2009/03/12
C++ Builder 에서 OpenGL을 사용하기 위한 기본 뼈대
원문 주소 : http://edn.embarcadero.com/article/10528
C++ Builder 의 TForm 위에 OpenGL을 드로잉하기 위한 기본적인 뼈대 이다. C++ Builder 에서 OpenGL을 사용하기 위한 방법을 찾다가 발견한 정보이다.
Original Post : http://neodreamer-dev.tistory.com/269
C++ Builder 의 TForm 위에 OpenGL을 드로잉하기 위한 기본적인 뼈대 이다. C++ Builder 에서 OpenGL을 사용하기 위한 방법을 찾다가 발견한 정보이다.
/////////////////////////////////////////////////////////////////////////////
//glskeleton.h
/////////////////////////////////////////////////////////////////////////////
//---------------------------------------------------------------------------
#include <vcl/vcl.h>
//---------------------------------------------------------------------------
#ifndef GLSkeletonH
#define GLSkeletonH
//---------------------------------------------------------------------------
#include <vcl/Classes.hpp>
#include <vcl/Controls.hpp>
#include <vcl/StdCtrls.hpp>
#include <vcl/Forms.hpp>
#include <gl/gl.h>
#include <gl/glu.h>
//---------------------------------------------------------------------------
class TForm1 : public TForm
{
published: // IDE-managed Components
void __fastcall FormCreate(TObject *Sender);
void __fastcall FormDestroy(TObject *Sender);
void __fastcall FormResize(TObject *Sender);
void __fastcall FormPaint(TObject *Sender);
private: // User declarations
HDC hdc;
HGLRC hrc;
int PixelFormat;
public: // User declarations
fastcall TForm1(TComponent* Owner);
void __fastcall IdleLoop(TObject*, bool&);
void __fastcall RenderGLScene();
void __fastcall SetPixelFormatDescriptor();
};
/////////////////////////////////////////////////////////////////////////////
// glskeleton.cpp
/////////////////////////////////////////////////////////////////////////////
//---------------------------------------------------------------------------
extern TForm1 *Form1;
//---------------------------------------------------------------------------
#endif
//---------------------------------------------------------------------------
#include <vcl/vcl.h>
#pragma hdrstop
#include "GLSkeleton.h"
//---------------------------------------------------------------------------
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
Application->OnIdle = IdleLoop;
_control87(MCW_EM, MCW_EM);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::IdleLoop(TObject*, bool& done)
{
done = false;
RenderGLScene();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::RenderGLScene()
{
//Place your OpenGL drawing code here
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormCreate(TObject *Sender)
{
hdc = GetDC(Handle);
SetPixelFormatDescriptor();
hrc = wglCreateContext(hdc);
wglMakeCurrent(hdc, hrc);
SetupRC();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::SetupRC()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
ReleaseDC(hdc);
wglMakeCurrent(hdc, NULL);
wglDeleteContext(hrc);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::SetPixelFormatDescriptor()
{
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
24,
0,0,0,0,0,0,
0,0,
0,0,0,0,0,
32,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};
PixelFormat = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, PixelFormat, &pfd);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
GLfloat nRange = 200.0f;
glViewport(0, 0, ClientWidth, ClientHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (ClientWidth <= ClientHeight)
glOrtho(-nRange, nRange, -nRange*ClientHeight/ClientWidth,
nRange*ClientHeight/ClientWidth, -nRange, nRange);
else
glOrtho(-nRange*ClientWidth/ClientHeight, nRange*ClientWidth/ClientHeight,
-nRange, nRange, -nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//---------------------------------------------------------------------------
Original Post : http://neodreamer-dev.tistory.com/269
Labels:
C++ Builder
,
OpenGL
,
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