WxWidget + GLCanvas + WinMain + Gl3w problem

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KaiserBreath
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Joined: Wed Sep 24, 2014 1:03 pm

WxWidget + GLCanvas + WinMain + Gl3w problem

Post by KaiserBreath »

Hi,

I am trying to make a game engine that can switch between editor mode(wxWidget) and normal WinMain mode. That is to say, I will pass the hWnd of a wxWidget GLCanvas over to create a GL Window so that it will render stuffs inside the GLCanvas. However, it prompts an error when I try to render a triangle on screen. In WinMain mode, it is fine:

Image

However, if I switch it to wxWidget mode, it will prompt an error:

Image

If I disable this line :

Code: Select all

glDrawArrays(GL_TRIANGLES, 0, 3);
it will show the background correctly without the triangle. I guess this means it is actually rendering stuff into the GLCanvas correctly.

Image


Hopefully someone can have a solution to this!! Thanks!!
Some Code:

GLCanvas:

Code: Select all

HWND g_hWnd;

TestGLCanvas::TestGLCanvas(wxWindow *parent,
	wxWindowID id,
	const wxPoint& pos,
	const wxSize& size,
	long style,
	const wxString& name)
	: wxGLCanvas(parent, id, NULL, pos, size,
	style | wxFULL_REPAINT_ON_RESIZE, name)
{
	// Explicitly create a new rendering context instance for this canvas.
	m_Init = false;
	g_hWnd = (HWND)GetHWND();
	m_glRC = new wxGLContext(this);
}

void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
	// must always be here
	wxPaintDC dc(this);

	if (!m_Init)
	{
		CreateGLWindow(L"Wx OpenL", 640, 480, 16, false, g_hWnd);
		gEngine = new GraphicEngine();
		m_Init = true;
		SetCurrent(*m_glRC);
	}
	else
	{
		ResetProjectionMode();
		gEngine->Render();

		//DrawGLScene();			// Draw The Scene

		glFlush();
		SwapBuffers();				// Swap Buffers (Double Buffering)
	}
}

void TestGLCanvas::OnIdle(wxIdleEvent& event WXUNUSED(event))
{
	event.RequestMore(true);
	gEngine->Render();
	//DrawGLScene();			// Draw The Scene
	SwapBuffers();				// Swap Buffers (Double Buffering)
}

void TestGLCanvas::OnSize(wxSizeEvent& WXUNUSED(event))
{
	// Reset the OpenGL view aspect.
	// This is OK only because there is only one canvas that uses the context.
	// See the cube sample for that case that multiple canvases are made current with one context.
	ResetProjectionMode();
}

void TestGLCanvas::ResetProjectionMode()
{
	if (!IsShownOnScreen())
		return;

	// This is normally only necessary if there is more than one wxGLCanvas
	// or more than one wxGLContext in the application.
	SetCurrent(*m_glRC);

	int w, h;
	GetClientSize(&w, &h);

	// It's up to the application code to update the OpenGL viewport settings.
	// In order to avoid extensive context switching, consider doing this in
	// OnPaint() rather than here, though.
	glViewport(0, 0, (GLint)w, (GLint)h);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	//gluPerspective(45.0f, (GLfloat)w / h, 1.0, 100.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}
CreateGLWindow:

Code: Select all

BOOL CreateGLWindow(LPCWSTR title, int width, int height, int bits, bool fullscreenflag, HWND hWnd2)
{
	hWnd = hWnd2 ? hWnd2 : hWnd;

	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left = (long)0;			// Set Left Value To 0
	WindowRect.right = (long)width;		// Set Right Value To Requested Width
	WindowRect.top = (long)0;				// Set Top Value To 0
	WindowRect.bottom = (long)height;		// Set Bottom Value To Requested Height

	fullscreen = fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance = GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc = (WNDPROC)WndProc;					// WndProc Handles Messages
	wc.cbClsExtra = 0;									// No Extra Window Data
	wc.cbWndExtra = 0;									// No Extra Window Data
	wc.hInstance = hInstance;							// Set The Instance
	wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground = NULL;									// No Background Required For GL
	wc.lpszMenuName = NULL;									// We Don't Want A Menu
	wc.lpszClassName = L"OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL, L"Failed To Register The Window Class.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize = sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth = width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight = height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel = bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL, L"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?", L"NeHe GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
			{
				fullscreen = FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL, L"Program Will Now Close.", L"ERROR", MB_OK | MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle = WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle = WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle = WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd = CreateWindowEx(dwExStyle,							// Extended Style For The Window
		L"OpenGL",							// Class Name
		title,						// Window Title
		dwStyle |							// Defined Window Style
		WS_CLIPSIBLINGS |					// Required Window Style
		WS_CLIPCHILDREN,					// Required Window Style
		0, 0,								// Window Position
		WindowRect.right - WindowRect.left,	// Calculate Window Width
		WindowRect.bottom - WindowRect.top,	// Calculate Window Height
		NULL,								// No Parent Window
		NULL,								// No Menu
		hInstance,							// Instance
		NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Window Creation Error.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd =				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};

	if (!(hDC = GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Can't Create A GL Device Context.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Can't Find A Suitable PixelFormat.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!SetPixelFormat(hDC, PixelFormat, &pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Can't Set The PixelFormat.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC = wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Can't Create A GL Rendering Context.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!wglMakeCurrent(hDC, hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Can't Activate The GL Rendering Context.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!hWnd2)
		ShowWindow(hWnd, SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, L"Initialization Failed.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}
Graphics:

Code: Select all

// This will identify our vertex buffer
GLuint vertexbuffer;

GraphicEngine::GraphicEngine()
{
	/* GL3W Initialization */
	if (gl3wInit())
	{
		std::cerr << "Failed to initialize OpenGL.\n";
		exit(1);
	}

	if (!gl3wIsSupported(3, 3))
	{
		std::cerr << "OpenGL 3.3 not supported.\n";
		exit(1);
	}

	std::cout << "OpenGL version: " << glGetString(GL_VERSION) << "\n";
	std::cout << "GLSL version  : " << glGetString(GL_SHADING_LANGUAGE_VERSION) << "\n";

	SetUp();
}

GraphicEngine::~GraphicEngine()
{

}

void GraphicEngine::SetUp()
{
	static const GLfloat g_vertex_buffer_data[] = {
		-1.0f, -1.0f, 0.0f,
		1.0f, -1.0f, 0.0f,
		0.0f, 1.0f, 0.0f,
	};

	

	// Generate 1 buffer, put the resulting identifier in vertexbuffer
	glGenBuffers(1, &vertexbuffer);

	// The following commands will talk about our 'vertexbuffer' buffer
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

	// Give our vertices to OpenGL.
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
}

void GraphicEngine::Render()
{
	// 1rst attribute buffer : vertices
	glClearColor(1.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer

	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glVertexAttribPointer(
								0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
								3,                  // size
								GL_FLOAT,           // type
								GL_FALSE,           // normalized?
								0,                  // stride
								(void*)0            // array buffer offset
						);

	// Draw the triangle !
	glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle

	glDisableVertexAttribArray(0);
}
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