这篇文章(MFC单文档视图中嵌入GLFW窗口)提到了glfw嵌入mfc的办法,采用的查找进程PID再嵌入的方法,进程间通信采用UDP,略微繁琐。
其实不必如此麻烦,SetParent直接就可以办到。
先上最终效果,其中的三角形是实时旋转的:
第1步 创建标准Win32 SDK窗口
#include <windows.h>
LRESULT CALLBACK WndProc (HWND, UINT, WPARAM, LPARAM) ;
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
static TCHAR szAppName[] = TEXT ("HelloWin") ;
HWND hwnd ;
MSG msg ;
WNDCLASS wndclass ;//WNDCLASSEX比WNDCLASS多两个结构成员--cbSize(指定WNDCLASSEX结构的大小--字节) --hIconSm(标识类的小图标)
wndclass.style = CS_HREDRAW | CS_VREDRAW ;
wndclass.lpfnWndProc = WndProc ;
wndclass.cbClsExtra = 0 ;
wndclass.cbWndExtra = 0 ;
wndclass.hInstance = hInstance ;
wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
wndclass.hbrBackground= (HBRUSH) (COLOR_WINDOW+1) ;//白色//(HBRUSH)(COLOR_MENU +1)界面灰
wndclass.lpszMenuName = NULL ;
wndclass.lpszClassName= szAppName ;
if (!RegisterClass (&wndclass))
{
MessageBox ( NULL, TEXT ("This program requires Windows NT!"),szAppName, MB_ICONERROR) ;
return 0 ;
}
hwnd = CreateWindow( szAppName, // window class name
TEXT ("The Hello Program"), // window caption
WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU,
CW_USEDEFAULT,// initial x position
CW_USEDEFAULT,// initial y position
CW_USEDEFAULT,// initial x size
CW_USEDEFAULT,// initial y size
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL) ; // creation parameters
ShowWindow (hwnd, iCmdShow) ;
UpdateWindow (hwnd) ;
while (GetMessage (&msg, NULL, 0, 0))
{
TranslateMessage (&msg) ;
DispatchMessage (&msg) ;
}
return msg.wParam ;
}
LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
return 0;
case WM_PAINT:
HDC hdc;
PAINTSTRUCT ps ;
hdc = BeginPaint(hwnd, &ps);
//DrawText (hdc, s, -1, &rect,DT_SINGLELINE | DT_CENTER | DT_VCENTER) ;
EndPaint(hwnd, &ps);
return 0 ;
case WM_DESTROY:
PostQuitMessage(0);
return 0 ;
case WM_QUIT:
return 0;
}
return DefWindowProc (hwnd, message, wParam, lParam);
}
这一长段麻烦又难记,我每次都是复制粘贴了再改。要么就是直接用封装好的窗口类(涉及静态函数做消息转发,有人看再写吧,再说这部分内容网上也多)。
第2步 在WinMain中创建glfw窗口
在CreateWindow后加入glfw的窗口创建过程:
//初始化glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建glfw窗口
window = glfwCreateWindow(400, 400, "openGL", NULL, NULL);
if (window == NULL)
{
OutputDebugString("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//注册glad函数地址
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
OutputDebugString("Failed to initialize GLAD");
return -1;
}
glViewport(0, 0, 400, 400);
//背景颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
添加include,链接好lib,然后上面这段直接插入到主消息循环之前(就是WinMain里那个while的前面)。
注意:有人说glfw的init只能做一次,做多次会发生其他窗口不渲染的bug,我自己没有试过。
此时会打开2个窗口,并且glClearColor设置的颜色并没有生效,单独关闭opengl窗口也没反应。第1个问题是因为opengl的渲染循环没有建立;第2个问题是因为GLFW截获了WM_CLOSE消息的响应,要设置glfwSetWindowShouldClose才能让他捕获关闭事件。
第3步 使用SetParent将GLFW窗口嵌入主窗口
继续加入代码:
//取得glfw窗口句柄并将其嵌入父窗口
HWND hwndGLFW = glfwGetWin32Window(window);
SetWindowLong(hwndGLFW, GWL_STYLE, WS_VISIBLE);
MoveWindow(hwndGLFW, 0, 0, 400, 400, TRUE);
SetParent(hwndGLFW, hwnd);
注意glfwGetWin32Window函数是不在glfw3.h里的,要在include处加入以下代码才能使用:
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h>
SetWindowLong这句是重设窗口外观,不加的话GLFW的窗口会嵌入主窗口,但是标题栏什么的一应俱全,只是不能拖出主窗口外而已。不加的话效果就像这样:
MoveWindow这句如果不加的话,因为GLFW窗口弹出的位置不固定,所有你会发现每次打开主程序时GLFW窗口都在随机的位置。
第4步 在主消息循环中加入opengl渲染
在主消息循环中加入:
if (!glfwWindowShouldClose(window))
{
//刷新颜色缓冲和深度
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
现在的主消息循环长这样:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!glfwWindowShouldClose(window))
{
//刷新颜色缓冲和深度
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwSwapBuffers(window);
glfwPollEvents();
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
此时opengl已经开始渲染了,可以看到底色了。
然后可以画个三角形,再让它随时间旋转。如果这样做了,你就会发现,只有鼠标在窗口上不停移动,三角形才会转,一停下就不转了。这是因为主消息循环只有在接收到消息时才刷新,只有你不停地造,动鼠标啊,按键盘啊,拖滚轮什么的它才更新。
这显然不符合要求。所以我们还需要开一个新线程。
第5步 使用多线程为GLFW窗口进行渲染
加入一个函数:
void RenderProc()
{
glfwMakeContextCurrent(window);
while (!glfwWindowShouldClose(window))
{
float time = glfwGetTime();
//刷新颜色缓冲和深度
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader->UseProgram();
shader->Uniform("angle", time);
triangle->Bind();
triangle->DrawTriangles();
//
glfwSwapBuffers(window);
glfwPollEvents();
}
delete shader;
delete triangle;
glfwTerminate();
}
其中的shader和triangle分别是对着色器和VAO的封装。其初始化函数为:
void Init()
{
float triangle_vertex[] =
{
0.0f,0.5f,0.0f,1.0f,0.0f,0.0f,
-0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f,
0.5f,-0.5f,0.0f,0.0f,0.0f,1.0f
};
triangle=new TVertexArray(sizeof(triangle_vertex), triangle_vertex, { 3,3 });
shader=new TShader("tri_vertex.glsl", "tri_fragment.glsl");
}
在glClearColor后加入:
Init();
//将渲染移交线程前需要将当前上下文设为null
glfwMakeContextCurrent(NULL);
std::thread RenderThread(RenderProc);
这里首先初始化了shader和triangle指针,然后将opengl的context设为Null,这是因为glfwMakeContextCurrent的说明里说了,将渲染函数移交到新线程的时候,要先在旧线程里把上下文设为空,再在新的线程里设置上下文。否则的话,在渲染中GetLocation和VAO的绑定操作等都会出错。
因为渲染已经移交新线程,主消息循环可以删掉和glfw, opengl相关的内容了。
然后消息循环后需要把thread阻塞一下,确认关闭:
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
RenderThread.join();
最后在WndProc中WM_DESTROY消息处加入glfwSetWindowShouldClose,让主窗口带着glfw窗口关闭:
case WM_DESTROY:
glfwSetWindowShouldClose(window, true);
PostQuitMessage(0);
return 0;
现在的关闭流程是这样:
主窗口点击关闭->WM_DESTROY消息发出->glfwSetWindowShouldClose函数设置glfw窗口可以关闭->PostQuitMessage函数调用->主消息循环退出->RenderThread线程阻塞,等待glfw窗口、渲染循环以及RenderThread线程退出(glfw窗口可能在主消息循环结束前就已经退出,此处阻塞主要起检查并等待的作用)->主程序返回
现在流程就很完善了。写个旋转三角形,三角形可以不停旋转,主窗口也可以正常响应。
最终效果:
最后是整个main.cpp文件:
#include <windows.h>
#include <thread>
#include <memory>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h>
#include "TShader.h"
#include "TVertexArray.h"
GLFWwindow* window;
TVertexArray *triangle;
TShader *shader;
void Init();
void RenderProc();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
static TCHAR szAppName[] = TEXT("HelloWin");
HWND hwnd;
MSG msg;
WNDCLASS wndclass;//WNDCLASSEX比WNDCLASS多两个结构成员--cbSize(指定WNDCLASSEX结构的大小--字节) --hIconSm(标识类的小图标)
wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);//白色//(HBRUSH)(COLOR_MENU +1)界面灰
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = szAppName;
if (!RegisterClass(&wndclass))
{
MessageBox(NULL, TEXT("This program requires Windows NT!"), szAppName, MB_ICONERROR);
return 0;
}
hwnd = CreateWindow(szAppName, // window class name
TEXT("The Hello Program"), // window caption
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_SIZEBOX,
CW_USEDEFAULT,// initial x position
CW_USEDEFAULT,// initial y position
CW_USEDEFAULT,// initial x size
CW_USEDEFAULT,// initial y size
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL); // creation parameters
//初始化glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//创建glfw窗口
window = glfwCreateWindow(400, 400, "openGL", NULL, NULL);
if (window == NULL)
{
OutputDebugString("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//注册glad函数地址
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
OutputDebugString("Failed to initialize GLAD");
return -1;
}
glViewport(0, 0, 400, 400);
//取得glfw窗口句柄并将其嵌入父窗口
HWND hwndGLFW = glfwGetWin32Window(window);
SetWindowLong(hwndGLFW, GWL_STYLE, WS_VISIBLE);
MoveWindow(hwndGLFW, 0, 0, 400, 400, TRUE);
SetParent(hwndGLFW, hwnd);
//背景颜色
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Init();
//将渲染移交线程前需要将当前上下文设为null
glfwMakeContextCurrent(NULL);
std::thread RenderThread(RenderProc);
ShowWindow(hwnd, iCmdShow);
UpdateWindow(hwnd);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
RenderThread.join();
return msg.wParam;
}
void Init()
{
float triangle_vertex[] =
{
0.0f,0.5f,0.0f,1.0f,0.0f,0.0f,
-0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f,
0.5f,-0.5f,0.0f,0.0f,0.0f,1.0f
};
triangle=new TVertexArray(sizeof(triangle_vertex), triangle_vertex, { 3,3 });
shader=new TShader("tri_vertex.glsl", "tri_fragment.glsl");
}
void RenderProc()
{
glfwMakeContextCurrent(window);
while (!glfwWindowShouldClose(window))
{
float time = glfwGetTime();
//刷新颜色缓冲和深度
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader->UseProgram();
shader->Uniform("angle", time);
triangle->Bind();
triangle->DrawTriangles();
//
glfwSwapBuffers(window);
glfwPollEvents();
}
delete shader;
delete triangle;
glfwTerminate();
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
return 0;
case WM_PAINT:
HDC hdc;
PAINTSTRUCT ps;
RECT rect;
GetClientRect(hwnd, &rect);
hdc = BeginPaint(hwnd, &ps);
DrawText (hdc, "This is text", -1, &rect,DT_SINGLELINE | DT_CENTER | DT_VCENTER) ;
EndPaint(hwnd, &ps);
return 0;
case WM_DESTROY:
glfwSetWindowShouldClose(window, true);
PostQuitMessage(0);
return 0;
case WM_QUIT:
return 0;
}
return DefWindowProc(hwnd, message, wParam, lParam);
}
至于opengl窗口和主窗口的通信,就按多线程的通信方式来就行,最简单就直接用全局变量,其他地方写,RenderProc里读,就可以修改渲染内容了。或者用mutex啊condition_variable这些设施进行双向通信都行。
限于篇幅TShader类和TVertexArray类就不粘贴了,你看过LearnOpenGL网站的话相信能写出来,或者替换成你自己的渲染过程也行。
参考文献
[1] MFC单文档视图中嵌入GLFW窗口
[2] cv::namedWindow, GLFWwindow以及其他程序嵌入到MFC中的教程