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getting input from WndProc to OpenGL code (Win32/OpenGL related)

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I have a standard windows application with OpenGL enabled, and some simple shapes flying around in 3d. Interesting huh? :) Well, I have a function handling drawing, and the standard WndProc function handling user input. My question is how should I go about getting the user input to the section of my program related to drawing? I'm not a C++ / OpenGL newb, I can do it, but not in a very good way (globals and messy code). How should I go about doing it properly? Here is my code
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>

char* WindowClass(HINSTANCE, HINSTANCE, LPSTR, int);
HWND Window(HINSTANCE, HINSTANCE, LPSTR, int);
LRESULT CALLBACK WndProc(HWND , UINT ,WPARAM , LPARAM );
void EnableOpenGL (HWND, HDC*, HGLRC*);
void DisableOpenGL (HWND, HDC, HGLRC);
void Loop(HDC*);
void Draw(HDC*);

/* Test function. */
void DrawLine(float originX, float originY, float originZ, float destinationX, float destinationY, float destinationZ)
{
    glPointSize(8.0f);

    glBegin(GL_POINTS);
    glColor3f(0.0f, 0.0f, 0.0f);
    glVertex3f(originX, originY, originZ);
    glVertex3f(destinationX, destinationY, destinationZ);
    glEnd();

    glLineWidth(2.0f);

    glBegin(GL_LINES);
    glColor4f(0.0f, 0.0f, 0.0f, 0.2f);
    glVertex3f(originX, originY, originZ);
    glVertex3f(destinationX, destinationY, destinationZ);
    glEnd();
}

/* Creates a new window class. */
char* WindowClass(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int iCmdShow)
{
    WNDCLASS wc;
    wc.style = CS_OWNDC;
    wc.lpfnWndProc = WndProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
    wc.lpszMenuName = NULL;
    wc.lpszClassName = "BasicWindow";
    RegisterClass(&wc);

    return (char*)wc.lpszClassName;
}

/* Creates a new window. */
HWND Window(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int iCmdShow)
{
    char* myclass = WindowClass(hInstance, hPrevInstance, lpCmdLine, iCmdShow);

    HWND hWnd = CreateWindow(
        myclass, "Three Dimensions",
        WS_CAPTION | WS_VISIBLE | WS_SYSMENU | WS_MINIMIZEBOX ,
        CW_USEDEFAULT, CW_USEDEFAULT, 1024, 768,
        NULL, NULL, hInstance, NULL);

    free(myclass);

    return hWnd;
}

/* Main event and OpenGL display loop. */
void Loop(HDC* DeviceContext)
{
    MSG msg;
    BOOL bQuit = FALSE;

    while(!bQuit)
    {
        /* check for messages */
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            /* handle or dispatch messages */
            if (msg.message == WM_QUIT)
            {
                bQuit = TRUE;
            }
            else
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
        else
        {
            Draw(DeviceContext);
        }
    }
}

void Draw(HDC* DeviceContext)
{
    static float theta = 0.0f;

    /* OpenGL animation code goes here */

    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    gluPerspective(60.0f,(GLfloat)1024/(GLfloat)768, 0.2f ,150.0f);

    glTranslatef(0.0f, -0.0f, -5.0f);
    glRotatef(25.0f, 1.0f, 0.0f, 0.0f);

    glPushMatrix ();

    // spin so user can observe space
    glRotatef(theta, 0.0f, 1.0f, 0.0f);

    glLineWidth(3.0f);

    // x axis
    glBegin(GL_LINES);
    glColor3f(1.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glEnd();

    glBegin(GL_LINES);
    glColor4f(1.0f, 0.0f, 0.0f, 0.1f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(-1.0f, 0.0f, 0.0f);
    glEnd();

    // y axis
    glBegin(GL_LINES);
    glColor3f(0.0f, 1.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glEnd();

    glBegin(GL_LINES);
    glColor4f(0.0f, 1.0f, 0.0f, 0.1f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, -1.0f, 0.0f);
    glEnd();

    // z axis
    glBegin(GL_LINES);
    glColor3f(0.0f, 0.0f, 1.0f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, 1.0f);
    glEnd();

    glBegin(GL_LINES);
    glColor4f(0.0f, 0.0f, 1.0f, 0.1f);
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, -1.0f);
    glEnd();

    // begin lines

    DrawLine(0,0,0,1,-2,1);
    DrawLine(1,-2,1,-2.2,0.4,1);
    DrawLine(-2.2,0.4,1,-0.8,0.6,0);
    DrawLine(-0.8,0.6,0,-0.8,0.6,0);
    DrawLine(-0.8,0.6,0,-1.3,1.6,3.8);
    DrawLine(-1.3,1.6,3.8,4.2,1.5,2.6);
    DrawLine(4.2,1.5,2.6,1.5,-2.4,-2.4);
    DrawLine(1.5,-2.4,-2.4,-3.2,-1.2,-3.9);
    DrawLine(-3.2,-1.2,-3.9,0,0,0);
    DrawLine(0,0,0,0,0,0);
    DrawLine(0,0,0,0,0,0);

    // finish lines

    /*glPushMatrix();
    glutStrokeCharacter(GLUT_STROKE_ROMAN, 'a');
    glPopMatrix();*/

    glPopMatrix();

    SwapBuffers(*DeviceContext);

    theta += 0.5f;
    Sleep(30);
}

/* WINAPI start point. */
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int iCmdShow)
{
    // Create window.
    HWND WindowHandle = Window(hInstance, hPrevInstance, lpCmdLine, iCmdShow);

    HDC DeviceContext;
    HGLRC RenderContext;

    // Enable OpenGL.
    EnableOpenGL(WindowHandle, &DeviceContext, &RenderContext);

    // Main loop.
    Loop(&DeviceContext);

    // Shutdown OpenGL.
    DisableOpenGL (WindowHandle, DeviceContext, RenderContext);

    // Destroy the window explicitly.
    DestroyWindow (WindowHandle);

    //return msg.wParam;
    return 0;
}

/********************
 * Window Procedure
 *
 ********************/
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch (message)
    {
    case WM_CREATE:
        return 0;
    case WM_CLOSE:
        PostQuitMessage(0);
        return 0;
    case WM_DESTROY:
        return 0;
    case WM_KEYDOWN:
        switch (wParam)
        {
        case VK_ESCAPE:
            PostQuitMessage(0);
            return 0;
        }
        return 0;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
}

/* Enable OpenGL. */
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC)
{
    PIXELFORMATDESCRIPTOR pfd;
    int iFormat;

    // Get the device context (DC)
    *hDC = GetDC(hWnd);

    // Set the pixel format for the DC
    ZeroMemory (&pfd, sizeof(pfd));
    pfd.nSize = sizeof(pfd);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = 24;
    pfd.cDepthBits = 16;
    pfd.iLayerType = PFD_MAIN_PLANE;
    iFormat = ChoosePixelFormat(*hDC, &pfd);
    SetPixelFormat(*hDC, iFormat, &pfd);

    // Create and enable the render context (RC)
    *hRC = wglCreateContext(*hDC );
    wglMakeCurrent(*hDC, *hRC);

    // Enable transparency and blending etc.
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_POINT_SMOOTH);
    glEnable (GL_LINE_SMOOTH);
}


/* Disable OpenGL. */
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC)
{
    wglMakeCurrent (NULL, NULL);
    wglDeleteContext (hRC);
    ReleaseDC (hWnd, hDC);
}
Here is example output if anyone is interested. Free Image Hosting at www.ImageShack.us The view is also rotating :)

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