从 OpenGL 切换到 GDI
Switching from OpenGL to GDI
我们有一个应用程序,我们同时使用 GDI 和 OpenGL 绘制到同一个 HWND,但排他性。
示例:
- 最初我们处于 2d 模式,因此我们使用 GDI 在其上绘制
- 然后我们切换到 3d 模式并使用 OpenGL 在其上绘制
- 然后我们切换回 2d 模式并使用 GDI 在其上绘制
切换到 3d 模式时,我们只需为该 HWND 创建一个 OpenGL 上下文,然后我们就可以使用 OpenGL 在其上绘制。当切换回 2d 模式时,我们只需破坏 OpenGL 上下文,我们就可以使用 GDI 绘制到 HWND。
直到最近,这种方法都运行良好。在 Windows 10 上,对于某些 NVidia 卡,如果驱动程序比 382.05 更新,这将不再起作用。在这种情况下,当我们删除 OpenGL 上下文并使用 GDI 在 HWND 上绘制时,window 仍然显示来自 OpenGL 的最后内容。
我检查了所有可用的像素格式。都有同样的问题。
我们是做错了什么,还是 NVidia 的错误?您看到解决方案/解决方法了吗?
有可能与NVidia + Intel 双GPU 设置有关,但至少有一个反例。我们有反馈的卡片:
未转载:
- GTX 980M,单 GPU
- GTX 1060,单 GPU
转载:
- GTX 1060(Forceware 397.31)+ 英特尔高清显卡 630
- Quadro M3000M(Forceware 387.95)+ 英特尔高清显卡 P530
- 趣多K110M + Intel HD 4600
- Quadro P3000 + 英特尔高清 630
- Quadro M4000(Forceware 385.90),单 GPU
不能选择在 OpenGL 中绘制二维内容,反之亦然。此外,该应用程序对性能非常敏感,因此无法选择将 2d 内容绘制到屏幕外 GDI 图像以将其绘制为 OpenGL 四边形。也不是销毁和重新创建 HWND 的选项。
下面是重现该问题的示例应用程序。默认情况下,应用程序在 GDI 模式下显示蓝色背景和一些文本。在 OpenGL 模式下,会显示一个旋转三角形。 Space键用于切换模式。
#include <windows.h>
#include <GL/gl.h>
#include <iostream>
#pragma comment( lib, "OpenGL32.lib" )
HWND s_hwnd = 0;
HDC s_hdc = 0;
HGLRC s_hglrc = 0;
bool s_quit = false;
static HGLRC createContext(HWND hwnd, HDC hdc)
{
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED /*| PFD_DOUBLEBUFFER*/;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
int pf = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, pf, &pfd);
return wglCreateContext(hdc);
}
static void display()
{
if (s_hglrc)
{
/* rotate a triangle around */
glClear(GL_COLOR_BUFFER_BIT);
glRotatef(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glIndexi(1);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.8f);
glIndexi(2);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(-0.8f, -0.8f);
glIndexi(3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.8f, -0.8f);
glEnd();
glFlush();
SwapBuffers(s_hdc);
}
else
{
HBRUSH brush = CreateSolidBrush(RGB(0, 0, 255));
RECT rect;
GetClientRect(s_hwnd, &rect);
FillRect(s_hdc, &rect, brush);
DeleteObject(brush);
DrawText(s_hdc, L"This is GDI", -1, &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
GdiFlush();
}
}
static void toggle_between_GDI_and_OpenGL()
{
if (!s_hglrc)
{
s_hglrc = createContext(s_hwnd, s_hdc);
wglMakeCurrent(s_hdc, s_hglrc);
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
}
else
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(s_hglrc);
s_hglrc = 0;
}
}
LONG WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_ERASEBKGND:
return 0;
case WM_PAINT:
display();
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_TIMER:
display();
return 0;
case WM_SIZE:
glViewport(0, 0, LOWORD(lParam), HIWORD(lParam));
PostMessage(hWnd, WM_PAINT, 0, 0);
return 0;
case WM_CHAR:
switch (wParam) {
case 27: /* ESC key */
s_quit = true;
break;
case ' ':
toggle_between_GDI_and_OpenGL();
PostMessage(hWnd, WM_PAINT, 0, 0);
break;
}
return 0;
case WM_CLOSE:
s_quit = true;
return 0;
case WM_QUIT:
s_quit = true;
return 0;
}
return (LONG)DefWindowProc(hWnd, uMsg, wParam, lParam);
}
static HWND CreateOpenGLWindow()
{
HWND hWnd;
WNDCLASS wc;
static HINSTANCE hInstance = 0;
/* only register the window class once - use hInstance as a flag. */
if (!hInstance) {
hInstance = GetModuleHandle(NULL);
wc.style = CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"OpenGL";
if (!RegisterClass(&wc)) {
MessageBox(NULL, L"RegisterClass() failed: Cannot register window class.", L"Error", MB_OK);
return NULL;
}
}
hWnd = CreateWindow(L"OpenGL", L"GDI / OpenGL switching", WS_OVERLAPPEDWINDOW |
WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
0, 0, 256, 256, NULL, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, L"CreateWindow() failed: Cannot create a window.",
L"Error", MB_OK);
return NULL;
}
return hWnd;
}
void executeApplication()
{
s_hwnd = CreateOpenGLWindow();
if (s_hwnd == NULL)
exit(1);
s_hdc = GetDC(s_hwnd);
//toggle_between_GDI_and_OpenGL(); // initialize OpenGL
ShowWindow(s_hwnd, SW_SHOW);
UpdateWindow(s_hwnd);
SetTimer(s_hwnd, 1, 50, NULL);
while (1) {
MSG msg;
while (PeekMessage(&msg, s_hwnd, 0, 0, PM_NOREMOVE)) {
if (!s_quit && GetMessage(&msg, s_hwnd, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
goto quit;
}
}
if (s_quit)
goto quit;
}
quit:
wglMakeCurrent(NULL, NULL);
if (s_hglrc)
toggle_between_GDI_and_OpenGL(); // uninitialize OpenGL
DestroyWindow(s_hwnd);
DeleteDC(s_hdc);
}
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow)
{
executeApplication();
return 0;
}
int main()
{
executeApplication();
return 0;
}
更新:@Ripi2 和@datenwolf 建议,一旦我们为 window 设置了没有 PFD_SUPPORT_GDI
标志。这是 SetPixelFormat 文档的摘录:
Setting the pixel format of a window more than once can lead to significant complications for the Window Manager and for multithread applications, so it is not allowed.
这是他们正确的有力信号。
更新 2:我已经声明过重新创建 HWND 不是一个选项。但在重新考虑之后,这对我来说似乎是最简单的解决方案。
代码:
#include <windows.h>
#include <GL/gl.h>
#include <iostream>
#pragma comment( lib, "OpenGL32.lib" )
HWND s_mainWnd = 0;
HWND s_childWnd = 0;
HGLRC s_hglrc = 0;
bool s_isOpenGLMode = false;
bool s_quit = false;
static HWND CreateChildWindow(HWND hWndParent);
static HGLRC createContext(HWND hwnd, HDC hdc)
{
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED /*| PFD_DOUBLEBUFFER*/;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
int pf = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, pf, &pfd);
return wglCreateContext(hdc);
}
static void display()
{
HDC hdc = GetDC(s_childWnd);
if (s_isOpenGLMode)
{
/* rotate a triangle around */
glClear(GL_COLOR_BUFFER_BIT);
glRotatef(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glIndexi(1);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.8f);
glIndexi(2);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(-0.8f, -0.8f);
glIndexi(3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.8f, -0.8f);
glEnd();
glFlush();
SwapBuffers(hdc);
}
else
{
HBRUSH brush = CreateSolidBrush(RGB(0, 0, 255));
RECT rect;
GetClientRect(s_childWnd, &rect);
FillRect(hdc, &rect, brush);
DeleteObject(brush);
DrawText(hdc, L"This is GDI", -1, &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
GdiFlush();
}
DeleteDC(hdc);
}
static void toggle_between_GDI_and_OpenGL()
{
if (!s_isOpenGLMode)
{
DestroyWindow(s_childWnd);
s_childWnd = CreateChildWindow(s_mainWnd);
ShowWindow(s_childWnd, SW_SHOW);
HDC hdc = GetDC(s_childWnd);
s_hglrc = createContext(s_childWnd, hdc);
wglMakeCurrent(hdc, s_hglrc);
DeleteDC(hdc);
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
RECT rect;
GetClientRect(s_childWnd, &rect);
glViewport(0, 0, max(rect.left, rect.right), max(rect.top, rect.bottom));
}
else
{
if (s_hglrc)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(s_hglrc);
s_hglrc = 0;
}
DestroyWindow(s_childWnd);
s_childWnd = CreateChildWindow(s_mainWnd);
ShowWindow(s_childWnd, SW_SHOW);
}
s_isOpenGLMode = !s_isOpenGLMode;
}
LONG WINAPI WindowProc_MainWnd(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_TIMER:
display();
return 0;
case WM_CHAR:
switch (wParam) {
case 27: /* ESC key */
s_quit = true;
break;
case ' ':
toggle_between_GDI_and_OpenGL();
PostMessage(hWnd, WM_PAINT, 0, 0);
break;
}
return 0;
case WM_CLOSE:
case WM_QUIT:
s_quit = true;
return 0;
case WM_SIZE:
if (s_childWnd)
MoveWindow(s_childWnd, 0, 0, LOWORD(lParam), HIWORD(lParam), TRUE);
break;
}
return (LONG)DefWindowProc(hWnd, uMsg, wParam, lParam);
}
LONG WINAPI WindowProc_ChildWnd(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_ERASEBKGND:
return 0;
case WM_PAINT:
display();
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_SIZE:
if (s_hglrc && s_isOpenGLMode)
glViewport(0, 0, LOWORD(lParam), HIWORD(lParam));
PostMessage(hWnd, WM_PAINT, 0, 0);
return 0;
}
return (LONG)DefWindowProc(hWnd, uMsg, wParam, lParam);
}
static HWND CreateMainWindow()
{
static HINSTANCE hInstance = 0;
if (!hInstance)
{
hInstance = GetModuleHandle(NULL);
WNDCLASS wc;
wc.style = CS_VREDRAW | CS_HREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc_MainWnd;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWindow";
if (!RegisterClass(&wc)) {
MessageBox(NULL, L"RegisterClass() failed: Cannot register window class.", L"Error", MB_OK);
return NULL;
}
}
HWND hWnd = CreateWindow(L"MainWindow", L"GDI / OpenGL switching", WS_OVERLAPPEDWINDOW |
WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
300, 300, 256, 256, NULL, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, L"CreateWindow() failed: Cannot create a window.",
L"Error", MB_OK);
return NULL;
}
return hWnd;
}
static HWND CreateChildWindow(HWND hWndParent)
{
static HINSTANCE hInstance = 0;
/* only register the window class once - use hInstance as a flag. */
if (!hInstance)
{
hInstance = GetModuleHandle(NULL);
WNDCLASS wc;
wc.style = CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)WindowProc_ChildWnd;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"ChildWindow";
if (!RegisterClass(&wc)) {
MessageBox(NULL, L"RegisterClass() failed: Cannot register window class.", L"Error", MB_OK);
return NULL;
}
}
RECT rect;
GetClientRect(hWndParent, &rect);
HWND hWnd = CreateWindow(L"ChildWindow", L"ChildWindow", WS_CHILD,
0, 0, max(rect.left, rect.right), max(rect.top, rect.bottom), hWndParent, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, L"CreateWindow() failed: Cannot create a window.",
L"Error", MB_OK);
return NULL;
}
return hWnd;
}
void executeApplication()
{
s_mainWnd = CreateMainWindow();
if (s_mainWnd == NULL)
exit(1);
s_childWnd = CreateChildWindow(s_mainWnd);
//toggle_between_GDI_and_OpenGL(); // initialize OpenGL
ShowWindow(s_mainWnd, SW_SHOW);
ShowWindow(s_childWnd, SW_SHOW);
UpdateWindow(s_mainWnd);
UpdateWindow(s_childWnd);
SetTimer(s_mainWnd, 1, 50, NULL);
while (1) {
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) {
if (!s_quit && GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
goto quit;
}
}
if (s_quit)
goto quit;
}
quit:
if (s_hglrc)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(s_hglrc);
}
DestroyWindow(s_childWnd);
DestroyWindow(s_mainWnd);
}
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow)
{
executeApplication();
return 0;
}
int main()
{
executeApplication();
return 0;
}
在 OpenGL on Windows - Generic Implementation and Hardware Implementations 的一些搜索显示:
OpenGL and GDI graphics cannot be mixed in a double-buffered window.
An application can directly draw both OpenGL graphics and GDI graphics
into a single-buffered window, but not into a double-buffered window.
还有来自PIXELFORMATDESCRIPTOR
structure
PFD_SUPPORT_GDI: The buffer supports GDI drawing. This flag and
PFD_DOUBLEBUFFER are mutually exclusive in the current generic
implementation.
由于您使用的是 OpenGL 1.1,只需将 PFD_SUPPORT_GDI
标记添加到 PIXELFORMATDESCRIPTOR pfd
我不会破坏 GL 上下文。相反,我会尝试更改
glViewport(x0,y0,xs,ys);
到某个角落的小区域甚至隐藏起来
glViewport(0,0,1,1);
这样即使 bug 仍然存在,用户也只会在角落的某个地方看到像素伪影,很可能甚至不会注意到它(特别是如果使用与背景相同的颜色渲染)。
发生在你身上的是,直到现在你都依赖于未定义的行为——实际上它从一开始就不应该起作用,你只是幸运。在未设置 PFD_SUPPORT_GDI 标志的 window 上设置双缓冲像素格式后,您将无法再将其用于 GDI 操作。
OpenGL 渲染上下文无关紧要! 很多人——我认为那些相信它的人相信它的原因是什么——遭受了 OpenGL 渲染的误解上下文以某种方式与特定的 HDC 或 HWND 相关联。没有东西会离事实很远。 只要可绘制对象像素格式与给定的 OpenGL 上下文兼容,该上下文就可以绑定到它。
并且由于您的 OpenGL 渲染上下文与 windows 之间没有任何联系,所有破坏和重新创建上下文的小动作都没有任何有意义的效果。也许,只是也许,那个小舞会触发了驱动程序中的某些代码路径,这使您的非法行为以某种方式起作用。但更有可能的是,你只是为了期望它能做一些有用的事情而做飞雨,而它一开始就是完全伪造的,你也可以一开始就没有做,达到同样的效果。
Are we doing something wrong,
是的,是的,你是。你正在做的事情,从一开始就不允许或不应该起作用。你只是没有注意到它,因为到目前为止 OSs/drivers 没有利用你不允许这样做给他们提供的回旋余地。然而,GPU/OS/drivers 的最新发展现在 确实 充分利用了回旋余地,只需对您的代码进行翻滚即可。
It is not an option to draw 2d content in OpenGL .
为什么?
It is not an option to draw 2d content in OpenGL or vice versa. Also, the application is very performance sensitive, such that it is not an option to draw 2d content to an offscreen GDI image in order to draw it as an OpenGL quad
你真的尝试过分析它吗? 10 美元说这会很好。
我们有一个应用程序,我们同时使用 GDI 和 OpenGL 绘制到同一个 HWND,但排他性。
示例:
- 最初我们处于 2d 模式,因此我们使用 GDI 在其上绘制
- 然后我们切换到 3d 模式并使用 OpenGL 在其上绘制
- 然后我们切换回 2d 模式并使用 GDI 在其上绘制
切换到 3d 模式时,我们只需为该 HWND 创建一个 OpenGL 上下文,然后我们就可以使用 OpenGL 在其上绘制。当切换回 2d 模式时,我们只需破坏 OpenGL 上下文,我们就可以使用 GDI 绘制到 HWND。
直到最近,这种方法都运行良好。在 Windows 10 上,对于某些 NVidia 卡,如果驱动程序比 382.05 更新,这将不再起作用。在这种情况下,当我们删除 OpenGL 上下文并使用 GDI 在 HWND 上绘制时,window 仍然显示来自 OpenGL 的最后内容。
我检查了所有可用的像素格式。都有同样的问题。
我们是做错了什么,还是 NVidia 的错误?您看到解决方案/解决方法了吗?
有可能与NVidia + Intel 双GPU 设置有关,但至少有一个反例。我们有反馈的卡片:
未转载:
- GTX 980M,单 GPU
- GTX 1060,单 GPU
转载:
- GTX 1060(Forceware 397.31)+ 英特尔高清显卡 630
- Quadro M3000M(Forceware 387.95)+ 英特尔高清显卡 P530
- 趣多K110M + Intel HD 4600
- Quadro P3000 + 英特尔高清 630
- Quadro M4000(Forceware 385.90),单 GPU
不能选择在 OpenGL 中绘制二维内容,反之亦然。此外,该应用程序对性能非常敏感,因此无法选择将 2d 内容绘制到屏幕外 GDI 图像以将其绘制为 OpenGL 四边形。也不是销毁和重新创建 HWND 的选项。
下面是重现该问题的示例应用程序。默认情况下,应用程序在 GDI 模式下显示蓝色背景和一些文本。在 OpenGL 模式下,会显示一个旋转三角形。 Space键用于切换模式。
#include <windows.h>
#include <GL/gl.h>
#include <iostream>
#pragma comment( lib, "OpenGL32.lib" )
HWND s_hwnd = 0;
HDC s_hdc = 0;
HGLRC s_hglrc = 0;
bool s_quit = false;
static HGLRC createContext(HWND hwnd, HDC hdc)
{
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED /*| PFD_DOUBLEBUFFER*/;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
int pf = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, pf, &pfd);
return wglCreateContext(hdc);
}
static void display()
{
if (s_hglrc)
{
/* rotate a triangle around */
glClear(GL_COLOR_BUFFER_BIT);
glRotatef(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glIndexi(1);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.8f);
glIndexi(2);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(-0.8f, -0.8f);
glIndexi(3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.8f, -0.8f);
glEnd();
glFlush();
SwapBuffers(s_hdc);
}
else
{
HBRUSH brush = CreateSolidBrush(RGB(0, 0, 255));
RECT rect;
GetClientRect(s_hwnd, &rect);
FillRect(s_hdc, &rect, brush);
DeleteObject(brush);
DrawText(s_hdc, L"This is GDI", -1, &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
GdiFlush();
}
}
static void toggle_between_GDI_and_OpenGL()
{
if (!s_hglrc)
{
s_hglrc = createContext(s_hwnd, s_hdc);
wglMakeCurrent(s_hdc, s_hglrc);
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
}
else
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(s_hglrc);
s_hglrc = 0;
}
}
LONG WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_ERASEBKGND:
return 0;
case WM_PAINT:
display();
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_TIMER:
display();
return 0;
case WM_SIZE:
glViewport(0, 0, LOWORD(lParam), HIWORD(lParam));
PostMessage(hWnd, WM_PAINT, 0, 0);
return 0;
case WM_CHAR:
switch (wParam) {
case 27: /* ESC key */
s_quit = true;
break;
case ' ':
toggle_between_GDI_and_OpenGL();
PostMessage(hWnd, WM_PAINT, 0, 0);
break;
}
return 0;
case WM_CLOSE:
s_quit = true;
return 0;
case WM_QUIT:
s_quit = true;
return 0;
}
return (LONG)DefWindowProc(hWnd, uMsg, wParam, lParam);
}
static HWND CreateOpenGLWindow()
{
HWND hWnd;
WNDCLASS wc;
static HINSTANCE hInstance = 0;
/* only register the window class once - use hInstance as a flag. */
if (!hInstance) {
hInstance = GetModuleHandle(NULL);
wc.style = CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"OpenGL";
if (!RegisterClass(&wc)) {
MessageBox(NULL, L"RegisterClass() failed: Cannot register window class.", L"Error", MB_OK);
return NULL;
}
}
hWnd = CreateWindow(L"OpenGL", L"GDI / OpenGL switching", WS_OVERLAPPEDWINDOW |
WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
0, 0, 256, 256, NULL, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, L"CreateWindow() failed: Cannot create a window.",
L"Error", MB_OK);
return NULL;
}
return hWnd;
}
void executeApplication()
{
s_hwnd = CreateOpenGLWindow();
if (s_hwnd == NULL)
exit(1);
s_hdc = GetDC(s_hwnd);
//toggle_between_GDI_and_OpenGL(); // initialize OpenGL
ShowWindow(s_hwnd, SW_SHOW);
UpdateWindow(s_hwnd);
SetTimer(s_hwnd, 1, 50, NULL);
while (1) {
MSG msg;
while (PeekMessage(&msg, s_hwnd, 0, 0, PM_NOREMOVE)) {
if (!s_quit && GetMessage(&msg, s_hwnd, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
goto quit;
}
}
if (s_quit)
goto quit;
}
quit:
wglMakeCurrent(NULL, NULL);
if (s_hglrc)
toggle_between_GDI_and_OpenGL(); // uninitialize OpenGL
DestroyWindow(s_hwnd);
DeleteDC(s_hdc);
}
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow)
{
executeApplication();
return 0;
}
int main()
{
executeApplication();
return 0;
}
更新:@Ripi2 和@datenwolf 建议,一旦我们为 window 设置了没有 PFD_SUPPORT_GDI
标志。这是 SetPixelFormat 文档的摘录:
Setting the pixel format of a window more than once can lead to significant complications for the Window Manager and for multithread applications, so it is not allowed.
这是他们正确的有力信号。
更新 2:我已经声明过重新创建 HWND 不是一个选项。但在重新考虑之后,这对我来说似乎是最简单的解决方案。
代码:
#include <windows.h>
#include <GL/gl.h>
#include <iostream>
#pragma comment( lib, "OpenGL32.lib" )
HWND s_mainWnd = 0;
HWND s_childWnd = 0;
HGLRC s_hglrc = 0;
bool s_isOpenGLMode = false;
bool s_quit = false;
static HWND CreateChildWindow(HWND hWndParent);
static HGLRC createContext(HWND hwnd, HDC hdc)
{
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED /*| PFD_DOUBLEBUFFER*/;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
int pf = ChoosePixelFormat(hdc, &pfd);
SetPixelFormat(hdc, pf, &pfd);
return wglCreateContext(hdc);
}
static void display()
{
HDC hdc = GetDC(s_childWnd);
if (s_isOpenGLMode)
{
/* rotate a triangle around */
glClear(GL_COLOR_BUFFER_BIT);
glRotatef(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glIndexi(1);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.8f);
glIndexi(2);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(-0.8f, -0.8f);
glIndexi(3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(0.8f, -0.8f);
glEnd();
glFlush();
SwapBuffers(hdc);
}
else
{
HBRUSH brush = CreateSolidBrush(RGB(0, 0, 255));
RECT rect;
GetClientRect(s_childWnd, &rect);
FillRect(hdc, &rect, brush);
DeleteObject(brush);
DrawText(hdc, L"This is GDI", -1, &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
GdiFlush();
}
DeleteDC(hdc);
}
static void toggle_between_GDI_and_OpenGL()
{
if (!s_isOpenGLMode)
{
DestroyWindow(s_childWnd);
s_childWnd = CreateChildWindow(s_mainWnd);
ShowWindow(s_childWnd, SW_SHOW);
HDC hdc = GetDC(s_childWnd);
s_hglrc = createContext(s_childWnd, hdc);
wglMakeCurrent(hdc, s_hglrc);
DeleteDC(hdc);
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
RECT rect;
GetClientRect(s_childWnd, &rect);
glViewport(0, 0, max(rect.left, rect.right), max(rect.top, rect.bottom));
}
else
{
if (s_hglrc)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(s_hglrc);
s_hglrc = 0;
}
DestroyWindow(s_childWnd);
s_childWnd = CreateChildWindow(s_mainWnd);
ShowWindow(s_childWnd, SW_SHOW);
}
s_isOpenGLMode = !s_isOpenGLMode;
}
LONG WINAPI WindowProc_MainWnd(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_TIMER:
display();
return 0;
case WM_CHAR:
switch (wParam) {
case 27: /* ESC key */
s_quit = true;
break;
case ' ':
toggle_between_GDI_and_OpenGL();
PostMessage(hWnd, WM_PAINT, 0, 0);
break;
}
return 0;
case WM_CLOSE:
case WM_QUIT:
s_quit = true;
return 0;
case WM_SIZE:
if (s_childWnd)
MoveWindow(s_childWnd, 0, 0, LOWORD(lParam), HIWORD(lParam), TRUE);
break;
}
return (LONG)DefWindowProc(hWnd, uMsg, wParam, lParam);
}
LONG WINAPI WindowProc_ChildWnd(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_ERASEBKGND:
return 0;
case WM_PAINT:
display();
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_SIZE:
if (s_hglrc && s_isOpenGLMode)
glViewport(0, 0, LOWORD(lParam), HIWORD(lParam));
PostMessage(hWnd, WM_PAINT, 0, 0);
return 0;
}
return (LONG)DefWindowProc(hWnd, uMsg, wParam, lParam);
}
static HWND CreateMainWindow()
{
static HINSTANCE hInstance = 0;
if (!hInstance)
{
hInstance = GetModuleHandle(NULL);
WNDCLASS wc;
wc.style = CS_VREDRAW | CS_HREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc_MainWnd;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWindow";
if (!RegisterClass(&wc)) {
MessageBox(NULL, L"RegisterClass() failed: Cannot register window class.", L"Error", MB_OK);
return NULL;
}
}
HWND hWnd = CreateWindow(L"MainWindow", L"GDI / OpenGL switching", WS_OVERLAPPEDWINDOW |
WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
300, 300, 256, 256, NULL, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, L"CreateWindow() failed: Cannot create a window.",
L"Error", MB_OK);
return NULL;
}
return hWnd;
}
static HWND CreateChildWindow(HWND hWndParent)
{
static HINSTANCE hInstance = 0;
/* only register the window class once - use hInstance as a flag. */
if (!hInstance)
{
hInstance = GetModuleHandle(NULL);
WNDCLASS wc;
wc.style = CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)WindowProc_ChildWnd;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = L"ChildWindow";
if (!RegisterClass(&wc)) {
MessageBox(NULL, L"RegisterClass() failed: Cannot register window class.", L"Error", MB_OK);
return NULL;
}
}
RECT rect;
GetClientRect(hWndParent, &rect);
HWND hWnd = CreateWindow(L"ChildWindow", L"ChildWindow", WS_CHILD,
0, 0, max(rect.left, rect.right), max(rect.top, rect.bottom), hWndParent, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, L"CreateWindow() failed: Cannot create a window.",
L"Error", MB_OK);
return NULL;
}
return hWnd;
}
void executeApplication()
{
s_mainWnd = CreateMainWindow();
if (s_mainWnd == NULL)
exit(1);
s_childWnd = CreateChildWindow(s_mainWnd);
//toggle_between_GDI_and_OpenGL(); // initialize OpenGL
ShowWindow(s_mainWnd, SW_SHOW);
ShowWindow(s_childWnd, SW_SHOW);
UpdateWindow(s_mainWnd);
UpdateWindow(s_childWnd);
SetTimer(s_mainWnd, 1, 50, NULL);
while (1) {
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) {
if (!s_quit && GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
goto quit;
}
}
if (s_quit)
goto quit;
}
quit:
if (s_hglrc)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(s_hglrc);
}
DestroyWindow(s_childWnd);
DestroyWindow(s_mainWnd);
}
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow)
{
executeApplication();
return 0;
}
int main()
{
executeApplication();
return 0;
}
在 OpenGL on Windows - Generic Implementation and Hardware Implementations 的一些搜索显示:
OpenGL and GDI graphics cannot be mixed in a double-buffered window.
An application can directly draw both OpenGL graphics and GDI graphics into a single-buffered window, but not into a double-buffered window.
还有来自PIXELFORMATDESCRIPTOR
structure
PFD_SUPPORT_GDI: The buffer supports GDI drawing. This flag and PFD_DOUBLEBUFFER are mutually exclusive in the current generic implementation.
由于您使用的是 OpenGL 1.1,只需将 PFD_SUPPORT_GDI
标记添加到 PIXELFORMATDESCRIPTOR pfd
我不会破坏 GL 上下文。相反,我会尝试更改
glViewport(x0,y0,xs,ys);
到某个角落的小区域甚至隐藏起来
glViewport(0,0,1,1);
这样即使 bug 仍然存在,用户也只会在角落的某个地方看到像素伪影,很可能甚至不会注意到它(特别是如果使用与背景相同的颜色渲染)。
发生在你身上的是,直到现在你都依赖于未定义的行为——实际上它从一开始就不应该起作用,你只是幸运。在未设置 PFD_SUPPORT_GDI 标志的 window 上设置双缓冲像素格式后,您将无法再将其用于 GDI 操作。
OpenGL 渲染上下文无关紧要! 很多人——我认为那些相信它的人相信它的原因是什么——遭受了 OpenGL 渲染的误解上下文以某种方式与特定的 HDC 或 HWND 相关联。没有东西会离事实很远。 只要可绘制对象像素格式与给定的 OpenGL 上下文兼容,该上下文就可以绑定到它。
并且由于您的 OpenGL 渲染上下文与 windows 之间没有任何联系,所有破坏和重新创建上下文的小动作都没有任何有意义的效果。也许,只是也许,那个小舞会触发了驱动程序中的某些代码路径,这使您的非法行为以某种方式起作用。但更有可能的是,你只是为了期望它能做一些有用的事情而做飞雨,而它一开始就是完全伪造的,你也可以一开始就没有做,达到同样的效果。
Are we doing something wrong,
是的,是的,你是。你正在做的事情,从一开始就不允许或不应该起作用。你只是没有注意到它,因为到目前为止 OSs/drivers 没有利用你不允许这样做给他们提供的回旋余地。然而,GPU/OS/drivers 的最新发展现在 确实 充分利用了回旋余地,只需对您的代码进行翻滚即可。
It is not an option to draw 2d content in OpenGL .
为什么?
It is not an option to draw 2d content in OpenGL or vice versa. Also, the application is very performance sensitive, such that it is not an option to draw 2d content to an offscreen GDI image in order to draw it as an OpenGL quad
你真的尝试过分析它吗? 10 美元说这会很好。