OpenGL两个不同的3d渲染图片控件单个MFC对话框不工作 [英] OpenGL two different 3d rendering picture control on single MFC dialog not working
问题描述
我正在使用VC ++ MFC的应用程序,我有两个不同的opengl窗口。我已按照在这里输入链接描述
I am making an application using VC++ MFC where i have two different opengl windows. I have followed the tutorial of enter link description here
我可以使用一个图片控件,其中opengl窗口显示正确的渲染,但如果我创建两个成功该控件的不同对象,则一个窗口不显示任何内容。
I am able to success using one picture control where opengl window shows correct rendering but if i create two different object of that control then one window does not show anything.
这里要解释的是代码
m_WinGL和m_WinGL2是自定义类的两个不同的对象initDialog。
m_WinGL and m_WinGL2 are two different object of the customized class inside the initDialog.
// Get size and position of the template textfield we created before in the dialog editor
CRect rect;
GetDlgItem(IDC_STATIC_GL)->GetWindowRect(rect);
ScreenToClient(rect);// Convert screen coordinates to client coordinates
m_WinGL.oglCreate(rect, this);// Create OpenGL Control window
m_WinGL.m_unpTimer = m_WinGL.SetTimer(1, 1, 0);// Setup the OpenGL Window's timer to render
GetDlgItem(IDC_STATIC_GL2)->GetWindowRect(rect);
ScreenToClient(rect);// Convert screen coordinates to client coordinates
m_WinGL2.oglCreate(rect, this,L"X");// Create OpenGL Control window
m_WinGL2.m_unpTimer = m_WinGL2.SetTimer(1, 1, 0);// Setup the OpenGL Window's timer to render
这里是自定义控件类
头文件
#pragma once
#include "afxwin.h"
#include <gl/gl.h>
#include <gl/glu.h>
class COpenGLControl : public CWnd
{
public:
/******************/
/* Public Members */
/******************/
UINT_PTR m_unpTimer;
// View information variables
float m_fLastX;
float m_fLastY;
float m_fPosX;
float m_fPosY;
float m_fZoom;
float m_fRotX;
float m_fRotY;
bool m_bIsMaximized;
private:
/*******************/
/* Private Members */
/*******************/
// Window information
CWnd *hWnd;
HDC hdc;
HGLRC hrc;
int m_nPixelFormat;
CRect m_rect;
CRect m_oldWindow;
CRect m_originalRect;
public:
COpenGLControl(void);
virtual ~COpenGLControl(void);
void oglCreate(CRect rect, CWnd *parent,CString strWindowName=L"OpenGl");
void oglInitialize(void);
void oglDrawScene(void);
// Added message classes:
afx_msg void OnPaint();
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnDraw(CDC *pDC);
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
DECLARE_MESSAGE_MAP()
};
cpp档案
#include "stdafx.h"
#include "OpenGLControl.h"
COpenGLControl::COpenGLControl(void)
{
m_fPosX = 0.0f; // X position of model in camera view
m_fPosY = 0.0f; // Y position of model in camera view
m_fZoom = 10.0f; // Zoom on model in camera view
m_fRotX = 0.0f; // Rotation on model in camera view
m_fRotY = 0.0f; // Rotation on model in camera view
m_bIsMaximized = false;
}
COpenGLControl::~COpenGLControl(void)
{
}
BEGIN_MESSAGE_MAP(COpenGLControl, CWnd)
ON_WM_PAINT()
ON_WM_SIZE()
ON_WM_CREATE()
ON_WM_TIMER()
ON_WM_MOUSEMOVE()
END_MESSAGE_MAP()
void COpenGLControl::OnPaint()
{
//CPaintDC dc(this); // device context for painting
ValidateRect(NULL);
}
void COpenGLControl::OnSize(UINT nType, int cx, int cy)
{
CWnd::OnSize(nType, cx, cy);
if (0 >= cx || 0 >= cy || nType == SIZE_MINIMIZED) return;
// Map the OpenGL coordinates.
glViewport(0, 0, cx, cy);
// Projection view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set our current view perspective
gluPerspective(35.0f, (float)cx / (float)cy, 0.01f, 2000.0f);
// Model view
glMatrixMode(GL_MODELVIEW);
switch (nType)
{
// If window resize token is "maximize"
case SIZE_MAXIMIZED:
{
// Get the current window rect
GetWindowRect(m_rect);
// Move the window accordingly
MoveWindow(6, 6, cx - 14, cy - 14);
// Get the new window rect
GetWindowRect(m_rect);
// Store our old window as the new rect
m_oldWindow = m_rect;
break;
}
// If window resize token is "restore"
case SIZE_RESTORED:
{
// If the window is currently maximized
if (m_bIsMaximized)
{
// Get the current window rect
GetWindowRect(m_rect);
// Move the window accordingly (to our stored old window)
MoveWindow(m_oldWindow.left, m_oldWindow.top - 18, m_originalRect.Width() - 4, m_originalRect.Height() - 4);
// Get the new window rect
GetWindowRect(m_rect);
// Store our old window as the new rect
m_oldWindow = m_rect;
}
break;
}
}
}
int COpenGLControl::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1) return -1;
oglInitialize();
return 0;
}
void COpenGLControl::OnDraw(CDC *pDC)
{
// If the current view is perspective...
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -m_fZoom);
glTranslatef(m_fPosX, m_fPosY, 0.0f);
glRotatef(m_fRotX, 1.0f, 0.0f, 0.0f);
glRotatef(m_fRotY, 0.0f, 1.0f, 0.0f);
}
void COpenGLControl::OnTimer(UINT nIDEvent)
{
switch (nIDEvent)
{
case 1:
{
// Clear color and depth buffer bits
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw OpenGL scene
oglDrawScene();
// Swap buffers
SwapBuffers(hdc);
break;
}
default:
break;
}
CWnd::OnTimer(nIDEvent);
}
void COpenGLControl::OnMouseMove(UINT nFlags, CPoint point)
{
int diffX = (int)(point.x - m_fLastX);
int diffY = (int)(point.y - m_fLastY);
m_fLastX = (float)point.x;
m_fLastY = (float)point.y;
// Left mouse button
if (nFlags & MK_LBUTTON)
{
m_fRotX += (float)0.5f * diffY;
if ((m_fRotX > 360.0f) || (m_fRotX < -360.0f))
{
m_fRotX = 0.0f;
}
m_fRotY += (float)0.5f * diffX;
if ((m_fRotY > 360.0f) || (m_fRotY < -360.0f))
{
m_fRotY = 0.0f;
}
}
// Right mouse button
else if (nFlags & MK_RBUTTON)
{
m_fZoom -= (float)0.1f * diffY;
}
// Middle mouse button
else if (nFlags & MK_MBUTTON)
{
m_fPosX += (float)0.05f * diffX;
m_fPosY -= (float)0.05f * diffY;
}
OnDraw(NULL);
CWnd::OnMouseMove(nFlags, point);
}
void COpenGLControl::oglCreate(CRect rect, CWnd *parent,CString strWindowName)
{
CString className = AfxRegisterWndClass(CS_HREDRAW | CS_VREDRAW | CS_OWNDC, NULL, (HBRUSH)GetStockObject(BLACK_BRUSH), NULL);
CreateEx(0, className,strWindowName, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, rect, parent, 0);
// Set initial variables' values
m_oldWindow = rect;
m_originalRect = rect;
hWnd = parent;
}
void COpenGLControl::oglInitialize(void)
{
// Initial Setup:
//
static PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32, // bit depth
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
16, // z-buffer depth
0, 0, 0, 0, 0, 0, 0,
};
// Get device context only once.
hdc = GetDC()->m_hDC;
// Pixel format.
m_nPixelFormat = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, m_nPixelFormat, &pfd);
// Create the OpenGL Rendering Context.
hrc = wglCreateContext(hdc);
wglMakeCurrent(hdc, hrc);
// Basic Setup:
//
// Set color to use when clearing the background.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
// Turn on backface culling
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
// Turn on depth testing
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Send draw request
OnDraw(NULL);
}
void COpenGLControl::oglDrawScene(void)
{
// Wireframe Mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_QUADS);
// Front Side
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
// Back Side
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Side
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
// Bottom Side
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
// Right Side
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
// Left Side
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
}
推荐答案
OpenGL是一个线程全局上下文状态机。这意味着你必须将当前线程的OpenGL上下文切换到正确的窗口,以便绘制命令到达你想要的位置。
OpenGL is a thread global context state machine. That means, that you must switch the OpenGL context of the current thread to the right window so that drawing commands end up where you want them.
在每个成员函数中
wglMakeCurrent(hdc, hrc);
并且在离开函数之前(即结束时或返回之前)
and before you leave the function (i.e. at the end, or before a return)
wglMakeCurrent(NULL, NULL);
BTW:对于任何数量的窗口,你可以使用单个OpenGL上下文,相同的视觉属性,即如果你为每个窗口调用 SetPixelFormatDescriptor
使用相同的PFD你希望上下文使用。
BTW: You can use a single OpenGL context for any number of windows, as long as they share the same visual properties, i.e. if you called SetPixelFormatDescriptor
with the same PFD for each window you want the context to use with.
最后但并非最不重要的是, OnSize
中找到的所有代码以及 onInitialize
应该放入绘图代码。 OnDraw
也不是非常有用。
Last but not least, all of the code found in OnSize
and all of the "Basic Setup" found in onInitialize
should be put into the drawing code. Your OnDraw
is not very useful either.
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