C++ 带有两个OpenGL图形视图的MFC MDI拆分器不工作
我想创建一个应用程序,其中应用程序视图将与OpenGL 3d模型在两个不同的视图中分割,并使用拆分器连接到子框架。为此,我从一个视图类扩展了一个父类,在这个类中我初始化了opengl所需的所有代码 例如C++ 带有两个OpenGL图形视图的MFC MDI拆分器不工作,c++,opengl,mfc,views,mdi,C++,Opengl,Mfc,Views,Mdi,我想创建一个应用程序,其中应用程序视图将与OpenGL 3d模型在两个不同的视图中分割,并使用拆分器连接到子框架。为此,我从一个视图类扩展了一个父类,在这个类中我初始化了opengl所需的所有代码 例如 #pragma once #include <gl/gl.h> #include <gl/glu.h> #define IL //when you dont want to use image library and you want to load everyt
#pragma once
#include <gl/gl.h>
#include <gl/glu.h>
#define IL //when you dont want to use image library and you want to load everything by your self then remove this
// COpenGlView view
class COpenGlView : public CView
{
DECLARE_DYNCREATE(COpenGlView)
protected:
void oglBeginRendering();
COpenGlView(); // protected constructor used by dynamic creation
virtual ~COpenGlView();
/*******************/
/* Private Members */
/*******************/
// Window information
CWnd *hWnd;
HDC hdc;
HGLRC hrc;
int m_nPixelFormat;
CRect m_rect;
CRect m_oldWindow;
CRect m_originalRect;
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;
float m_fZoomSpeed;
float m_fRotateSpeed;
GLuint texture[1];
void oglCreate(CRect rect, CWnd *parent,CString strWindowName=L"OpenGl");
virtual void oglInitialize(void);
virtual void oglDrawScene(void);
float randFloat(const float& min, const float& max);
int randInt(const int& min, const int& max);
void Reset();
virtual void OnDraw(CDC* pDC); // overridden to draw this view
#ifdef _DEBUG
virtual void AssertValid() const;
#ifndef _WIN32_WCE
virtual void Dump(CDumpContext& dc) const;
#endif
#endif
protected:
DECLARE_MESSAGE_MAP()
public:
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnPaint();
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnTimer(UINT_PTR nIDEvent);
virtual void OnInitialUpdate();
};
及
然后在childframe类中,我添加了拆分器代码,并在拆分器窗口中调用了这两个类。问题是两个opengl视图代码都工作正常,但是如果我停止opengl的一个初始化,那么另一个就会显示出来。我尝试了一切,但我无法在这两个不同的视图中显示两个不同的图形化opengl动画。我已经检查了HDC内存映射,看起来这两个类都在使用父类来处理它们的动态HDC对象,但是如果我停止一个类的代码,那么其他视图就会正确显示
详情如下
class C3dRightView : public COpenGlView
{
DECLARE_DYNCREATE(C3dRightView)
protected:
GLuint m_left_texture[53];
C3dRightView(); // protected constructor used by dynamic creation
virtual ~C3dRightView();
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
#ifdef _DEBUG
virtual void AssertValid() const;
#ifndef _WIN32_WCE
virtual void Dump(CDumpContext& dc) const;
#endif
#endif
protected:
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnPaint();
virtual void OnInitialUpdate();
void oglDrawScene(void);
void oglInitialize(void);
afx_msg void OnTimer(UINT_PTR nIDEvent);
};
void C3dRightView::OnPaint()
{
CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
// Do not call CView::OnPaint() for painting messages
}
void C3dRightView::OnInitialUpdate()
{
hdc = C3dRightView::GetDC()->m_hDC;
/** If i open below code then left view stop displaying model **/
COpenGlView::OnInitialUpdate();
oglInitialize();
//-=-=-=-=-=-=-==--=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
oglBeginRendering();
// TODO: Add your specialized code here and/or call the base class
}
void C3dRightView::oglInitialize(void)
{
COpenGlView::oglInitialize();
}
void C3dRightView::oglDrawScene(void)
{
// Wireframe Mode
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 1.0f, 1.0f, 0.0f);
glLoadIdentity();
//glTranslatef(0.0f, 0.0f, -m_fZoom);//this is for zoom using left mouse click but no placing
glTranslatef(m_fPosX, m_fPosY,-m_fZoom); // this is for placing + zooming using middle scroll button mouse click
glRotatef(m_fRotX, 1.0f, 0.0f, 0.0f);//these two for mouse movement
glRotatef(m_fRotY, 0.0f, 1.0f, 0.0f);
glRotated(90,0.0f, 0.0f, -1.0f);
glRotatef(180,1.0f,0,0.0f);
GLenum a = glGetError();
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd();
}
第二个视图文件如下所示
class C3dLeftView : public COpenGlView
{
DECLARE_DYNCREATE(C3dLeftView)
protected:
GLuint m_left_texture[53];
C3dLeftView(); // protected constructor used by dynamic creation
virtual ~C3dLeftView();
public:
virtual void OnDraw(CDC* pDC); // overridden to draw this view
#ifdef _DEBUG
virtual void AssertValid() const;
#ifndef _WIN32_WCE
virtual void Dump(CDumpContext& dc) const;
#endif
#endif
protected:
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnPaint();
virtual void OnInitialUpdate();
void oglDrawScene(void);
void oglInitialize(void);
afx_msg void OnTimer(UINT_PTR nIDEvent);
};
void C3dLeftView::OnPaint()
{
CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
// Do not call CView::OnPaint() for painting messages
}
void C3dLeftView::OnInitialUpdate()
{
hdc = C3dLeftView::GetDC()->m_hDC;
COpenGlView::OnInitialUpdate();
oglInitialize();
oglBeginRendering();
// TODO: Add your specialized code here and/or call the base class
}
void C3dLeftView::oglInitialize(void)
{
COpenGlView::oglInitialize();
}
void C3dLeftView::oglDrawScene(void)
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glLoadIdentity();
//glTranslatef(0.0f, 0.0f, -m_fZoom);//this is for zoom using left mouse click but no placing
glTranslatef(m_fPosX, m_fPosY,-m_fZoom); // this is for placing + zooming using middle scroll button mouse click
glRotatef(m_fRotX, 1.0f, 0.0f, 0.0f);//these two for mouse movement
glRotatef(m_fRotY, 0.0f, 1.0f, 0.0f);
glRotated(90,0.0f, 0.0f, -1.0f);
glRotatef(180,1.0f,0,0.0f);
GLenum a = glGetError();
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd();
/*************************************************************************************/
}
若在视图的initialupdate函数中的代码下面有注释,那个么其他视图代码可以正常工作
COpenGlView::OnInitialUpdate();
oglInitialize();
父代码的initialupdate代码是如何为其一个子代码而不是两个子代码工作的。编辑:否原因不可能是
wglMakeCurrent()
,就像我最初认为的那样,您似乎已经足够调用它了
原因可能是您调用您的oglInitialize()
的次数太多。这取决于您如何创建视图和拆分器,但您没有发布这些代码。一种解决方法是限制视图实际“初始更新”的次数
将构造函数中的hdc
成员初始化为0(实际上总是初始化构造函数中的所有成员):
当hdc
为0时,仅执行一次ogl初始化:
void C3dRightView::OnInitialUpdate()
{
if ( hdc == 0 )
{
hdc = GetDC()->m_hDC;
COpenGlView::OnInitialUpdate();
oglBeginRendering();
}
}
这里也是:
void C3dLeftView::OnInitialUpdate()
{
if ( hdc == 0 )
{
hdc = GetDC()->m_hDC;
COpenGlView::OnInitialUpdate();
oglBeginRendering();
}
}
我相信这会管用的
Edit2:尝试了您的代码<代码>C3dRightView::OnInitialUpdate与我上面发布的不同。我不确定是什么搞砸了初始化。例如,以下对CChildFrame::OnCreateClient
的修复似乎有效:
if (!m_wndSplitter.CreateView( 0, 1, RUNTIME_CLASS(C3dRightView), CSize(cr.Width()/2, cr.Height()), pContext))
{
MessageBox(L"Error setting up splitter frames!", L"Init Error!", MB_OK | MB_ICONERROR);
return FALSE;
}
// had to add this line here:
m_wndSplitter.GetPane( 0, 1 )->SendMessage(WM_INITIALUPDATE);
return TRUE;
虽然可能已经晚了,但以下是我的答案,可以在将来帮助你:)
在Ontimer函数中调用
pdoc->UpdateAll(NULL,NULL,NULL)
函数。pdoc是指向文档类的指针。它将请求更新所有视图,并且您将使两个窗口都工作:)。我正在调用wglMakeCurrent in Timer函数,其中所有内容都将被渲染。但它不工作,请检查我的代码,并告诉我你认为我在哪里丢失wglMaleCurrent?由子类和父类激活的计时器负责处理计时器线程,并在计时器线程内打开wglMakeCurrent之间的gl绘图occours…但在一个窗口中它仍然显示为空。@wolvorinePk您的意思是一个窗口不显示您渲染的棱锥体吗?然后有东西隐藏了它,我相信,因为你初始化太多次了。我更新了答案。我尝试了与你的建议相同的方法,但仍然没有同时显示它们。如果假设我评论了这个视图的初始化,然后其他的作品,我已经在dropbox上上传了一个代码,请你看看为什么它仍然不工作@wolvorinePk似乎只需稍加修改即可工作。我现在没有时间调试到底是什么搞砸了初始化。。。刚刚编辑了我的答案。@ÖöTiib谢谢你的好伙伴。。。。出于某种原因,这不是电话,也不知道为什么,但你的处方方式解决了我的工作。当你们有时间在这里解释的时候,这样会对其他人有帮助,是什么把这件事搞砸了。再次感谢
COpenGlView::COpenGlView()
{
hdc = 0;
// ... etc your stuff
}
void C3dRightView::OnInitialUpdate()
{
if ( hdc == 0 )
{
hdc = GetDC()->m_hDC;
COpenGlView::OnInitialUpdate();
oglBeginRendering();
}
}
void C3dLeftView::OnInitialUpdate()
{
if ( hdc == 0 )
{
hdc = GetDC()->m_hDC;
COpenGlView::OnInitialUpdate();
oglBeginRendering();
}
}
if (!m_wndSplitter.CreateView( 0, 1, RUNTIME_CLASS(C3dRightView), CSize(cr.Width()/2, cr.Height()), pContext))
{
MessageBox(L"Error setting up splitter frames!", L"Init Error!", MB_OK | MB_ICONERROR);
return FALSE;
}
// had to add this line here:
m_wndSplitter.GetPane( 0, 1 )->SendMessage(WM_INITIALUPDATE);
return TRUE;