Archived

This topic is now archived and is closed to further replies.

Badone

OpenGL OpenGL Window Wrapper

Recommended Posts

Hi, I''m creating a wrapper for an opengl window so it will be easier for me in the future. I''m trying to figure out the best way to do the WndProc. I know that static works and all, but with NeHe''s code, he accesses variables like active during the WndProc and it won''t work since it can''t access a non-static variable. Does anyone have some suggestions on how to get this to work? I''ve seen some old threads that use a lot of pointers and stuff, but it just looks too messy and I don''t know if it would work with my wrapper code so far. Maybe someone has found a new way since those threads? I just want to keep WndProc in the class so that I can use the member variables and get it out of my main program. Thanks!

Share this post


Link to post
Share on other sites
Router somethingsomething...

Basically, if you''re willing to make your opengl window class a Singleton, you can have a static member message router that you assign to your lpfnWndProc which then detects the validity of the Instance pointer and calls the non-static actual WndProc.

Ask if you need clarification.

Later,
ZE.

//email me.//zealouselixir software.//msdn.//n00biez.//
miscellaneous links

Share this post


Link to post
Share on other sites
That's not exactly what I was suggesting, but that is a valid method, if you take into consideration the suggestions further down in the thread. I'll hack together some code and show you what I mean. Gimme a couple hours.

EDIT : Yeah. Get it here. Enjoy.

EDIT 2: Oops! There's an error in the MessageHandler function:

if(Message == WM_CLOSE)
    PostQuitMessage(0);

should be replaced by

if(Message == WM_CLOSE)
{
    PostQuitMessage(0);
    return 0;
}



Peace,
ZE.

//email me.//zealouselixir software.//msdn.//n00biez.//
miscellaneous links


[edited by - zealouselixir on September 1, 2002 6:06:53 PM]

[edited by - zealouselixir on September 1, 2002 6:37:04 PM]

Share this post


Link to post
Share on other sites

  • Partner Spotlight

  • Forum Statistics

    • Total Topics
      627636
    • Total Posts
      2978319
  • Similar Content

    • By xhcao
      Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness. 
    • By cebugdev
      hi guys, 
      are there any books, link online or any other resources that discusses on how to build special effects such as magic, lightning, etc. in OpenGL? i mean, yeah most of them are using particles but im looking for resources specifically on how to manipulate the particles to look like an effect that can be use for games,. i did fire particle before, and I want to learn how to do the other 'magic' as well.
      Like are there one book or link(cant find in google) that atleast featured how to make different particle effects in OpenGL (or DirectX)? If there is no one stop shop for it, maybe ill just look for some tips on how to make a particle engine that is flexible enough to enable me to design different effects/magic 
      let me know if you guys have recommendations.
      Thank you in advance!
    • By dud3
      How do we rotate the camera around x axis 360 degrees, without having the strange effect as in my video below? 
      Mine behaves exactly the same way spherical coordinates would, I'm using euler angles.
      Tried googling, but couldn't find a proper answer, guessing I don't know what exactly to google for, googled 'rotate 360 around x axis', got no proper answers.
       
      References:
      Code: https://pastebin.com/Hcshj3FQ
      The video shows the difference between blender and my rotation:
       
    • By Defend
      I've had a Google around for this but haven't yet found some solid advice. There is a lot of "it depends", but I'm not sure on what.
      My question is what's a good rule of thumb to follow when it comes to creating/using VBOs & VAOs? As in, when should I use multiple or when should I not? My understanding so far is that if I need a new VBO, then I need a new VAO. So when it comes to rendering multiple objects I can either:
      * make lots of VAO/VBO pairs and flip through them to render different objects, or
      * make one big VBO and jump around its memory to render different objects. 
      I also understand that if I need to render objects with different vertex attributes, then a new VAO is necessary in this case.
      If that "it depends" really is quite variable, what's best for a beginner with OpenGL, assuming that better approaches can be learnt later with better understanding?
       
    • By test opty
      Hello all,
       
      On my Windows 7 x64 machine I wrote the code below on VS 2017 and ran it.
      #include <glad/glad.h>  #include <GLFW/glfw3.h> #include <std_lib_facilities_4.h> using namespace std; void framebuffer_size_callback(GLFWwindow* window , int width, int height) {     glViewport(0, 0, width, height); } //****************************** void processInput(GLFWwindow* window) {     if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)         glfwSetWindowShouldClose(window, true); } //********************************* int main() {     glfwInit();     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);     //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);     GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);     if (window == nullptr)     {         cout << "Failed to create GLFW window" << endl;         glfwTerminate();         return -1;     }     glfwMakeContextCurrent(window);     if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))     {         cout << "Failed to initialize GLAD" << endl;         return -1;     }     glViewport(0, 0, 600, 480);     glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);     glClearColor(0.2f, 0.3f, 0.3f, 1.0f);     glClear(GL_COLOR_BUFFER_BIT);     while (!glfwWindowShouldClose(window))     {         processInput(window);         glfwSwapBuffers(window);         glfwPollEvents();     }     glfwTerminate();     return 0; }  
      The result should be a fixed dark green-blueish color as the end of here. But the color of my window turns from black to green-blueish repeatedly in high speed! I thought it might be a problem with my Graphics card driver but I've updated it and it's: NVIDIA GeForce GTX 750 Ti.
      What is the problem and how to solve it please?
  • Popular Now