如何在 C++ builder 中渲染 openGL 框架?
Posted
技术标签:
【中文标题】如何在 C++ builder 中渲染 openGL 框架?【英文标题】:How to render an openGL frame in C++ builder? 【发布时间】:2013-11-25 08:24:49 【问题描述】:我想在 C++ builder 的表单中初始化一个 openGL 框架。我尝试复制此处提供的给定 openGL 启动代码的内容:http://edn.embarcadero.com/article/10528 我尝试用TFrame1替换TForm1,然后放到表单设计中,但是没有用。如何正确地做到这一点,有这方面的经验吗?
【问题讨论】:
【参考方案1】:简单,只需使用TForm::Handle
作为窗口句柄...
这是我在 BCB5 中移植到 BDS2006 的一些古老示例:
//---------------------------------------------------------------------------
#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();
//---------------------------------------------------------------------------
创建空的 1-Form 项目
将此添加到表单类头作为其用户定义的成员
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();
添加计时器 ~ 20-40 毫秒
创建事件并复制主体以调整大小、重绘、准时...以匹配上述源代码 编译运行备注
并不要求所有 OpenGL 东西都是表单类的成员 定时器可以有任意间隔 OpenGL 也可以只是窗口的一部分,而不仅仅是整个窗口 可以与 VCL 组件结合(使用面板作为按钮等并将 OpenGL 调整到外部区域) 如果你不能让它工作,请给我评论,但我认为没有什么难做的...... 不要忘记包含gl.h
!!!
如果一切正常,那么您应该会在表格中心看到绿色四边形
鼠标滚轮向前/向后移动相机(“缩放”)
当您准备好超越 OpenGL 1.0 时,请查看:
complete GL+GLSL+VAO/VBO C++ example玩得开心……
【讨论】:
以上是关于如何在 C++ builder 中渲染 openGL 框架?的主要内容,如果未能解决你的问题,请参考以下文章
如何在 Xcode 6 Interface Builder 中使用模板渲染模式?
Flutter-如何一次且仅一次渲染listview.builder中的所有项目
我应该在 Delphi 而不是 C++ Builder 中编写组件吗?如何向组件添加事件?