Date: 02-16-2022
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created by gbSnippets
'Compiler Comments:
'This code was written to compilete in PBWin10. To compile with PBWin9, split pt
'into pt.x and pt.y as arguments wherever the ChildWindowFromPoint() API is used (4 places).
'Compilable Example: (Jose Includes)
#Compiler PBWin 10
#Compile EXE
#Dim All
%Unicode=1
#Include "win32api.inc"
#Include "gl.inc"
#Include "glu.inc"
%ID_Timer = 1000 : %ID_LabelA = 1002 : %ID_LabelB = 1003
Global hDlg, hDCA, hDCB, hDCX, hRCA, hRCB, hLabelA, hLabelB As DWord
Global anglex, angley, anglez, scalefactor As Single
Function PBMain() As Long
Dialog New Pixels, 0, "OpenGL Example",,, 320, 240,%WS_OverlappedWindow To hDlg
Control Add Label, hdlg, %ID_LabelA,"",10,10,100,100, %WS_Child Or %WS_Visible Or %SS_Sunken Or %SS_Notify
Control Add Label, hdlg, %ID_LabelB,"",10,10,100,100, %WS_Child Or %WS_Visible Or %SS_Sunken Or %SS_Notify
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 : GetRenderContextA : GetRenderContextB
InitializeSceneA : InitializeSceneB
SetTimer(hDlg, %ID_Timer, 50, %NULL)
ScaleFactor = 1
Case %WM_Timer : DrawSceneA 1,1,0 : DrawSceneB 1,1,1 'redraw with rotation on all 3 axes
Case %WM_Paint : DrawSceneA 0,0,0 : DrawSceneB 0,0,0 'redraw with no rotation
Case %WM_Size : Control Set Size hDlg, %ID_LabelA, Lo(Word, CB.lParam)/2-15, Hi(Word, CB.lParam)-20
Control Set Size hDlg, %ID_LabelB, Lo(Word, CB.lParam)/2-15, Hi(Word, CB.lParam)-20
Control Set Loc hDlg, %ID_LabelB, Lo(Word, CB.lParam)/2+5, 10
ResizeSceneA Lo(Word, CB.lParam)/2-15, Hi(Word, CB.lParam)-20
ResizeSceneB Lo(Word, CB.lParam)/2-15, Hi(Word, CB.lParam)-20
DrawSceneA 0,0,0 'redraw with no rotation
DrawSceneB 0,0,0 'redraw with no rotation
Case %WM_Close : wglmakecurrent %null, %null 'unselect rendering context
wgldeletecontext hRCA 'delete the rendering context
releasedc hDlg, hDCA 'release device context
wgldeletecontext hRCB 'delete the rendering context
releasedc hDlg, hDCB 'release device context
Case %WM_MouseWheel
Select Case Hi(Integer,CB.wParam)
Case > 0 : ScaleFactor = ScaleFactor + 0.1 : DrawSceneA 0,0,0 : DrawSceneB 0,0,0
Case < 0 : ScaleFactor = ScaleFactor - 0.1 : DrawSceneA 0,0,0 : DrawSceneB 0,0,0
End Select
Case %WM_SetCursor
GetCursorPos pt 'p.x and p.y are in screen coordinates
ScreenToClient hDlg, pt 'p.x and p.y are now dialog client coordinates
If (GetDlgCtrlID(ChildWindowFromPoint( hDlg, pt )) <> %ID_LabelA) AND _
(GetDlgCtrlID(ChildWindowFromPoint( hDlg, pt )) <> %ID_LabelB) Then Exit Function
If GetDlgCtrlID(ChildWindowFromPoint( hDlg, pt )) = %ID_LabelA Then hDCX = hDCA
If GetDlgCtrlID(ChildWindowFromPoint( hDlg, pt )) = %ID_LabelA Then hDCX = hDCB
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
DrawSceneA -YDelta, -XDelta, 0
DrawSceneB -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 GetRenderContextA
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
Control Handle hdlg, %ID_LabelA To hLabelA
hDCA = GetDC(hLabelA)
SetPixelFormat(hDCA, ChoosePixelFormat(hDCA, pfd), pfd) 'set properties of device context
hRCA = wglCreateContext (hDCA) 'get rendering context
End Sub
Sub GetRenderContextB
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
Control Handle hdlg, %ID_LabelB To hLabelB
hDCB = GetDC(hLabelB)
SetPixelFormat(hDCB, ChoosePixelFormat(hDCA, pfd), pfd) 'set properties of device context
hRCB = wglCreateContext (hDCB) 'get rendering context
End Sub
Sub InitializeSceneA
wglMakeCurrent hDCA, hRCA 'make the RC current
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
BuildDisplayList 1
End Sub
Sub InitializeSceneB
wglMakeCurrent hDCB, hRCB 'make the RC current
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
BuildDisplayList 1
End Sub
Sub ResizeSceneA (w As Long, h As Long)
wglMakeCurrent hDCA, hRCA 'make the RC current
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 ResizeSceneB (w As Long, h As Long)
wglMakeCurrent hDCB, hRCB 'make the RC current
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 DrawSceneA (dx As Single, dy As Single, dz As Single)
wglMakeCurrent hDCA, hRCA 'make the RC current
glClear %gl_color_buffer_bit Or %gl_depth_buffer_bit 'clear buffers
glLoadIdentity 'clear the modelview matrix
gluLookAt 0,0,6,0,0,0,0,1,0
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
glCallList 1
SwapBuffers hDCA 'display the buffer (image)
End Sub
Sub DrawSceneB (dx As Single, dy As Single, dz As Single)
wglMakeCurrent hDCB, hRCB 'make the RC current
glClear %gl_color_buffer_bit Or %gl_depth_buffer_bit 'clear buffers
glLoadIdentity 'clear the modelview matrix
gluLookAt 0,0,6,0,0,0,0,1,0
glScalef scalefactor, scalefactor, scalefactor
glRotatef anglex, 1,0,0
glRotatef angley, 0,1,0
glRotatef anglez, 0,0,1
glCallList 1
SwapBuffers hDCB 'display the buffer (image)
End Sub
Sub BuildDisplayList(ListNumber As Long)
glNewList ListNumber, %gl_compile
glBegin %GL_QUADS
glColor3f 0.0, 1.0, 0.0 ' Set the color to green
glVertex3f 1.0, 1.0, -1.0 ' Top right of the quad (Top)
glVertex3f -1.0, 1.0, -1.0 ' Top left of the quad (Top)
glVertex3f -1.0, 1.0, 1.0 ' Bottom left of the quad (Top)
glVertex3f 1.0, 1.0, 1.0 ' Bottom right of the quad (Top)
glColor3f 1.0, 0.5, 0.0 ' Set the color to orange
glVertex3f 1.0, -1.0, 1.0 ' Top right of the quad (Bottom)
glVertex3f -1.0, -1.0, 1.0 ' Top left of the quad (Bottom)
glVertex3f -1.0, -1.0, -1.0 ' Bottom left of the quad (Bottom)
glVertex3f 1.0, -1.0, -1.0 ' Bottom right of the quad (Bottom)
glColor3f 1.0, 0.0, 0.0 ' Set the color to red
glVertex3f 1.0, 1.0, 1.0 ' Top right of the quad (Front)
glVertex3f -1.0, 1.0, 1.0 ' Top left of the quad (Front)
glVertex3f -1.0, -1.0, 1.0 ' Bottom left of the quad (Front)
glVertex3f 1.0, -1.0, 1.0 ' Bottom right of the quad (Front)
glColor3f 1.0, 1.0, 0.0 ' Set the color to yellow
glVertex3f 1.0, -1.0, -1.0 ' Top right of the quad (Back)
glVertex3f -1.0, -1.0, -1.0 ' Top left of the quad (Back)
glVertex3f -1.0, 1.0, -1.0 ' Bottom left of the quad (Back)
glVertex3f 1.0, 1.0, -1.0 ' Bottom right of the quad (Back)
glColor3f 0.0, 0.0, 1.0 ' Set the color to blue
glVertex3f -1.0, 1.0, 1.0 ' Top right of the quad (Left)
glVertex3f -1.0, 1.0, -1.0 ' Top left of the quad (Left)
glVertex3f -1.0, -1.0, -1.0 ' Bottom left of the quad (Left)
glVertex3f -1.0, -1.0, 1.0 ' Bottom right of the quad (Left)
glColor3f 1.0, 0.0, 1.0 ' Set the color to violet
glVertex3f 1.0, 1.0, -1.0 ' Top right of the quad (Right)
glVertex3f 1.0, 1.0, 1.0 ' Top left of the quad (Right)
glVertex3f 1.0, -1.0, 1.0 ' Bottom left of the quad (Right)
glVertex3f 1.0, -1.0, -1.0 ' Bottom right of the quad (Right)
glEnd
glEndList
End Sub
'gbs_00600
'Date: 03-10-2012
http://www.garybeene.com/sw/gbsnippets.htm