OpenGL与GDI绘图

hongkun18 2014-07-21 11:34:36
有一个疑问:
MFC程序一般都能通过获取到窗口的dc,然后再dc上使用gdi函数进行绘制图形。但如果这个窗口时使用opengl渲染的话,这种方法有问题,比如在窗口中绘制一条斜线,出来的效果是一个白色底的矩形 ,矩形的对角线才是我所想绘制的斜线。不知道如何解决。
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wudishaonv 2016-11-16
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引用 6 楼 hongkun18 的回复:
如上图,底图中式使用opengl绘制的图片,而红色矩形是使用gdi在程序中获取窗口句柄以后,绘制的。就产生了白色的背景。
你好,怎么实现的?可以交流一下吗?
wudishaonv 2016-11-15
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引用 12 楼 qq_35083591 的回复:
我已经成功解决opengl和gdi混合绘图的问题
怎么解决的,有例子吗?
qq_35083591 2016-05-22
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我已经成功解决opengl和gdi混合绘图的问题
hongkun18 2015-05-27
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估计是操作系统做了限制。
-年轮- 2015-04-09
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请问您这个问题解决了吗?
bingzhu 2015-01-03
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GDI的DC设置成透明的背景不行吗?
wshcdr 2014-08-22
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关注这个问题
hongkun18 2014-08-01
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如上图,底图中式使用opengl绘制的图片,而红色矩形是使用gdi在程序中获取窗口句柄以后,绘制的。就产生了白色的背景。
傻X 2014-07-24
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最好上个图看看。。 今天刚用WM_ERASEBKGND解决了,基于OpenGL的一个图像引擎的闪烁问题。
边走边瞧 2014-07-24
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是WM_ERASEBKGND的问题吗?
hongkun18 2014-07-22
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我试过2楼提到的示例,在windows xp中是ok的,但在windows7就不行了。同样有白底。 另外,3楼,我做了一个COM组件,使用opengl做渲染的。客户端程序可以获取到COM组件的窗口句柄,并想在上面绘制。因此才引发这个问题。
赵4老师 2014-07-21
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参考: MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBEDOC.H MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\STDAFX.CPP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\RESOURCE.H MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\MAKEFILE MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\MAINFRM.H MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\MAINFRM.CPP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBEVIEW.H MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBEDOC.CPP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\STDAFX.H MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBEVIEW.CPP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.MAK MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.H MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.DSW MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.DSP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.CPP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.CLW MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\CUBE.RC MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\RES\CUBE.RC2 MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\RES\TOOLBAR.BMP MSDN98\SAMPLES\VC98\MFC\ADVANCED\CUBE\RES\CUBE.ICO
fishion 2014-07-21
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如果是用opengl了,那就继续用opengle来绘图了,不要用GDI了,不然就用一个调用了UpdateLayeredWindow方法的窗口来覆盖,同时在这窗口里绘制线
#include // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application int x,y; int xx,yy; int chakela; int amd[200][200]; int rmd[200][200]; int gmd[200][200]; int bmd[200][200]; int yanser,yanseg,yanseb; FILE *zuojian; bool keys[256]; // Array Used For The Keyboard Routine bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default void aa(); void bb(); void cc(); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,1000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); glColor3f(0.5f,0.5f,1.0f); aa(); cc(); bb(); // Reset The Current Modelview Matrix return TRUE; // Keep Going } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CHAR: // Is A Key Being Held Down? { switch (wParam) { case 'a': { zuojian=fopen("c:/a.txt","wb+"); fwrite(amd,4,40000,zuojian); fwrite(rmd,4,40000,zuojian); fwrite(gmd,4,40000,zuojian); fwrite(bmd,4,40000,zuojian); fclose(zuojian); MessageBox(hWnd,"ok","ok",0); break; } case 'q': { zuojian=fopen("c:/a.txt","rb+"); fread(amd,4,40000,zuojian); fread(rmd,4,40000,zuojian); fread(gmd,4,40000,zuojian); fread(bmd,4,40000,zuojian); fclose(zuojian); MessageBox(hWnd,"ok","ok",0); break; } break; } return 0; } case WM_LBUTTONDOWN: { chakela=1; // amd[LOWORD(lParam)/10][HIWORD(lParam)/10]=1; //MessageBox(0,"cvxcv","fgfd",2); return 0; } case WM_MOUSEMOVE : { xx=LOWORD(lParam)/10; yy=HIWORD(lParam)/10; if(chakela==1) { amd[xx][yy]=1; rmd[xx][yy]=yanser; gmd[xx][yy]=yanseg; bmd[xx][yy]=yanseb; } return 0; } case WM_LBUTTONUP: { chakela=0; //MessageBox(0,"cvxcv","fgfd",2); return 0; } case WM_RBUTTONDOWN: { if(xx<=5) { yanser=yy; } if(xx5) yanseg=yy; } if(xx10) yanseb=yy; } return 0; } case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("NeHe's Color Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's Color Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program } void aa() { x=y=0; while(x<200) { while(y<200) { if(amd[x][y]==1) { glLoadIdentity(); glTranslatef(x,-y,-200.0f); glColor3f(rmd[x][y]/50.0f,gmd[x][y]/50.0f,bmd[x][y]/50.0f); glBegin(GL_QUADS); glVertex3f(-1, 1, 0.0f); glVertex3f( 1, 1, 0.0f); glVertex3f( 1,-1, 0.0f); glVertex3f(-1,-1, 0.0f); glEnd(); } y++; } y=0; x++;} } void bb() { glLoadIdentity(); glTranslatef(xx,-yy,-200.0f); glColor3f(1,1,0); glBegin(GL_QUADS); glVertex3f(-1, 1, 0.0f); glVertex3f( 1, 1, 0.0f); glVertex3f( 1,-1, 0.0f); glVertex3f(-1,-1, 0.0f); glEnd(); } void cc() { glLoadIdentity(); glTranslatef(0,0,-201.0f); glColor3f(1,0,0); glBegin(GL_QUADS); glVertex3f(0, -50, 0.0f); glVertex3f( 0, 0, 0.0f); glVertex3f( 5,0, 0.0f); glVertex3f(5,-50, 0.0f); glEnd(); glLoadIdentity(); glTranslatef(5,0,-201.0f); glColor3f(0,1,0); glBegin(GL_QUADS); glVertex3f(0, -50, 0.0f); glVertex3f( 0, 0, 0.0f); glVertex3f( 5,0, 0.0f); glVertex3f(5,-50, 0.0f); glEnd(); glLoadIdentity(); glTranslatef(10,0,-201.0f); glColor3f(0,0,1); glBegin(GL_QUADS); glVertex3f(0, -50, 0.0f); glVertex3f( 0, 0, 0.0f); glVertex3f( 5,0, 0.0f); glVertex3f(5,-50, 0.0f); glEnd(); }

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