Date: 02-16-2022
Return to Index
created by gbSnippets
'The default point size of 1 pixel can be changed using the funciton glPointSize.
'By default, an large point is drawn as a square but antialiasing can be used
'so that the point is drawn as a circle.
'Primary Code:
'Use these lines to create a large, antialiased point.
glPointSize 20
glHint %gl_point_smooth_hint, %gl_nicest
glEnable %gl_point_smooth
glBegin %gl_points
glColor3ub 0,0,255 'color
glvertex3f -1,0,0 'vertex
glEnd
'Compilable Example: (Jose Includes)
'This example displays a sized point (square) and an anti-aliased sized point (round).
#Compiler PBWin 9, PBWin 10
#Compile EXE
#Dim All
%Unicode=1
#Include "win32api.inc"
#Include "gl.inc"
#Include "glu.inc"
%ID_Timer = 1000
Global hDlg, hDC, hRC As DWord
Global scalefactor As Single
Function PBMain() As Long
Dialog New Pixels, 0, "OpenGL Example",,, 320, 240,%WS_OverlappedWindow To hDlg
Dialog Show Modal hdlg Call dlgproc
End Function
CallBack Function dlgproc()
Local pt As Point
Local XDelta, YDelta as Single
Static SpinInWork,XLast,YLast As Long
Select Case CB.Msg
Case %WM_InitDialog : GetRenderContext
InitializeScene
SetTimer(hDlg, %ID_Timer, 50, %NULL)
ScaleFactor = 1
Case %WM_Timer : DrawScene 1,1,0 'redraw with rotation on all 3 axes
Case %WM_Paint : DrawScene 0,0,0 'redraw with no rotation
Case %WM_Size : ResizeScene Lo(Word, CB.lParam), Hi(Word, CB.lParam)
DrawScene 0,0,0 'redraw with no rotation
Case %WM_Close : wglmakecurrent %null, %null 'unselect rendering context
wgldeletecontext hRC 'delete the rendering context
releasedc hDlg, hDC 'release device context
Case %WM_MouseWheel
Select Case Hi(Integer,CB.wParam)
Case > 0 : ScaleFactor = ScaleFactor + 0.1 : DrawScene 0,0,0
Case < 0 : ScaleFactor = ScaleFactor - 0.1 : DrawScene 0,0,0
End Select
Case %WM_SetCursor
Select Case Hi(Word, CB.lParam)
Case %WM_LButtonDown
GetCursorPos pt 'pt has xy screen coordinates
ScreenToClient hDlg, pt 'pt now has dialog client coordinates
If pt.y < 0 Then Exit Select
KillTimer CB.Hndl, %ID_Timer
SpinInWork = 1
XLast = Pt.x
YLast = Pt.y
Case %WM_MouseMove
If SpinInWork Then
GetCursorPos pt 'pt has xy screen coordinates
ScreenToClient hDlg, pt 'pt now has dialog client coordinates
If pt.y < 0 Then Exit Select
XDelta = XLast - Pt.x
YDelta = YLast - Pt.y
DrawScene -YDelta, -XDelta, 0
XLast = pt.x
YLast = pt.y
End If
Case %WM_LButtonUp
SetTimer(hDlg, %ID_Timer, 50, %NULL)
SpinInWork = 0
End Select
End Select
End Function
Sub GetRenderContext
Local pfd As PIXELFORMATDESCRIPTOR 'pixel format properties for device context
pfd.nSize = SizeOf(PIXELFORMATDESCRIPTOR)
pfd.nVersion = 1
pfd.dwFlags = %pfd_draw_to_window Or %pfd_support_opengl Or %pfd_doublebuffer
pfd.dwlayermask = %pfd_main_plane
pfd.iPixelType = %pfd_type_rgba
pfd.ccolorbits = 24
pfd.cdepthbits = 24
hDC = GetDC(hDlg) 'DC for dialog
SetPixelFormat(hDC, ChoosePixelFormat(hDC, pfd), pfd) 'set properties of device context
hRC = wglCreateContext (hDC) 'get rendering context
wglMakeCurrent hDC, hRC 'make the RC current
End Sub
Sub InitializeScene
glClearColor 0,0,0,0 'sets color to be used with glClear
glClearDepth 1 'sets zvalue to be used with glClear
glEnable %gl_depth_test 'enable depth testing
glHint %gl_perspective_correction_hint, %gl_nicest 'best quality rendering
End Sub
Sub ResizeScene (w As Long, h As Long)
glViewport 0, 0, w, h 'resize viewport to match window size
glMatrixMode %gl_projection 'select the projection matrix
glLoadIdentity 'reset the projection matrix
gluPerspective 45, w/h, 0.1, 100 'set frustum using viewport aspect ratio
glMatrixMode %gl_modelview 'select the modelview matrix
End Sub
Sub DrawScene (dx As Single, dy As Single, dz As Single)
Static anglex, angley, anglez As Single
glClear %gl_color_buffer_bit Or %gl_depth_buffer_bit 'clear buffers
glLoadIdentity 'clear the modelview matrix
gluLookAt 0,0,5,0,0,0,0,1,0
glScalef scalefactor, scalefactor, scalefactor
anglex = anglex + dx : glRotatef anglex, 1,0,0
angley = angley + dy : glRotatef angley, 0,1,0
anglez = anglez + dz : glRotatef anglez, 0,0,1
glPointSize 20
glHint %gl_point_smooth_hint, %gl_nicest
glEnable %gl_point_smooth
glBegin %gl_points
glColor3ub 0,0,255
glvertex3f -1,0,0 'vertex
glEnd
glDisable %gl_point_smooth
glBegin %gl_points
glColor3ub 255,0,0
glvertex3f 1,0,0 'vertex
glEnd
SwapBuffers hDC 'display the buffer (image)
End Sub
'gbs_00604
'Date: 03-10-2012
http://www.garybeene.com/sw/gbsnippets.htm