can some explain hot to draw pixels and tell me what header file to use. it would be real cool if they used code also.
thanks in advance:p
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can some explain hot to draw pixels and tell me what header file to use. it would be real cool if they used code also.
thanks in advance:p
im usings windows Me and im using dev c++ and for graphics library i dont really have one and it would be cool if you recommend one. i hope that helps!!!!!:)
To draw a pixel, you could use...Quote:
Originally posted by loki_cmr
im usings windows Me and im using dev c++ and for graphics library i dont really have one and it would be cool if you recommend one. i hope that helps!!!!!:)
- OpenGL
- SDL
- Allgero
- Others too..
alright i downloaded the opengl thing now i would like to know how to where to put the stuff and also how to make a command line that tells the compiler that draw a pixel. please help:(
ok im pretty sure i got open GL already and i think the header files are <GL.h> if not please correct them. also now i all i would like to know is how to draw a pixel in a window and if you can do this tell me how to move it.
thanks in advance;)
Hum, from what i remember, there is a whole bunch of code just to make an OpenGL window, too much to simply tell you, you should go find a tutorial.
Eh, i... KNEW.. a good site, haven't been programming in years >_<
There is this website, if you want to learn openGL:
http://nehe.gamedev.net
well maybe look in the example section of dev c++
it gives you this:
Code:#include <windows.h>
#include <gl/gl.h>
// Function Declarations
LRESULT CALLBACK
WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
VOID EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC);
VOID DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC);
// WinMain
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int iCmdShow)
{
WNDCLASS wc;
HWND hWnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
// register window class
wc.style = CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon( NULL, IDI_APPLICATION );
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
wc.lpszMenuName = NULL;
wc.lpszClassName = "GLSample";
RegisterClass( &wc );
// create main window
hWnd = CreateWindow(
"GLSample", "OpenGL Sample",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
0, 0, 256, 256,
NULL, NULL, hInstance, NULL);
// enable OpenGL for the window
EnableOpenGL( hWnd, &hDC, &hRC );
// program main loop
while (!bQuit)
{
// check for messages
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// handle or dispatch messages
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// OpenGL animation code goes here
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotatef(theta, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glColor3f( 1.0f, 0.0f, 0.0f ); glVertex2f( 0.0f, 1.0f );
glColor3f( 0.0f, 1.0f, 0.0f ); glVertex2f( 0.87f, -0.5f );
glColor3f( 0.0f, 0.0f, 1.0f ); glVertex2f( -0.87f, -0.5f );
glEnd();
glPopMatrix();
SwapBuffers( hDC );
theta += 1.0f;
}
}
// shutdown OpenGL
DisableOpenGL( hWnd, hDC, hRC );
// destroy the window explicitly
DestroyWindow( hWnd );
return msg.wParam;
}
// Window Procedure
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
return 0;
case WM_CLOSE:
PostQuitMessage( 0 );
return 0;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage( 0 );
return 0;
}
return 0;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
// Enable OpenGL
VOID EnableOpenGL( HWND hWnd, HDC * hDC, HGLRC * hRC )
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
// get the device context (DC)
*hDC = GetDC( hWnd );
// set the pixel format for the DC
ZeroMemory( &pfd, sizeof( pfd ) );
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 = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat( *hDC, &pfd );
SetPixelFormat( *hDC, iFormat, &pfd );
// create and enable the render context (RC)
*hRC = wglCreateContext( *hDC );
wglMakeCurrent( *hDC, *hRC );
}
// Disable OpenGL
VOID DisableOpenGL( HWND hWnd, HDC hDC, HGLRC hRC )
{
wglMakeCurrent( NULL, NULL );
wglDeleteContext( hRC );
ReleaseDC( hWnd, hDC );
}