OpenGL: Indexed Geometry

Started by José Roca, July 26, 2008, 11:02:52 PM

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José Roca

 
Demonstrates how to optimize performance by using indexed geometry. As a demonstration, the sample reduces the vertex count of a simple cube from 24 to 8 by redefining the cube's geometry using an indices array.

It is an adaptation of ogl_indexed_geometry.cpp, by Kevin Harris, 02/01/05, downloadable at http://www.codesampler.com/oglsrc/oglsrc_2.htm#ogl_indexed_geometry


'//-----------------------------------------------------------------------------
'//           Name: ogl_indexed_geometry.cpp
'//         Author: Kevin Harris
'//  Last Modified: 02/01/05
'//    Description: This sample demonstrates how to optimize performance by
'//                 using indexed geometry. As a demonstration, the sample
'//                 reduces the vertex count of a simple cube from 24 to 8 by
'//                 redefining the cube's geometry using an indices array.
'//
'//   Control Keys: F1 - Toggle between indexed and non-indexed geoemtry.
'//                      Shouldn't produce any noticeable change since they
'//                      render the same cube.
'//-----------------------------------------------------------------------------

' Translated to PowerBASIC by José Roca, 2008.

' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE "GLU.INC"

$WindowCaption = "OpenGL - Indexed Geometry"

%GL_WINDOWWIDTH  = 640         ' Window width
%GL_WINDOWHEIGHT = 480         ' Window height
%GL_BITSPERPEL   = 16          ' Color resolution in bits per pixel
%GL_DEPTHBITS    = 16          ' Depth of the depth (z-axis) buffer

GLOBAL hDC AS LONG             ' Device context handle

GLOBAL g_fSpinX AS SINGLE
GLOBAL g_fSpinY AS SINGLE

GLOBAL g_bUseIndexedGeometry AS LONG

TYPE Vertex
   ' // GL_C3F_V3F
   r AS SINGLE
   g AS SINGLE
   b AS SINGLE
   x AS SINGLE
   y AS SINGLE
   z AS SINGLE
END TYPE

GLOBAL g_cubeVertices() AS Vertex
GLOBAL g_cubeVertices_indexed() AS Vertex
GLOBAL g_cubeIndices() AS DWORD

' ========================================================================================
' Fills a Vertex structure
' ========================================================================================
MACRO FillVertex (v, r_, g_, b_, x_, y_, z_)
   v.r = r_ : v.g = g_ : v.b = b_ : v.x = x_ : v.y = y_ : v.z = z_
END MACRO

' =======================================================================================
' All the setup goes here
' =======================================================================================
SUB SetupScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   g_bUseIndexedGeometry = -1

   '//
   '// To understand how indexed geometry works, we must first build something
   '// which can be optimized through the use of indices.
   '//
   '// Below, is the vertex data for a simple multi-colored cube, which is defined
   '// as 6 individual quads, one quad for each of the cube's six sides. At first,
   '// this doesn't seem too wasteful, but trust me it is.
   '//
   '// You see, we really only need 8 vertices to define a simple cube, but since
   '// we're using a quad list, we actually have to repeat the usage of our 8
   '// vertices 3 times each. To make this more understandable, I've actually
   '// numbered the vertices below so you can see how the vertices get repeated
   '// during the cube's definition.
   '//
   '// Note how the first 8 vertices are unique. Everting else after that is just
   '// a repeat of the first 8.
   '//

   DIM g_cubeVertices(23)

   ' // Quad 0
   FillVertex(g_cubeVertices( 0), 1.0!,0.0!,0.0!, -1.0!,-1.0!, 1.0!)  ' // 0 (unique)
   FillVertex(g_cubeVertices( 1), 0.0!,1.0!,0.0!,  1.0!,-1.0!, 1.0!)  ' // 1 (unique)
   FillVertex(g_cubeVertices( 2), 0.0!,0.0!,1.0!,  1.0!, 1.0!, 1.0!)  ' // 2 (unique)
   FillVertex(g_cubeVertices( 3), 1.0!,1.0!,0.0!, -1.0!, 1.0!, 1.0!)  ' // 3 (unique)

   ' // Quad 1
   FillVertex(g_cubeVertices( 4), 1.0!,0.0!,1.0!, -1.0!,-1.0!,-1.0!)  ' // 4 (unique)
   FillVertex(g_cubeVertices( 5), 0.0!,1.0!,1.0!, -1.0!, 1.0!,-1.0!)  ' // 5 (unique)
   FillVertex(g_cubeVertices( 6), 1.0!,1.0!,1.0!,  1.0!, 1.0!,-1.0!)  ' // 6 (unique)
   FillVertex(g_cubeVertices( 7), 1.0!,0.0!,0.0!,  1.0!,-1.0!,-1.0!)  ' // 7 (unique)

   ' // Quad 2
   FillVertex(g_cubeVertices( 8), 0.0!,1.0!,1.0!, -1.0!, 1.0!,-1.0!)  ' // 5 (start repeating here)
   FillVertex(g_cubeVertices( 9), 1.0!,1.0!,0.0!, -1.0!, 1.0!, 1.0!)  ' // 3 (repeat of vertex 3)
   FillVertex(g_cubeVertices(10), 0.0!,0.0!,1.0!,  1.0!, 1.0!, 1.0!)  ' // 2 (repeat of vertex 2... etc.)
   FillVertex(g_cubeVertices(11), 1.0!,1.0!,1.0!,  1.0!, 1.0!,-1.0!)  ' // 6

   ' // Quad 3
   FillVertex(g_cubeVertices(12), 1.0!,0.0!,1.0!, -1.0!,-1.0!,-1.0!)  ' // 4
   FillVertex(g_cubeVertices(13), 1.0!,0.0!,0.0!,  1.0!,-1.0!,-1.0!)  ' // 7
   FillVertex(g_cubeVertices(14), 0.0!,1.0!,0.0!,  1.0!,-1.0!, 1.0!)  ' // 1
   FillVertex(g_cubeVertices(15), 1.0!,0.0!,0.0!, -1.0!,-1.0!, 1.0!)  ' // 0

   ' // Quad 4
   FillVertex(g_cubeVertices(16), 1.0!,0.0!,0.0!,  1.0!,-1.0!,-1.0!)  ' // 7
   FillVertex(g_cubeVertices(17), 1.0!,1.0!,1.0!,  1.0!, 1.0!,-1.0!)  ' // 6
   FillVertex(g_cubeVertices(18), 0.0!,0.0!,1.0!,  1.0!, 1.0!, 1.0!)  ' // 2
   FillVertex(g_cubeVertices(19), 0.0!,1.0!,0.0!,  1.0!,-1.0!, 1.0!)  ' // 1

   ' // Quad 5
   FillVertex(g_cubeVertices(20), 1.0!,0.0!,1.0!, -1.0!,-1.0!,-1.0!)  ' // 4
   FillVertex(g_cubeVertices(21), 1.0!,0.0!,0.0!, -1.0!,-1.0!, 1.0!)  ' // 0
   FillVertex(g_cubeVertices(22), 1.0!,1.0!,0.0!, -1.0!, 1.0!, 1.0!)  ' // 3
   FillVertex(g_cubeVertices(23), 0.0!,1.0!,1.0!, -1.0!, 1.0!,-1.0!)  ' // 5

   '//
   '// Now, to save ourselves the bandwidth of passing a bunch or redundant vertices
   '// down the graphics pipeline, we shorten our vertex list and pass only the
   '// unique vertices. We then create a indices array, which contains index values
   '// that reference vertices in our vertex array.
   '//
   '// In other words, the vertex array doens't actually define our cube anymore,
   '// it only holds the unique vertices; it's the indices array that now defines
   '// the cube's geometry.
   '//

   DIM g_cubeVertices_indexed(7)

   FillVertex(g_cubeVertices_indexed(0), 1.0!,0.0!,0.0!,  -1.0!,-1.0!, 1.0!)  ' // 0
   FillVertex(g_cubeVertices_indexed(1), 0.0!,1.0!,0.0!,   1.0!,-1.0!, 1.0!)  ' // 1
   FillVertex(g_cubeVertices_indexed(2), 0.0!,0.0!,1.0!,   1.0!, 1.0!, 1.0!)  ' // 2
   FillVertex(g_cubeVertices_indexed(3), 1.0!,1.0!,0.0!,  -1.0!, 1.0!, 1.0!)  ' // 3
   FillVertex(g_cubeVertices_indexed(4), 1.0!,0.0!,1.0!,  -1.0!,-1.0!,-1.0!)  ' // 4
   FillVertex(g_cubeVertices_indexed(5), 0.0!,1.0!,1.0!,  -1.0!, 1.0!,-1.0!)  ' // 5
   FillVertex(g_cubeVertices_indexed(6), 1.0!,1.0!,1.0!,   1.0!, 1.0!,-1.0!)  ' // 6
   FillVertex(g_cubeVertices_indexed(7), 1.0!,0.0!,0.0!,   1.0!,-1.0!,-1.0!)  ' // 7

   DIM g_cubeIndices(23)

   ARRAY ASSIGN g_cubeIndices() = 0, 1, 2, 3, 4, 5, 6, 7, 5, 3, 2, 6, 4, 7, 1, 0, 7, 6, 2, 1, 4, 0, 3, 5


   '//
   '// Note: While the cube above makes for a good example of how indexed geometry
   '//       works. There are many situations which can prevent you from using
   '//       an indices array to its full potential.
   '//
   '//       For example, if our cube required normals for lighting, things would
   '//       become problematic since each vertex would be shared between three
   '//       faces of the cube. This would not give you the lighting effect that
   '//       you really want since the best you could do would be to average the
   '//       normal's value between the three faces which used it.
   '//
   '//       Another example would be texture coordinates. If our cube required
   '//       unique texture coordinates for each face, you really wouldn't gain
   '//       much from using an indices array since each vertex would require a
   '//       different texture coordinate depending on which face it was being
   '//       used in.
   '//

   ' Specify clear values for the color buffers
   glClearColor 0.0!, 0.0!, 0.0!, 0.0!
   ' Specify the clear value for the depth buffer
   glClearDepth 1.0!
   ' Specify the value used for depth-buffer comparisons
   glDepthFunc %GL_LESS
   ' Enable depth comparisons and update the depth buffer
   glEnable %GL_DEPTH_TEST
   ' Select smooth shading
   glShadeModel %GL_SMOOTH

END SUB
' =======================================================================================

' =======================================================================================
' Resize the scene
' =======================================================================================
SUB ResizeScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   ' Prevent divide by zero making height equal one
   IF nHeight = 0 THEN nHeight = 1
   ' Reset the current viewport
   glViewport 0, 0, nWidth, nHeight
   ' Select the projection matrix
   glMatrixMode %GL_PROJECTION
   ' Reset the projection matrix
   glLoadIdentity
   ' Calculate the aspect ratio of the window
   gluPerspective 45.0!, nWidth / nHeight, 0.1!, 100.0!
   ' Select the model view matrix
   glMatrixMode %GL_MODELVIEW
   ' Reset the model view matrix
   glLoadIdentity

END SUB
' =======================================================================================

' =======================================================================================
' Draw the scene
' =======================================================================================
SUB DrawScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   ' Clear the screen buffer
   glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
   ' Reset the view
   glLoadIdentity

   glTranslatef(0.0!, 0.0!, -5.0!)
   glRotatef(-g_fSpinY, 1.0!, 0.0!, 0.0!)
   glRotatef(-g_fSpinX, 0.0!, 0.0!, 1.0!)

   IF g_bUseIndexedGeometry THEN
      glInterleavedArrays(%GL_C3F_V3F, 0, g_cubeVertices_indexed(0))
      ' Note: The original C program uses GL_UNSIGNED_BYTE, but PB only supports
      ' signed bytes, so we are using an array of DWORDs
      glDrawElements(%GL_QUADS, 24, %GL_UNSIGNED_INT, g_cubeIndices(0))
   ELSE
      glInterleavedArrays(%GL_C3F_V3F, 0, g_cubeVertices(0))
      glDrawArrays(%GL_QUADS, 0, 24)
   END IF

END SUB
' =======================================================================================

' =======================================================================================
' Processes keystrokes
' Parameters:
' * hwnd = Window hande
' * vKeyCode = Virtual key code
' * bKeyDown = %TRUE if key is pressed; %FALSE if it is released
' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)

   SELECT CASE AS LONG vKeyCode

      CASE %VK_ESCAPE
         ' Quit if Esc key pressed
         SendMessage hwnd, %WM_CLOSE, 0, 0

      CASE %VK_F1
         IF bKeyDown THEN g_bUseIndexedGeometry = NOT g_bUseIndexedGeometry
         
   END SELECT

END SUB
' =======================================================================================

' =======================================================================================
' Processes mouse clicks and movement
' Parameters:
' * hwnd      = Window hande
' * wMsg      = Windows message
' * wKeyState = Indicates whether various virtual keys are down.
'               MK_CONTROL    The CTRL key is down.
'               MK_LBUTTON    The left mouse button is down.
'               MK_MBUTTON    The middle mouse button is down.
'               MK_RBUTTON    The right mouse button is down.
'               MK_SHIFT      The SHIFT key is down.
'               MK_XBUTTON1   Windows 2000/XP: The first X button is down.
'               MK_XBUTTON2   Windows 2000/XP: The second X button is down.
' * x         = x-coordinate of the cursor
' * y         = y-coordinate of the cursor
' =======================================================================================
SUB ProcessMouse (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wKeyState AS DWORD, BYVAL x AS LONG, BYVAL y AS LONG)

STATIC ptLastMousePosit AS POINTAPI
STATIC ptCurrentMousePosit AS POINTAPI
STATIC bMousing AS LONG

   SELECT CASE wMsg

      CASE %WM_LBUTTONDOWN
ptLastMousePosit.x = x
         ptCurrentMousePosit.x = x
ptLastMousePosit.y = y
         ptCurrentMousePosit.y = y
bMousing = %TRUE

      CASE %WM_LBUTTONUP
bMousing = %FALSE

      CASE %WM_MOUSEMOVE
ptCurrentMousePosit.x = x
ptCurrentMousePosit.y = y
IF bMousing THEN
g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x)
g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y)
END IF
ptLastMousePosit.x = ptCurrentMousePosit.x
ptLastMousePosit.y = ptCurrentMousePosit.y

   END SELECT

END SUB
' =======================================================================================

' =======================================================================================
' Main
' =======================================================================================
FUNCTION WINMAIN (BYVAL hInstance AS DWORD, BYVAL hPrevInstance AS DWORD, BYVAL lpszCmdLine AS ASCIIZ PTR, BYVAL nCmdShow AS LONG) AS LONG

   LOCAL  hwnd        AS DWORD
   LOCAL  wcex        AS WNDCLASSEX
   LOCAL  szClassName AS ASCIIZ * 256
   LOCAL  szCaption   AS ASCIIZ * 256
   LOCAL  msg         AS tagMSG
   LOCAL  rc          AS RECT
   LOCAL  bDone       AS LONG
   LOCAL  nLeft       AS LONG
   LOCAL  nTop        AS LONG
   LOCAL  nWidth      AS LONG
   LOCAL  nHeight     AS LONG
   LOCAL  dwStyle     AS DWORD
   LOCAL  dwStyleEx   AS DWORD
   STATIC vKeyCode    AS LONG
   STATIC bKeyDown    AS LONG
   LOCAL  t           AS DOUBLE
   LOCAL  t0          AS DOUBLE
   LOCAL  fps         AS DOUBLE
   LOCAL  nFrames     AS LONG
   LOCAL  dm          AS DEVMODE
   LOCAL  bFullScreen AS LONG
   LOCAL  lResult     AS LONG

   ' Register the window class
   szClassName        = "PBOPENGL"
   wcex.cbSize        = SIZEOF(wcex)
   wcex.style         = %CS_HREDRAW OR %CS_VREDRAW OR %CS_OWNDC
   wcex.lpfnWndProc   = CODEPTR(WndProc)
   wcex.cbClsExtra    = 0
   wcex.cbWndExtra    = 0
   wcex.hInstance     = hInstance
   wcex.hCursor       = LoadCursor (%NULL, BYVAL %IDC_ARROW)
   wcex.hbrBackground = %NULL
   wcex.lpszMenuName  = %NULL
   wcex.lpszClassName = VARPTR(szClassName)
   wcex.hIcon         = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Sample, if resource icon: LoadIcon(hInst, "APPICON")
   wcex.hIconSm       = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Remember to set small icon too..
   RegisterClassEx wcex

   ' Ask the user which screen mode he prefers
   lResult = MessageBox(%NULL, "Would you like to run in fullscreen mode?", _
             "Start fullScreen?", %MB_YESNOCANCEL OR %MB_ICONQUESTION)
   SELECT CASE lResult
      CASE %IDCANCEL : EXIT FUNCTION
      CASE %IDYES    : bFullScreen = %TRUE
      CASE %IDNO     : bFullScreen = %FALSE
   END SELECT

   ' Window size
   nWidth  = %GL_WINDOWWIDTH
   nHeight = %GL_WINDOWHEIGHT

   IF bFullScreen THEN
      ' Change display settings
      dm.dmSize       = SIZEOF(dm)
      dm.dmPelsWidth  = nWidth
      dm.dmPelsHeight = nHeight
      dm.dmBitsPerPel = %GL_BITSPERPEL
      dm.dmFields     = %DM_BITSPERPEL OR %DM_PELSWIDTH OR %DM_PELSHEIGHT
      IF ChangeDisplaySettings(dm, %CDS_FULLSCREEN) = 0 THEN ShowCursor %FALSE
   END IF

   ' Window caption
   szCaption = $WindowCaption

   ' Window styles
   IF ISFALSE bFullScreen THEN
      dwStyle = %WS_OVERLAPPEDWINDOW
      dwStyleEx = %WS_EX_APPWINDOW OR %WS_EX_WINDOWEDGE
   ELSE
      dwStyle = %WS_POPUP
      dwStyleEx = %WS_EX_APPWINDOW
   END IF

   ' Create the window
   hwnd = CreateWindowEx( _
            dwStyleEx, _                      ' extended styles
            szClassName, _                    ' window class name
            szCaption, _                      ' window caption
            dwStyle, _                        ' window style
            nLeft, _                          ' initial x position
            nTop, _                           ' initial y position
            nWidth, _                         ' initial x size
            nHeight, _                        ' initial y size
            %NULL, _                          ' parent window handle
            0, _                              ' window menu handle
            hInstance, _                      ' program instance handle
            BYVAL %NULL)                      ' creation parameters

   ' Retrieve the coordinates of the window's client area
   GetClientRect hwnd, rc
   ' Initialize the new OpenGl window
   SetupScene hwnd, rc.nRight - rc.nLeft, rc.nBottom - rc.nTop

   ' Show the window
   ShowWindow hwnd, nCmdShow
   UpdateWindow hwnd

   DO UNTIL bDone

      ' Windows message pump
      DO WHILE PeekMessage(msg, %NULL, 0, 0, %PM_REMOVE)
         IF msg.message = %WM_QUIT THEN
            bDone = %TRUE
         ELSE
            IF msg.message = %WM_KEYDOWN THEN
               vKeyCode = msg.wParam
               bKeyDown = %TRUE
            ELSEIF msg.message = %WM_KEYUP THEN
               vKeyCode = msg.wParam
               bKeyDown = %FALSE
            END IF
            TranslateMessage msg
            DispatchMessage msg
         END IF
      LOOP

      IF ISFALSE bFullScreen THEN
         ' Get time and mouse position
         t = INT(TIMER)
         ' Calculate and display FPS (frames per second)
         IF t > t0 OR nFrames = 0 THEN
            fps = nFrames \ (t - t0)
            wsprintf szCaption, $WindowCaption & " (%i FPS)", BYVAL fps
            SetWindowText hwnd, szCaption
            t0 = t
            nFrames = 0
         END IF
         nFrames = nFrames + 1
      END IF

      ' Draw the scene
      DrawScene hwnd, nWidth, nHeight
      ' Exchange the front and back buffers
      SwapBuffers hDC

      ' Process the keystrokes
      IF vKeyCode THEN
         ProcessKeystrokes hwnd, vKeyCode, bKeyDown
         vKeyCode = 0
      END IF

   LOOP

   ' Retore defaults
   IF bFullScreen THEN
      ChangeDisplaySettings BYVAL %NULL, 0
      ShowCursor %TRUE
   END IF

   FUNCTION = msg.wParam

END FUNCTION
' =======================================================================================

' =======================================================================================
' Main window procedure
' =======================================================================================
FUNCTION WndProc (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wParam AS DWORD, BYVAL lParam AS LONG) AS LONG

   LOCAL  pf  AS LONG
   LOCAL  pfd AS PIXELFORMATDESCRIPTOR
   STATIC hRC AS LONG

   SELECT CASE wMsg

      CASE %WM_SYSCOMMAND

         ' Disable the Windows screensaver
         IF (wParam AND &HFFF0) = %SC_SCREENSAVE THEN EXIT FUNCTION

         ' Close the window
         IF (wParam AND &HFFF0) = %SC_CLOSE THEN
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

      CASE %WM_CREATE

         ' Retrieve the device context handle
         hDC = GetDC(hwnd)

         ' Fill the PIXELFORMATDESCRIPTOR structure
         pfd.nSize           = SIZEOF(PIXELFORMATDESCRIPTOR)   ' Size of the structure
         pfd.nVersion        = 1                               ' Version number
         pfd.dwFlags         = %PFD_DRAW_TO_WINDOW _           ' Format must support window
                               OR %PFD_SUPPORT_OPENGL _        ' Format must support OpenGL
                               OR %PFD_DOUBLEBUFFER            ' Format must support double buffering
         pfd.iPixelType      = %PFD_TYPE_RGBA                  ' Request an RGBA format
         pfd.cColorBits      = %GL_BITSPERPEL                  ' Number of color bitplanes in each color buffer
         pfd.cRedBits        = 0                               ' Number of red bitplanes in each RGBA color buffer.
         pfd.cRedShift       = 0                               ' Shift count for red bitplanes in each RGBA color buffer.
         pfd.cGreenBits      = 0                               ' Number of green bitplanes in each RGBA color buffer.
         pfd.cGreenShift     = 0                               ' Shift count for green bitplanes in each RGBA color buffer.
         pfd.cBlueBits       = 0                               ' Number of blue bitplanes in each RGBA color buffer.
         pfd.cBlueShift      = 0                               ' Shift count for blue bitplanes in each RGBA color buffer.
         pfd.cAlphaBits      = 0                               ' Number of alpha bitplanes in each RGBA color buffer
         pfd.cAlphaShift     = 0                               ' Shift count for alpha bitplanes in each RGBA color buffer.
         pfd.cAccumBits      = 0                               ' Total number of bitplanes in the accumulation buffer.
         pfd.cAccumRedBits   = 0                               ' Number of red bitplanes in the accumulation buffer.
         pfd.cAccumGreenBits = 0                               ' Number of gree bitplanes in the accumulation buffer.
         pfd.cAccumBlueBits  = 0                               ' Number of blue bitplanes in the accumulation buffer.
         pfd.cAccumAlphaBits = 0                               ' Number of alpha bitplanes in the accumulation buffer.
         pfd.cDepthBits      = %GL_DEPTHBITS                   ' Depth of the depth (z-axis) buffer.
         pfd.cStencilBits    = 0                               ' Depth of the stencil buffer.
         pfd.cAuxBuffers     = 0                               ' Number of auxiliary buffers.
         pfd.iLayerType      = %PFD_MAIN_PLANE                 ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
         pfd.bReserved       = 0                               ' Number of overlay and underlay planes.
         pfd.dwLayerMask     = 0                               ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
         pfd.dwVisibleMask   = 0                               ' Transparent color or index of an underlay plane.
         pfd.dwDamageMask    = 0                               ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.

         ' Find a matching pixel format
         pf = ChoosePixelFormat(hDC, pfd)
         IF ISFALSE pf THEN
            MessageBox hwnd, "Can't find a suitable pixel format", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Set the pixel format
         IF ISFALSE SetPixelFormat(hDC, pf, pfd) THEN
            MessageBox hwnd, "Can't set the pixel format", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Create a new OpenGL rendering context
         hRC = wglCreateContext(hDC)
         IF ISFALSE hRC THEN
            MessageBox hwnd, "Can't create an OpenGL rendering context", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Make it current
         IF ISFALSE wglMakeCurrent(hDC,hRC) THEN
            MessageBox hwnd, "Can't activate the OpenGL rendering context", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         EXIT FUNCTION

      CASE %WM_DESTROY
         ' Release the device and rendering contexts
         wglMakeCurrent hDC, 0
         ' Make the rendering context no longer current
         wglDeleteContext hRC
         ' Release the device context
         ReleaseDC hwnd, hDC
         ' Post an WM_QUIT message
         PostQuitMessage 0
         EXIT FUNCTION

      CASE %WM_SIZE
         ResizeScene hwnd, LO(WORD, lParam), HI(WORD, lParam)
         EXIT FUNCTION

      CASE %WM_LBUTTONDOWN, %WM_LBUTTONUP, %WM_MOUSEMOVE
         ProcessMouse hwnd, wMsg, wParam, LO(WORD, lParam), HI(WORD, lParam)
         EXIT FUNCTION

   END SELECT

   ' Call the default window procedure to process unhandled messages
   FUNCTION = DefWindowProc(hwnd, wMsg, wParam, lParam)

END FUNCTION
' =======================================================================================



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