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Render image using OpenGL in win32 window

I write a OpenGL code for Render Images on screen. I using GLUT to create a window and callbacks but i want to render images in win32 window not in the GLUT , basically we have a CreateWindowEx() API to create window in win32 and we have a HWND (handle) so that we can pass this handle to HDC but i didn't find anything like this in GLUT , is it possible to send handle to GLUT ? or other approach ?.

Below is my code its render images on screen successfully.

int main()
{       
    __try{    
        int argc = 1;
        char *argv[1] = { (char*)"GLUTwindow" };
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
        glutInitWindowSize(1024, 768);
        glutInitWindowPosition(0, 0);
        glutCreateWindow("GLUTwindow");
        GLenum err = glewInit(); if (GLEW_OK != err)                                                        __debugbreak();
        init();
        glutDisplayFunc(display);
        glutReshapeFunc(reshape);
        glutMotionFunc(motion);
        glutMainLoop();         
    }
    __except (EXCEPTION_EXECUTE_HANDLER) 
    {

    }
    return 0;
}

void init()
{
    // compile and link the shaders into a program, make it active
    vShader = compileShader(vertexShader, GL_VERTEX_SHADER);
    fShader = compileShader(fragmentShader, GL_FRAGMENT_SHADER);
    std::list<GLuint> tempList;
    tempList.clear();
    tempList.insert(tempList.end(), (GLuint)vShader);
    tempList.insert(tempList.end(), (GLuint)fShader);
    program = createProgram(tempList);
    offset = glGetUniformLocation(program, "offset");                                           GLCHK;
    texUnit = glGetUniformLocation(program, "texUnit");                                         GLCHK;
    glUseProgram(program);                                                                      GLCHK;

    // configure texture unit
    glActiveTexture(GL_TEXTURE0);                                                               GLCHK;
    glUniform1i(texUnit, 0);                                                                    GLCHK;

    // create and configure the textures
    glGenTextures(1, &texture);                                                                 GLCHK;
    // "Bind" the newly created texture : all future texture functions will modify this texture
    glBindTexture(GL_TEXTURE_2D, texture);                                                      GLCHK;
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);                               GLCHK;
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);                               GLCHK;
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);                          GLCHK;
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);                          GLCHK;

}


    void display()
{   
    GLuint w, h;  std::vector<GLubyte> img; if (lodepng::decode(img, w, h, "test2.png"))    __debugbreak();
    glBindTexture(GL_TEXTURE_2D, texture);                                                      GLCHK;
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,w,h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &img[0]); GLCHK;    
    glClear(GL_COLOR_BUFFER_BIT);                                                               GLCHK;
    glBindTexture(GL_TEXTURE_2D, texture);                                                      GLCHK;
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);                                                      GLCHK;
    glutSwapBuffers();      
    glutPostRedisplay();
}

If you want to create a win32 OpenGL window, without any window library, the you have to do the following:

#include <GL/gl.h>
#include <windows.h>

const std::wstring wnd_class( L"my_wnd_class" );
HWND hOGLWnd = NULL;
HGLRC hOGLRenderContext = NULL;

HWND createWindow( int width, int height )
{
    // Get module handle
    HMODULE hModule = ::GetModuleHandle( 0 );
    if (!hModule)
        return NULL;

    // Create window calss
    WNDCLASSEX wndClassData;
    memset( &wndClassData, 0, sizeof( WNDCLASSEX ) );
    wndClassData.cbSize         = sizeof( WNDCLASSEX );
    wndClassData.style          = CS_DBLCLKS;
    wndClassData.lpfnWndProc    = WindowProcedure;
    wndClassData.cbClsExtra     = 0;
    wndClassData.cbWndExtra     = 0;
    wndClassData.hInstance      = hModule;
    wndClassData.hIcon          = ::LoadIcon(0,IDI_APPLICATION);
    wndClassData.hCursor        = ::LoadCursor(0,IDC_ARROW);
    wndClassData.hbrBackground  = ::CreateSolidBrush(COLOR_WINDOW+1);
    wndClassData.lpszMenuName   = 0;
    wndClassData.lpszClassName  = wnd_class.c_str();
    wndClassData.hIconSm        = 0;
    if ( !::RegisterClassEx( &wndClassData ) )
        return false;

    // Creaate Window
    hOGLWnd = ::CreateWindow( wnd_class.c_str(), NULL, WS_OVERLAPPEDWINDOW, 0, 0, width, height, NULL, NULL, hModule, NULL);
    if ( hOGLWnd == NULL )
        return NULL;

    // Get device context
    HDC hDC = ::GetDC( hOGLWnd );

    // Create OpenGL context
    DWORD pixelFormatFlags = PFD_SUPPORT_OPENGL | PFD_SUPPORT_COMPOSITION | PFD_GENERIC_ACCELERATED | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
    PIXELFORMATDESCRIPTOR pfd =
    {
      sizeof(PIXELFORMATDESCRIPTOR),
      1,
      pixelFormatFlags,         //Flags
      PFD_TYPE_RGBA,            //The kind of framebuffer. RGBA or palette.
      32,                       //Colordepth of the framebuffer.
      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
      24,                       //Number of bits for the depthbuffer
      8,                        //Number of bits for the stencilbuffer
      0,                        //Number of Aux buffers in the framebuffer.
      PFD_MAIN_PLANE,
      0, 0, 0, 0
    };
    int pixelFormat = ::ChoosePixelFormat( hDC, &pfd ); 
    ::SetPixelFormat( hDC, pixelFormat, &pfd );
    hOGLRenderContext = ::wglCreateContext( hDC );

    // make OpenGL context the current context
    ::wglMakeCurrent( hDC, hOGLRenderContext );

    // release device context
    ::ReleaseDC( hOGLWnd, hDC );

    // show the window
    ::ShowWindow( hOGLWnd, SW_SHOWDEFAULT );
    return hOGLWnd;
}

For the window a procedure is neede, which handles the window messages:

LRESULT CALLBACK WindowProcedure( HWND hWnd, unsigned int msg, WPARAM wparam, LPARAM lparam )
{
    switch(msg)
    {
    case WM_DESTROY:
        PostQuitMessage(0);
        break;

    case WM_ERASEBKGND: 
        display();
        break;
    }
    return DefWindowProc( hWnd, msg, wparam, lparam );
}

The main loop has to get an dispatch the window messages (message loop):

void mainloop( void )
{
    MSG msg;
    while( ::GetMessage( &msg, 0, 0, 0 ) )
        ::DispatchMessage( &msg );
}

The window can be destroied like this:

void destroyWindow(void)
{
    if ( HDC currentDC = ::wglGetCurrentDC() )
        ::wglMakeCurrent( currentDC , NULL );
    ::DestroyWindow( hOGLWnd );
    ::wglDeleteContext( hOGLRenderContext );

    HMODULE hModule = ::GetModuleHandle( 0 );
    if (!hModule)
        return;
    ::UnregisterClass( wnd_class.c_str(), hModule );
}

For the seeness of completeness a simple demo program:

#include <GL/glew.h>
#include <vector>
#include <stdexcept>

int main()
{
    int w = 800;
    int h = 600;

    HWND hWnd = createWindow( w, h );
    if ( hWnd == 0 )
        throw std::runtime_error( "error initializing window" ); 

    if ( glewInit() != GLEW_OK )
        throw std::runtime_error( "error initializing glew" );

    static const std::vector<float> varray
    { 
      -0.707f, -0.75f,    1.0f, 0.0f, 0.0f, 1.0f, 
       0.707f, -0.75f,    1.0f, 1.0f, 0.0f, 1.0f,
       0.0f,    0.75f,    0.0f, 0.0f, 1.0f, 1.0f
    };

    GLuint vbo;
    glGenBuffers( 1, &vbo );
    glBindBuffer( GL_ARRAY_BUFFER, vbo );
    glBufferData( GL_ARRAY_BUFFER, varray.size()*sizeof(*varray.data()), varray.data(), GL_STATIC_DRAW );

    GLuint vao;
    glGenVertexArrays( 1, &vao );
    glBindVertexArray( vao );
    glVertexPointer( 2, GL_FLOAT, 6*sizeof(*varray.data()), 0 );
    glEnableClientState( GL_VERTEX_ARRAY );
    glColorPointer( 4, GL_FLOAT, 6*sizeof(*varray.data()), (void*)(2*sizeof(*varray.data())) ); 
    glEnableClientState( GL_COLOR_ARRAY );
    glBindBuffer( GL_ARRAY_BUFFER, 0 );

    mainloop();    
    destroyWindow();
    return 0;
}

void display( void )
{
    RECT clientRect;
      ::GetClientRect( hOGLWnd, &clientRect );
    glViewport( 0, 0, clientRect.right-clientRect.left, clientRect.bottom-clientRect.top );
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);    

    glDrawArrays( GL_TRIANGLES, 0, 3 );

    // swap buffers
    HDC hDC = ::GetDC( hOGLWnd );
    ::SwapBuffers( hDC );
    ::ReleaseDC( hOGLWnd, hDC );

    // create message WM_ERASEBKGND
    ::InvalidateRect( hOGLWnd, NULL, TRUE);
 }


Note, if you do not show the window (skip ShowWindow ), the you have a hidden window where you can do image rendering. You can read a renderd image from the GPU by glReadPixels or you can create a framebuffer with a attached texture and read the texture by glGetTexImage .

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