glutpostredisplay() 相当于 winapi
glutpostredisplay() equivalent in winapi
我正在关注 this 文章,使用 C++ 使用 OpenGL 和 winforms 将视频渲染到纹理上。
我更改了渲染器中的代码如下。但是 glutPostRedisplay();不管用。当我创建 OpenGL window 并在那里渲染时,相同的逻辑工作得很好。但在 winform 中似乎效果不佳。
据我了解,glutPostRedisplay 正在尝试刷新我的主要 winforms window 而不是 OpenGL 视口。我不确定如何刷新我的视口。
void OpenGLForm::COpenGL::Render(System::Void)
{
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
// These are necessary if using glTexImage2D instead of gluBuild2DMipmaps
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(frame_width, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(frame_width, frame_height);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, frame_height);
glEnd();
glFlush();
//glutSwapBuffers();
OpenGLForm::COpenGL::SwapOpenGLBuffers();
//Get data from the camera
uint32_t* buffer = new uint32_t[frame_width * frame_height * 4];
if (display_mode == DISPLAY_ARGB) {
// Pass a pointer to the texture directly into Thermal_GetImage for maximum performance
status = Thermal_GetDisplayImage(camera, buffer, (uint32_t)frame_pixels);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA8,
frame_width,
frame_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
buffer);
// Clean up buffer
delete[] buffer;
// Update display
glutPostRedisplay();
}
void OpenGLForm::COpenGL::SwapOpenGLBuffers(System::Void)
{
SwapBuffers(m_hDC);
}
glutPostRedisplay
仅适用于“过剩”-window。 (glutCreateWindow
). You have to use a Win-API function to invalidate the client area of the window (e.g. InvalidateRect
):
InvalidateRect(HWND, NULL, TRUE);
我正在关注 this 文章,使用 C++ 使用 OpenGL 和 winforms 将视频渲染到纹理上。 我更改了渲染器中的代码如下。但是 glutPostRedisplay();不管用。当我创建 OpenGL window 并在那里渲染时,相同的逻辑工作得很好。但在 winform 中似乎效果不佳。 据我了解,glutPostRedisplay 正在尝试刷新我的主要 winforms window 而不是 OpenGL 视口。我不确定如何刷新我的视口。
void OpenGLForm::COpenGL::Render(System::Void)
{
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
// These are necessary if using glTexImage2D instead of gluBuild2DMipmaps
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(frame_width, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(frame_width, frame_height);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, frame_height);
glEnd();
glFlush();
//glutSwapBuffers();
OpenGLForm::COpenGL::SwapOpenGLBuffers();
//Get data from the camera
uint32_t* buffer = new uint32_t[frame_width * frame_height * 4];
if (display_mode == DISPLAY_ARGB) {
// Pass a pointer to the texture directly into Thermal_GetImage for maximum performance
status = Thermal_GetDisplayImage(camera, buffer, (uint32_t)frame_pixels);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA8,
frame_width,
frame_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
buffer);
// Clean up buffer
delete[] buffer;
// Update display
glutPostRedisplay();
}
void OpenGLForm::COpenGL::SwapOpenGLBuffers(System::Void)
{
SwapBuffers(m_hDC);
}
glutPostRedisplay
仅适用于“过剩”-window。 (glutCreateWindow
). You have to use a Win-API function to invalidate the client area of the window (e.g. InvalidateRect
):
InvalidateRect(HWND, NULL, TRUE);