why the GUI so slow on win32 opengl
Posted: Wed Sep 14, 2011 13:10
Hi
sorry for cross posting , i post this question on begginers section but without lock. so i will ask here .
im doing simple opengl win32 without any glut tester , but it become very slow when i
set in the main look .
can please someone take allok in the code and can tell me what im doing wrong here :
thanks
sorry for cross posting , i post this question on begginers section but without lock. so i will ask here .
im doing simple opengl win32 without any glut tester , but it become very slow when i
set
Code: Select all
CEGUI::System::getSingleton().renderGUI();
can please someone take allok in the code and can tell me what im doing wrong here :
thanks
Code: Select all
#include <windows.h>
#include <gl/gl.h>
#include <CEGUI.h>
#include <RendererModules/OpenGL/CEGUIOpenGLRenderer.h>
#define PATH_MAX 256
#define CEGUI_DATAPATH "D:/cpp/3d/opengl_gui/glsample/Debug/CEGUIRes"
// 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
// Win32 MessageProc callback
bool d_mouseInWindow = false;
CEGUI::OpenGLRenderer* d_renderer;
CEGUI::GeometryBuffer* d_fps_geometry;
char *getDataPathPrefix()
{
static char dataPathPrefix[PATH_MAX];
strcpy(dataPathPrefix,CEGUI_DATAPATH);
return dataPathPrefix;
}
void mouseEnters()
{
if (!d_mouseInWindow)
{
d_mouseInWindow = true;
ShowCursor(false);
}
}
void mouseLeaves()
{
if (d_mouseInWindow)
{
d_mouseInWindow = false;
ShowCursor(true);
}
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int iCmdShow)
{
using namespace CEGUI;
int numSec = 100; // number of strip sections
int width = 556, height = 556;
int bpp, flags;
int TWquit = 0;
int n, numCubes = 30;
float color0[] = { 1.0f, 0.5f, 0.0f };
float color1[] = { 0.5f, 1.0f, 0.0f };
float color[] = { 1, 0, 0 }; // strip color
double ka = 5.3, kb = 1.7, kc = 4.1;
WNDCLASS wc;
HWND hWnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL quit = 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, width, height,
NULL, NULL, hInstance, NULL );
// enable OpenGL for the window
EnableOpenGL( hWnd, &hDC, &hRC );
d_renderer = &CEGUI::OpenGLRenderer::bootstrapSystem();
// clearing this queue actually makes sure it's created(!)
d_renderer->getDefaultRenderingRoot().clearGeometry(CEGUI::RQ_OVERLAY);
CEGUI::DefaultResourceProvider *drp =
static_cast<CEGUI::DefaultResourceProvider *>
(CEGUI::System::getSingleton().getResourceProvider());
char* dataPathPrefix = getDataPathPrefix();
char resourcePath[PATH_MAX];
// for each resource type, set a resource group directory
sprintf(resourcePath, "%s/%s", dataPathPrefix, "schemes/");
drp->setResourceGroupDirectory("schemes", resourcePath);
sprintf(resourcePath, "%s/%s", dataPathPrefix, "imagesets/");
drp->setResourceGroupDirectory("imagesets", resourcePath);
sprintf(resourcePath, "%s/%s", dataPathPrefix, "fonts/");
drp->setResourceGroupDirectory("fonts", resourcePath);
sprintf(resourcePath, "%s/%s", dataPathPrefix, "layouts/");
drp->setResourceGroupDirectory("layouts", resourcePath);
sprintf(resourcePath, "%s/%s", dataPathPrefix, "looknfeel/");
drp->setResourceGroupDirectory("looknfeels", resourcePath);
sprintf(resourcePath, "%s/%s", dataPathPrefix, "lua_scripts/");
drp->setResourceGroupDirectory("lua_scripts", resourcePath);
sprintf(resourcePath, "%s/%s", dataPathPrefix, "xml_schemas/");
drp->setResourceGroupDirectory("schemas", resourcePath);
// set the default resource groups to be used
CEGUI::Imageset::setDefaultResourceGroup("imagesets");
CEGUI::Font::setDefaultResourceGroup("fonts");
CEGUI::Scheme::setDefaultResourceGroup("schemes");
CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels");
CEGUI::WindowManager::setDefaultResourceGroup("layouts");
CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts");
// setup default group for validation schemas
CEGUI::XMLParser* parser = CEGUI::System::getSingleton().getXMLParser();
if (parser->isPropertyPresent("SchemaDefaultResourceGroup"))
parser->setProperty("SchemaDefaultResourceGroup", "schemas");
CEGUI::WindowManager &winMgr = CEGUI::WindowManager::getSingleton();
SchemeManager::getSingleton().create("TaharezLook.scheme");
System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow");
DefaultWindow* root = (DefaultWindow*)winMgr.createWindow("DefaultWindow", "Root");
System::getSingleton().setGUISheet(root);
FrameWindow* wnd = (FrameWindow*)winMgr.createWindow("TaharezLook/FrameWindow", "Demo Window");
root->addChildWindow(wnd);
wnd->setPosition(UVector2(cegui_reldim(0.25f), cegui_reldim( 0.25f)));
wnd->setSize(UVector2(cegui_reldim(0.5f), cegui_reldim( 0.5f)));
wnd->setMaxSize(UVector2(cegui_reldim(1.0f), cegui_reldim( 1.0f)));
wnd->setMinSize(UVector2(cegui_reldim(0.1f), cegui_reldim( 0.1f)));
wnd->setText("Hello World!");
// program main loop
while ( !quit )
{
// check for messages
if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
// handle or dispatch messages
if ( msg.message == WM_QUIT )
{
quit = 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();
CEGUI::System::getSingleton().renderGUI();
SwapBuffers( hDC );
theta += 1.0f;
}
}
// shutdown OpenGL
DisableOpenGL( hWnd, hDC, hRC );
// destroy the window explicitly
DestroyWindow( hWnd );
return msg.wParam;
}