Sign in to follow this  
krez

OpenGL rendering OGL in a win32 control

Recommended Posts

i want to render some openGL stuff in a control (a static control, if it matters) on a window, in straight win32 (no MFC, .net, or anything else). needless to say, i can't get it to work. if i use a normal message pump, and update the static control with OGL when the form is painted (i.e. in the WM_PAINT handler), it never updates or anything. if i use the "game loop" type loop (with peekmessage, etc) the opengl control updates but the rest of the window never does, it just gets stuck with whatever was on the screen when the window first appeared. any suggestions?

Share this post


Link to post
Share on other sites
I've got this working before, but don't have access to my source code at the moment and it was a while ago. So, based on that my suggestion would be, in the first version with the message pump are you calling SwapBuffers( hDC ) after your opengl code?

Share this post


Link to post
Share on other sites
Go to where you create your control in the resource viewer (if using MSVC) and turn 'Owner Draw' (or Parent Draw or something) off. If your static control doesn't have one of those, try a button control :)

Share this post


Link to post
Share on other sites
Quote:
Original post by paulc
in the first version with the message pump are you calling SwapBuffers( hDC ) after your opengl code?

yes i am.
Quote:
Original post by FReY
Go to where you create your control in the resource viewer (if using MSVC) and turn 'Owner Draw' (or Parent Draw or something) off. If your static control doesn't have one of those, try a button control :)

i am not using any sort of resource viewer, i am just typing my code in:

// in WM_CREATE message:
g_PBHWND = CreateWindowEx(WS_EX_CLIENTEDGE, "STATIC", "", WS_CHILD | WS_VISIBLE,
0, 0, 100, 100, hWnd, (HMENU)NULL, GetModuleHandle(NULL), NULL);


i read that you must give the child window (control) a CS_OWNDC flag when the class is registered, so i think i'm going to try and create my own window class to use instead of the static control... but if anyone has any other information please post it, since i don't have such a great feeling about this :)

Share this post


Link to post
Share on other sites
make sure get hDC from static control hWnd (hDC = ::GetDC(statichWnd)
wglMakeCurrent()
set viewport to static client rect.

Or make your own OpenGL window control.

Oh, if you want to get WM_PAINT from static control you have to subclass it and do your own painting.

Share this post


Link to post
Share on other sites
Wouldnt it be easier to just register a new window class and then init that to work with GL?

Surley you dont need the extended features of a Static, (basically because it has very few extra features above that of a normal window)

Share this post


Link to post
Share on other sites
Quote:
Original post by ZedFx
Wouldnt it be easier to just register a new window class and then init that to work with GL?

Surley you dont need the extended features of a Static, (basically because it has very few extra features above that of a normal window)



Yes certainly but it is not rocket science to do it on static control.

I forgot, the easy way is to do SS_OWNERDRAW. Your window proc will get a WM_DRAWITEM. When you get that check if it is the static control, and then you can paint on it. This means simply doing your OpenGL->drawScene() functions. The HDC and HWND will be in the WM_DRAWITEM message you just wglMakeCurrent(hDC,hRC) and away you go no need to subclass it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      627767
    • Total Posts
      2978991
  • Similar Content

    • By DelicateTreeFrog
      Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on.
      Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page:
      For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note!
      So, here's what the plan is so far as far as loading goes:
      Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either:
      Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or
      Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once.
      The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders.
      So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with?
      With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!
    • By JJCDeveloper
      I want to make professional java 3d game with server program and database,packet handling for multiplayer and client-server communicating,maps rendering,models,and stuffs Which aspect of java can I learn and where can I learn java Lwjgl OpenGL rendering Like minecraft and world of tanks
    • By AyeRonTarpas
      A friend of mine and I are making a 2D game engine as a learning experience and to hopefully build upon the experience in the long run.

      -What I'm using:
          C++;. Since im learning this language while in college and its one of the popular language to make games with why not.     Visual Studios; Im using a windows so yea.     SDL or GLFW; was thinking about SDL since i do some research on it where it is catching my interest but i hear SDL is a huge package compared to GLFW, so i may do GLFW to start with as learning since i may get overwhelmed with SDL.  
      -Questions
      Knowing what we want in the engine what should our main focus be in terms of learning. File managements, with headers, functions ect. How can i properly manage files with out confusing myself and my friend when sharing code. Alternative to Visual studios: My friend has a mac and cant properly use Vis studios, is there another alternative to it?  
    • By ferreiradaselva
      Both functions are available since 3.0, and I'm currently using `glMapBuffer()`, which works fine.
      But, I was wondering if anyone has experienced advantage in using `glMapBufferRange()`, which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
      Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
    • 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. 
  • Popular Now