Вопрос

I want to initialize an openGL frame inside a form in C++ builder. I tried copying the contents of this given openGL startup code provided here: http://edn.embarcadero.com/article/10528
I tried replacing TForm1 with TFrame1 and then put it in the form design, but it didn't work. How to do this properly, any experience with this?

Это было полезно?

Решение

easy, just use TForm::Handle as window handle ...

Here some ancient example of mine in BCB5 ported to BDS2006:

//---------------------------------------------------------------------------

#include <vcl.h>
#pragma hdrstop

#include "Unit1.h"
#include <gl/gl.h>
#include <gl/glu.h>
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
int TForm1::ogl_init()
    {
    if (ogl_inicialized) return 1;
    hdc = GetDC(Form1->Handle);             // get device context
    PIXELFORMATDESCRIPTOR pfd;
    ZeroMemory( &pfd, sizeof( pfd ) );      // set the pixel format for the DC
    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 = 24;
    pfd.iLayerType = PFD_MAIN_PLANE;
    SetPixelFormat(hdc,ChoosePixelFormat(hdc, &pfd),&pfd);
    hrc = wglCreateContext(hdc);            // create current rendering context
    if(hrc == NULL)
            {
            ShowMessage("Could not initialize OpenGL Rendering context !!!");
            ogl_inicialized=0;
            return 0;
            }
    if(wglMakeCurrent(hdc, hrc) == false)
            {
            ShowMessage("Could not make current OpenGL Rendering context !!!");
            wglDeleteContext(hrc);          // destroy rendering context
            ogl_inicialized=0;
            return 0;
            }
    ogl_resize();
    glEnable(GL_DEPTH_TEST);                // Zbuf
    glDisable(GL_CULL_FACE);                // vynechavaj odvratene steny
    glDisable(GL_TEXTURE_2D);               // pouzivaj textury, farbu pouzivaj z textury
    glDisable(GL_BLEND);                    // priehladnost
    glShadeModel(GL_SMOOTH);                // gourard shading
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);   // background color
    ogl_inicialized=1;
    return 1;
    }
//---------------------------------------------------------------------------
void TForm1::ogl_exit()
    {
    if (!ogl_inicialized) return;
    wglMakeCurrent(NULL, NULL);     // release current rendering context
    wglDeleteContext(hrc);          // destroy rendering context
    ogl_inicialized=0;
    }
//---------------------------------------------------------------------------
void TForm1::ogl_draw()
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    float x=0.5,y=0.5,z=20.0;
    glBegin(GL_QUADS);

    glColor3f(0.0f, 1.0f, 0.0f);
    glVertex3f(-x,-y,-z);
    glVertex3f(-x,+y,-z);
    glVertex3f(+x,+y,-z);
    glVertex3f(+x,-y,-z);
    glColor3f(0.0f, 0.0f, 1.0f);
    glVertex3f(-x,-y,+z);
    glVertex3f(-x,+y,+z);
    glVertex3f(+x,+y,+z);
    glVertex3f(+x,-y,+z);

    glEnd();



    glFlush();
    SwapBuffers(hdc);
    }
//---------------------------------------------------------------------------
void TForm1::ogl_resize()
    {
    xs=ClientWidth;
    ys=ClientHeight;
    if (xs<=0) xs = 1;                  // Prevent a divide by zero
    if (ys<=0) ys = 1;
    if (!ogl_inicialized) return;
    glViewport(0,0,xs,ys);              // Set Viewport to window dimensions
    glMatrixMode(GL_PROJECTION);        // operacie s projekcnou maticou
    glLoadIdentity();                   // jednotkova matica projekcie
    gluPerspective(30,float(xs)/float(ys),0.1,100.0); // matica=perspektiva,120 stupnov premieta z viewsize do 0.1
    glMatrixMode(GL_TEXTURE);           // operacie s texturovou maticou
    glLoadIdentity();                   // jednotkova matica textury
    glMatrixMode(GL_MODELVIEW);         // operacie s modelovou maticou
    glLoadIdentity();                   // jednotkova matica modelu (objektu)
    ogl_draw();
    }
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
    : TForm(Owner)
    {
    ogl_inicialized=0;
    hdc=NULL;
    hrc=NULL;
    ogl_init();
    }
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
    {
    ogl_exit();
    }
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
    {
    ogl_resize();
    }
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
    {
    ogl_draw();
    }
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
    {
    ogl_draw();
    }
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheelDown(TObject *Sender, TShiftState Shift,
      TPoint &MousePos, bool &Handled)
    {
    glMatrixMode(GL_PROJECTION);
    glTranslatef(0,0,+2.0);
    ogl_draw();
    }
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheelUp(TObject *Sender, TShiftState Shift,
      TPoint &MousePos, bool &Handled)
    {
    glMatrixMode(GL_PROJECTION);
    glTranslatef(0,0,-2.0);
    ogl_draw();
    }
//---------------------------------------------------------------------------
  1. create empty 1-Form project

  2. add this to form class header as its user defined members

        int     xs,ys;
        HDC     hdc;            // device context
        HGLRC   hrc;            // rendering context
        int  ogl_inicialized;
        int  ogl_init();
        void ogl_exit();
        void ogl_draw();
        void ogl_resize();
    
  3. add timer ~ 20-40 ms

  4. create events and copy bodies for resize,repaint,ontimer,... to match above source code
  5. compile and run

Notes

  • it is not required that all OpenGL stuff is member of form class
  • timer can have any interval
  • OpenGL can be also just a part of a window not only the whole thing
  • can combine with VCL components (use panels for buttons etc and resize OpenGL to area outside)
  • If you cannot get it to work comment me, but i do not see anything difficult to do ...
  • Do not forget to include gl.h !!!
  • if all work then you should see green quad in the center of form
  • mouse wheel moves camera forward/backward ('zoom')

When you're ready to go beond OpenGL 1.0 take a look at:

Have fun ...

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