NEXT_SYMED_VALUE 110#endif#endif
Resource Script
//Microsoft Developer Studio generated resource script.//#include "resource.h"#define APSTUDIO_READONLY_SYMBOLS///////////////////////////////////////////////////////////////////////////////// Generated from the TEXTINCLUDE 2 resource.//#define APSTUDIO_HIDDEN_SYMBOLS#include "windows.h"#undef APSTUDIO_HIDDEN_SYMBOLS#include "resource.h"/////////////////////////////////////////////////////////////////////////////#undef APSTUDIO_READONLY_SYMBOLS/////////////////////////////////////////////////////////////////////////////// English (U.S.) resources#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)#ifdef _WIN32LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US#pragma code_page(1252)#endif //_WIN32///////////////////////////////////////////////////////////////////////////////// Icon//// Icon with lowest ID value placed first to ensure application icon// remains consistent on all systems.IDI_WINDOWOPENGL ICON DISCARDABLE "windowopengl.ICO"IDI_SMALL ICON DISCARDABLE "SMALL.ICO"///////////////////////////////////////////////////////////////////////////////// Menu//IDC_WINDOWOPENGL MENU DISCARDABLE BEGIN POPUP "&File" BEGIN MENUITEM "E&xit", IDM_EXIT END MENUITEM "&OpenGL", IDM_OPENGL POPUP "&Help" BEGIN MENUITEM "&About ...", IDM_ABOUT ENDEND///////////////////////////////////////////////////////////////////////////////// Accelerator//IDC_WINDOWOPENGL ACCELERATORS MOVEABLE PURE BEGIN "?", IDM_ABOUT, ASCII, ALT "/", IDM_ABOUT, ASCII, ALTEND///////////////////////////////////////////////////////////////////////////////// Dialog//IDD_ABOUTBOX DIALOG DISCARDABLE 22, 17, 230, 75STYLE DS_MODALFRAME | WS_CAPTION | WS_SYSMENUCAPTION "About"FONT 8, "System"BEGIN ICON IDI_WINDOWOPENGL,IDC_MYICON,14,9,16,16 LTEXT "windowopengl Version 1.0",IDC_STATIC,49,10,119,8, SS_NOPREFIX LTEXT "Copyright (C) 2001",IDC_STATIC,49,20,119,8 DEFPUSHBUTTON "OK",IDOK,195,6,30,11,WS_GROUPENDIDD_OPENGL DIALOG DISCARDABLE 0, 0, 304, 170STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENUCAPTION "Window OpenGL example by Chong Hin Ooi, chongooi@mediaone.net"FONT 8, "MS Sans Serif"BEGIN DEFPUSHBUTTON "Render",IDRENDER,190,149,50,14 PUSHBUTTON "OK",IDOK,247,149,50,14 EDITTEXT IDC_EDIT1,7,7,138,58,ES_AUTOHSCROLL EDITTEXT IDC_EDIT2,159,7,138,58,ES_AUTOHSCROLL EDITTEXT IDC_EDIT3,7,78,138,58,ES_AUTOHSCROLL EDITTEXT IDC_EDIT4,159,78,138,58,ES_AUTOHSCROLLEND#ifdef APSTUDIO_INVOKED///////////////////////////////////////////////////////////////////////////////// TEXTINCLUDE//2 TEXTINCLUDE DISCARDABLE BEGIN "#define APSTUDIO_HIDDEN_SYMBOLS\r\n" "#include ""windows.h""\r\n" "#undef APSTUDIO_HIDDEN_SYMBOLS\r\n" "#include ""resource.h""\r\n" "\0"END3 TEXTINCLUDE DISCARDABLE BEGIN "\r\n" "\0"END1 TEXTINCLUDE DISCARDABLE BEGIN "resource.h\0"END#endif // APSTUDIO_INVOKED///////////////////////////////////////////////////////////////////////////////// DESIGNINFO//#ifdef APSTUDIO_INVOKEDGUIDELINES DESIGNINFO DISCARDABLE BEGIN IDD_OPENGL, DIALOG BEGIN LEFTMARGIN, 7 RIGHTMARGIN, 297 TOPMARGIN, 7 BOTTOMMARGIN, 163 ENDEND#endif // APSTUDIO_INVOKED///////////////////////////////////////////////////////////////////////////////// String Table//STRINGTABLE DISCARDABLE BEGIN IDS_APP_TITLE "windowopengl" IDS_HELLO "Window OpenGL example by Chong Hin Ooi" IDC_WINDOWOPENGL "WINDOWOPENGL"END#endif // English (U.S.) resources/////////////////////////////////////////////////////////////////////////////#ifndef APSTUDIO_INVOKED///////////////////////////////////////////////////////////////////////////////// Generated from the TEXTINCLUDE 3 resource.///////////////////////////////////////////////////////////////////////////////#endif // not APSTUDIO_INVOKED
Basically, get the handle to the object, get the DC, create the rendering contexts, render, swap buffers, and so on.
Hope this helps

Thanks Xiachunyi, that''s looks *very* similar to what I was doing before, but will try :D
Many thanks!
FReY
Many thanks!
FReY
do unto others... and then run like hell.
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