Hey,
 
This lengthy post is about how to use the Win32::GUI module together with the 
Perl OpenGL module (POGL).
 
I would first like to thank the developers of Perl-Win32-GUI module. I have 
been using this module for a while now, and prefer using this module than 
coding the whole thing in C/C++. Thanks. I have decided to give back to the 
Win32::GUI community by way of sharing a solution for using OpenGL in 
conjunction with the Win32::GUI module. I hope that someone out there will find 
this useful.
 
After reading the book OpenGL Game Programming (Premier Press), I decided to 
port some of the code examples to Perl. Since the Win32::GUI module makes the 
creation of windows easy, it was simply a matter of converting the relevant 
C/C++ code into Perl. A basic knowledge of OpenGL is needed in order to 
understand the example that I have provided. The example contains comments that 
should explain what each section does, but I'll provide a brief overview of the 
process. I'll only be discussing the Windows+OpenGL specific code, so if you 
don't have a good grasp of OpenGL, I recommend finding a good book or website 
about OpenGL programming before going any further. Detailed information 
regarding Windows API functions, and OpenGL functions can be found in the 
Windows Software Development Kit Documentation. 
 
OpenGL is a powerful, low-level rendering and modelling software library. 
OpenGL does not provide higher functionality, such as windowing, in order to 
remain platform independent. OpenGL uses a rendering context to store OpenGL 
commands and settings. This means that each platform must provide functionality 
to specify a rendering context for OpenGL. For UNIX systems, this is provided 
by GLX. For Windows this is provided by a set of functions affectionately known 
as 'wiggle' functions, since most of these start with 'wgl'. There are a number 
of other Win32 API functions that are also needed. These 'wiggle' and Win32 API 
functions relate Windows Device Contexts with the OpenGL rendering contexts. 
The Win32::API module is needed to import these functions for use in the 
program.

 

Example Program Description: 
 
Lines 21-51 show some setup required for the functions that are to be imported. 
This includes creating the structure PIXELFORMATDESCRIPTOR used by the 
SetPixelFormat() function and creating a typedef for the wglMakeCurrent() 
function. Lines 52-63 show the functions that need to be imported. Info on 
these functions can be found in the SDK docs.
 
Lines 64-100 creates the main window and sets its icon. This should be fairly 
basic for anyone experienced with the Win32::GUI module, so I'll just cover the 
important parts. Line 68 sets the -left of the window to CW_USEDEFAULT. This 
specifies that the system should position the window. Lines 69-71 add the 
window styles WS_CLIPCHILDREN  and WS_CLIPSIBLINGS. These affect how the window 
will be painted. For more info about these styles, see the SDK docs. Lines 
72-76 setup an -onTerminate event handler. This will be called when the window 
is destroyed. At this point the rendering context is deselected from the main 
window Device Context and is then deleted. More on these functions later. Just 
know that each takes a handle to a device or rendering context. The sub returns 
-1 to exit the main loop. For those of you familiar with C/C++ Windows 
programming, this function roughly corresponds to the WM_CLOSE message. Lines 
77-90 setup an -onResize event handler. This is called whenever the window is 
resized and corresponds to the WM_SIZE message. The functions in the sub are 
OpenGL specific and basically just reset the viewport to the new dimensions and 
resets the perspective. Refer to the SDK docs or a good OpenGL resource for 
info about these functions. Lines 91-95 setup a -onKeyDown event handler which 
exits the program when the ESC key is pressed.
 
Lines 101-106 are where the device and rendering contexts are setup. Line 101 
gets the device context of the main window and stores it in a global variable. 
Lines 102-104 calls the SetupPixelFormat() function, passing it the handle to 
the main window device context. If this sub fails the program exits. Lines 
116-157 show the SetupPixelFormat() function. Line 119 creates a new 
PIXELFORMATDESCRIPTOR structure and lines 120-147 fills the structure with 
appropriate data. See the SDK docs for more info about this structure. Lines 
148-151 calls the ChoosePixelFormat() function passing the handle to the DC and 
the PIXELFORMATDESCRIPTOR structure. This function chooses the best matching 
pixel format for the DC from the data specified in the PIXELFORMATDESCRIPTOR 
structure. The function returns 0 if not pixel format can be found. Lines 
152-155 set the pixel format of the DC to the format returned from the 
ChoosePixelFormat() function and returns 0 if it fails. The sub returns 1 to 
show that it succeeded.  Line 105 creates an OpenGL rendering context from the 
specified DC using the wglCreateContext() function. The function is passed the 
handle to the main window DC and returns the handle to a rendering context. 
Line 106 selects the rendering context into the device context using the 
wglMakeCurrent() function. This functions is passed the handle to the main 
window DC and the handle to the rendering context created with 
wglCreateContext(). Passing 0 as the rendering context causes the rendering 
context to be deselected, such as in the -onTerminate event handler above. The 
wglDeleteContext() function is used to delete a rendering context and should be 
used after the rendering context has been deselected. The deselection and 
deletion of a rendering context should be performed when a window is destroyed, 
which is why this is done in the -onTerminate event handler above. Lines 
101-106 could be thought of as equivalent to the WM_CREATE message (you could 
even use the Hook() method to implement this).
 
Lines 107-111 show some basic setup of OpenGL before any rendering is done. 
These are OpenGL specific, so if you are unsure of what these do, refer to the 
docs.
 
Lines 113-115 setup the main message loop. Win32::GUI::Dialog() can't be used 
here because the Render() function has to be called every frame. This loop is 
essentially the same, but a few differences are present which may affect 
applications with multiple windows, since the Win32::GUI::Dialog() functions 
does more behind the scenes. It would be nice if the Win32::GUI::Dialog() 
function accepted a sub ref which could be called every frame, but I'm not sure 
how easy that would be to create. Anyway, this does the job fine, but there are 
probably better methods.
 
Lines 158-172 and 173-188 are the DrawCube() and Render() functions, 
respectively. These are used to draw the cube every frame and are OpenGL 
specific. Refer to the docs about what the OpenGL functions do if you are 
unsure.
 
Line 189-193 creates a Handle() method in the Win32::GUI::DC package. This 
method returns the handle of the object passed in. Putting it in the DC package 
allows both windows and DCs to access it. This method is used when the 
OpenGL/Win32API function requires a handle. Since the objects store in handle 
internally, it makes it really easy to pass this value to the functions that 
need it.
 
Here is my code example:
 
################################################################################
#
# Win32::GUI + OpenGL example
#
# This program demonstrates a basic example of using the Perl Win32::GUI
#  module in conjunction with the Perl OpenGL module to render a spinning
#  cube of points in the window.
#
# Requirements:
#  Perl,
#  Win32::GUI,
#  Win32::GUI::Carp,
#  Win32::API, and
#  OpenGL
#
# This program was written using ActiveState Perl 5.8.8 Build 820 running on 
#  Windows XP and using Win32::GUI v1.06, Win32::GUI::Carp v1.01, 
#  Win32::API v0.46, and OpenGL v0.56
#
# Parts of this program are based on example code from the book OpenGL Game
#  Programming (Premier Press, 2004) from the Premier Press Game
#  Development Series. I recommend this book for anyone interested in using
#  OpenGL for developing games on Windows. The book is written for the
#  development of games written in C/C++ and assumes an advanced knowledge
#  of the language but provides an in-depth look at OpenGL programming on
#  Windows platforms, as well as a look at using DirectInput and 
#  DirectX Audio.
#
################################################################################
 
1: use strict;
2: use warnings;
#these constants are needed for SetPixelFormat() but aren't defined in 
Win32::GUI
3: use constant {
4:  PFD_TYPE_RGBA => 0,
5:  PFD_DOUBLEBUFFER => 0x00000001,
6:  PFD_DRAW_TO_WINDOW => 0x00000004,
7:  PFD_SUPPORT_OPENGL => 0x00000020,
8:  PFD_MAIN_PLANE => 0,
9: };
 
10: use OpenGL qw(:glfunctions :glconstants :glufunctions);
11: use Win32::API;
12: use Win32::GUI qw();
13: use Win32::GUI::Carp qw(warningsToDialog fatalsToDialog immediateWarnings 
winwarn windie);
14: use Win32::GUI::Constants qw(IDI_APPLICATION WS_CLIPCHILDREN WS_CLIPSIBLINGS
15:  WM_CREATE WM_SIZE WM_CLOSE VK_ESCAPE CW_USEDEFAULT MB_OK 
MB_ICONEXCLAMATION);
 
16: my $g_HDC;  #global handle to device context
17: my $hRC;  #handle to rendering context
 
#keep track of rotation of cube
18: my $objectXRot = 0.0;
19: my $objectYRot = 0.0;
20: my $objectZRot = 0.0;
 
#define PIXELFORMATDESCRIPTOR struct used for the SetPixelFormat function
#refer to the Windows SDK documentation for more info about this structure
21: Win32::API::Struct->typedef(
22:  PIXELFORMATDESCRIPTOR => qw(
23:   WORD nSize;
24:   WORD nVersion;
25:   DWORD dwFlags;
26:   BYTE iPixelType;
27:   BYTE cColorBits;
28:   BYTE cRedBits;
29:   BYTE cRedShift;
30:   BYTE cGreenBits;
31:   BYTE cGreenShift;
32:   BYTE cBlueBits;
33:   BYTE cBlueShift;
34:   BYTE cAlphaBits;
35:   BYTE cAlphaShift;
36:   BYTE cAccumBits;
37:   BYTE cAccumRedBits;
38:   BYTE cAccumGreenBits;
39:   BYTE cAccumBlueBits;
40:   BYTE cAccumAlphaBits;
41:   BYTE cDepthBits;
42:   BYTE cStencilBits;
43:   BYTE cAuxBuffers;
44:   BYTE iLayerType;
45:   BYTE bReserved;
46:   DWORD dwLayerMask;
47:   DWORD dwVisibleMask;
48:   DWORD dwDamageMask;
49:  )
50: );
 
#needed for the wglMakeCurrent functions
51: Win32::API::Type->typedef('HGLRC', 'HANDLE');
 
#import some extra functions
#more info can be found in the Windows SDK documentation
 
#exchanges the front and back buffers of the current pixel format
52: Win32::API->Import('gdi32', 'BOOL SwapBuffers(HDC hdc);')
53:  or windie "Win32::API->Import(SwapBuffers): $^E";
 
#attempts to match an appropriate pixel format supported by a device context to
# a given pixel format specification.
54: Win32::API->Import('gdi32', 'int ChoosePixelFormat(HDC hdc, 
PIXELFORMATDESCRIPTOR * ppfd);')
55:  or windie "Win32::API->Import(ChoosePixelFormat): $^E";
 
#sets the pixel format of the specified device context to the format specified
# by the iPixelFormat index returned from ChoosePixelFormat().
56: Win32::API->Import('gdi32', 'BOOL SetPixelFormat(HDC hdc, int iPixelFormat, 
PIXELFORMATDESCRIPTOR * ppfd);')
57:  or windie "Win32::API->Import(SetPixelFormat): $^E";
 
#creates a new OpenGL rendering context, which is suitable for drawing on the
# device referenced by hdc.
58: Win32::API->Import('opengl32', 'HGLRC wglCreateContext(HDC hdc);')
59:  or windie "Win32::API->Import(wglCreateContext): $^E";
 
#makes a specified OpenGL rendering context the calling thread's current
# rendering context.
60: Win32::API->Import('opengl32', 'BOOL wglMakeCurrent(HDC hdc, HGLRC hglrc);')
61:  or windie "Win32::API->Import(wglMakeCurrent): $^E";
 
#deletes a specified OpenGL rendering context.
62: Win32::API->Import('opengl32', 'BOOL wglDeleteContext(HGLRC hglrc);')
63:  or windie "Win32::API->Import(wglDeleteContext): $^E";

#create main window
64: my $main = Win32::GUI::Window->new(
65:  -name => "main",
66:  -text => "OpenGL Example: Colour Cube",
67:  -size => [640,480],
68:  -left => CW_USEDEFAULT,      #let system position window
69:  -pushstyle =>
  #Excludes the area occupied by child windows when drawing occurs
  # within the parent window.
70:   WS_CLIPCHILDREN |
  #When a particular child window needs to be painted, all other overlapping
  # child windows are clipped out of the region of the child window to be 
updated.
71:   WS_CLIPSIBLINGS,
72:  -onTerminate => sub {      #WM_CLOSE
73:   wglMakeCurrent($g_HDC->Handle(), 0); #deselect rendering context from $hDC
74:   wglDeleteContext($hRC);     #delete rendering context $hRC
75:   return -1;        #exit main loop
76:  },
77:  -onResize => sub {       #WM_SIZE
78:   my $self = shift;
79:   return 0 unless $self;
80:   my $height = $self->Height();   #get height and width
81:   my $width = $self->Width();
82:   $height = 1 if $height == 0;   #don't divide by 0
83:   glViewport(0,0,$width,$height);   #set viewport to new dimensions
84:   glMatrixMode(GL_PROJECTION);   #set matrix mode to projection matrix
85:   glLoadIdentity();      #reset projection matrix
86:   gluPerspective(54.0, $width / $height, 1.0, 1000.0); #calculate aspect 
ratio of window
87:   glMatrixMode(GL_MODELVIEW);    #set modelview matrix
88:   glLoadIdentity();      #reset modelview matrix
89:   return 1;
90:  },
91:  -onKeyDown => sub {       #WM_KEYDOWN
92:   my ($self, $flags, $key) = @_;
93:   return -1 if $key == VK_ESCAPE;  #exit if escape key pressed
94:   return 1;
95:  },
96: );
97: unless($main){
98:  windie("Cannot create window: $^E");
99: }
100: $main->SetIcon(Win32::GUI::Icon->new(IDI_APPLICATION)); #set window icon
 
#WM_CREATE
101: $g_HDC = $main->GetDC();      #set global device context to device context 
of main window
102: unless(SetupPixelFormat($g_HDC->Handle())){ #setup pixel format for device 
context
103:  exit 1;          #exit if setup fails
104: }
105: $hRC = wglCreateContext($g_HDC->Handle());  #create rendering context used 
by OpenGL to draw
106: wglMakeCurrent($g_HDC->Handle(), $hRC);   #select rendering context $hRC 
into $g_HDC
 
#Initialize OpenGL
107: glShadeModel(GL_SMOOTH);      #set shading to smooth
108: glEnable(GL_DEPTH_TEST);      #do depth comparisons and update the depth 
buffer
109: glEnable(GL_CULL_FACE);       #cull polygons based on their winding in 
window coordinates
110: glFrontFace(GL_CCW);       #The orientation of front-facing polygons
111: glClearColor(0.0, 0.0, 0.0, 0.0);    #values that glClear uses to clear 
the colour buffers
 
112: $main->Show();         #show window
 
#message event
#This is necessary because Render() needs to be called every frame.
#This can produce interesting results in more complex applications (with more
# than one window) since the Win32::GUI::Dialog() function does more than just
# check if a sub has returned -1 (perhaps the ability to call a code block every
# iteration of Win32::GUI::Dialog() would be useful)
113: while(Win32::GUI::DoEvents() != -1){
114:  Render();
115: }
 
#This function is used to set the pixel format for the device context.
# Accepts a handle to the device context of the window and returns true if 
succeeds
# or false if fails.
#Adapted from code from OpenGL Game Programming (Premier Press, 2004)
116: sub SetupPixelFormat {
117:  my $hDC = shift;       #is a handle to DC
118:  my $nPixelFormat;
119:  my $pfd = Win32::API::Struct->new('PIXELFORMATDESCRIPTOR'); #create new 
structure
120:  $pfd->{nSize} = $pfd->sizeof();    #return sizeof structure
121:  $pfd->{nVersion} = 1;      #default version
122:  $pfd->{dwFlags} = PFD_DRAW_TO_WINDOW |  #window drawing support
123:   PFD_SUPPORT_OPENGL |      #OpenGL support
124:   PFD_DOUBLEBUFFER;      #double buffering support
125:  $pfd->{iPixelType} = PFD_TYPE_RGBA;   #rgba colour mode
126:  $pfd->{cColorBits} = 32;     #32 bit colour mode
127:  $pfd->{cRedBits} = 0;      #ignore colour bits
128:  $pfd->{cRedShift} = 0;      #
129:  $pfd->{cGreenBits} = 0;      #
130:  $pfd->{cGreenShift} = 0;     #
131:  $pfd->{cBlueBits} = 0;      #
132:  $pfd->{cBlueShift} = 0;      #
133:  $pfd->{cAlphaBits} = 0;      #not alpha buffer
134:  $pfd->{cAlphaShift} = 0;     #ignore alpha shift bit
135:  $pfd->{cAccumBits} = 0;      #no accumulation buffer
136:  $pfd->{cAccumRedBits} = 0;     #ignore accumulation bits
137:  $pfd->{cAccumGreenBits} = 0;    #
138:  $pfd->{cAccumBlueBits} = 0;     #
139:  $pfd->{cAccumAlphaBits} = 0;    #
140:  $pfd->{cDepthBits} = 16;     #16 bit z-buffer size
141:  $pfd->{cStencilBits} = 0;     #no stencil buffer
142:  $pfd->{cAuxBuffers} = 0;     #no auxiliary buffer
143:  $pfd->{iLayerType} = PFD_MAIN_PLANE;  #main drawing plane
144:  $pfd->{bReserved} = 0;      #reserved
145:  $pfd->{dwLayerMask} = 0;     #layer masks ignored
146:  $pfd->{dwVisibleMask} = 0;     #
147:  $pfd->{dwDamageMask} = 0;     #
 # choose best matching pixel format
148:  unless( $nPixelFormat = ChoosePixelFormat($hDC, $pfd) ){
149:   winwarn("Can't find an appropriate pixel format");
150:   return 0;
151:  }
 # set pixel format to device context
152:  unless( SetPixelFormat($hDC, $nPixelFormat, $pfd) ){
153:   winwarn("Unable to set pixel format");
154:   return 0;
155:  }
156:  return 1;
157: }
 
#This function draws the cube of points. The colour of each point is based on 
its position
#Adapted from code from OpenGL Game Programming (Premier Press, 2004)
158: sub DrawCube {
159:  glPointSize(2.0); #set size of points drawn
160:  glPushMatrix();
161:   glBegin(GL_POINTS);
162:    for(my $x = 0.0; $x <= 1.0; $x += 0.1){
163:     for(my $y = 0.0; $y <= 1.0; $y += 0.1){
164:      for(my $z = 0.0; $z <= 1.0; $z += 0.1){
165:       glColor3f($x,$y,$z);
      #move and scale vertexes so that cube rotates about centre
166:       glVertex3f($x*50-25,$y*50-25,$z*50-25);
167:      }
168:     }
169:    }
170:   glEnd();
171:  glPopMatrix();
172: }
 
#This function is used to draw the cube and is called every frame
#Adapted from code from OpenGL Game Programming (Premier Press, 2004)
173: sub Render {
174:  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #clear color and 
depth buffer
175:  glLoadIdentity();         #replaces the current matrix with the identity 
matrix.
176:  glTranslatef(0.0, 0.0, -150.0);      #move to 0,0,-150
177:  glPushMatrix();          #save current matrix
178:   glRotatef($objectXRot, 1.0, 0.0, 0.0);   #rotate around x axis
179:   glRotatef($objectYRot, 0.0, 1.0, 0.0);   #rotate around y axis
180:   glRotatef($objectZRot, 0.0, 0.0, 1.0);   #rotate around z axis
181:   DrawCube();          #draw cube
182:  glPopMatrix();          #restore matrix
183:  glFlush();           #clear buffers
184:  SwapBuffers($g_HDC->Handle());      #exchange front and back buffers of 
device context
185:  $objectXRot += 0.01;        #increment rotation
186:  $objectYRot += 0.02;
187:  $objectZRot += 0.01;
188: }
 
#Conveniently, the Windows specific functions for setup of OpenGL accept and 
return
# handles to windows or contexts, which are just numbers, and the handles to
# these are stored in the Window and DC objects created by Win32::GUI. This 
method
# provides an easy access to this value. Placing the method in the 
Win32::GUI::DC
# package allows both Windows and DCs to use it.
189: package Win32::GUI::DC;
190: sub Handle {
191:  return shift->{-handle};
192: }
193: __END__
 
Here are some tips and tricks regarding using Win32::GUI module and the OpenGL 
module that I have come across on my travels:
 
Win32::GUI:



It is possible to create child windows that are rendered to using OpenGL 
instead of rendering to the parent window, but requires a lot more setup. One 
of the tricks needed is to specify the right styles for the window. I have yet 
to perfect this technique, but perhaps when I get it working correctly I'll 
post an example. 
OpenGL:


try to use the *_p variants of functions, if they exist. The function has been 
tweaked to behave more like a regular Perl function, such as the ability to 
accept and return arrays. This is a lot more convenient than having to pack() 
and unpack() your a arguments. Some functions don't have a *_p variant, so the 
next best thing is to use the *_c variant, which accept OpenGL::Array objects. 
The use of OpenGL::Array is not documented in the module, but docs can be found 
on the website for the module (just search the web for POGL). I haven't 
included an example of this here, since it requires more knowledge of OpenGL, 
but experienced OpenGL programmers should have no problems using them.
 
As an alternative to creating windows using Win32::GUI, windows can be created 
using the GLUT(OpenGL Utility Toolkit) functions supplied with OpenGL. These 
can create windows that a platform-independent, as well as a lot of other 
stuff. A lot of the examples supplied for the OpenGL module use the GLUT, 
making them more portable, but OpenGL needs to be compiled with support for 
GLUT, requiring the GLUT libraries. Since I can't seem to get XS-implemented 
modules to compile properly on my machine (I use PPM instead), I just stick 
with Win32::GUI. Its all about personal preference.
 
Well, that's it for my Win32::GUI+OpenGL example. I hope someone finds it 
useful. I'm no expert at OpenGL or the Win32 API, so there is probably a better 
way of doing this. So far this model has worked for basic implementations but 
don't expect to be able to make anything to big, such as games, but you never 
know. I'd love to hear any questions or comments about this example, as well as 
any examples of anything anyone else has done.

 

As a side note, I'm new to posting messages on the mailing lists. I was 
wondering whether I can send pictures attached (I was hoping to show a screen 
shot of my program). Also, how do I post a reply to an existing thread. Any 
help would be much appreciated.

 

Sorry about any typos in advance. Contact me if you find any errors with this 
post (such as with the sample program).
 
Thanks.
 
Kevin Marshall
 
(kejohm88 AT hotmail DOT com)
 


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