Viewports und Scissors



  • hallo zusammen,

    ich schlage mich im moment mit viewports rum, aber irgendwie zeichnet es die Objekte nicht sauber, d.h. wenn ich ein objekt (polyeder) mit der maus bewege wird es nicht wieder gezeichnet. kann mir jemand sagen was in untenstehendem code falsch sein könnte?!

    Vielen Dank

    Gruss Nicolas

    void drawScene()   //die herkömmliche display-methode
    {
      // draw coordinate system
      glDisable(GL_COLOR_MATERIAL);
      glDisable(GL_LIGHTING);
      glLineWidth(1.0);
      glBegin(GL_LINES);
      glColor3f(1.0, 0.0, 0.0);
      glVertex3f(0.0, 0.0, 0.0);
      glVertex3f(1.0, 0.0, 0.0);
      glColor3f(0.0, 1.0, 0.0);
      glVertex3f(0.0, 0.0, 0.0);
      glVertex3f(0.0, 1.0, 0.0);
      glColor3f(0.0, 0.0, 1.0);
      glVertex3f(0.0, 0.0, 0.0);
      glVertex3f(0.0, 0.0, 1.0);
      glEnd();
    
      glPushMatrix();
    
      setTransform();
      ply->draw(); //zeichnet ein polyeder
    
      glEnable( GL_COLOR_MATERIAL );
      glRotatef( cubeAngle, 0, 0, 1 );
      glTranslatef( 0, 2, 0 );
      drawCube();
    
      glPopMatrix();
    
      glRotatef( cubeAngle, 0, 1, 0 );
      glTranslatef( 0, 0, 3 );
      glRotatef( -cubeAngle, 0, 1, 0 );
      drawCube(); //zeichnet einen Würfel
    
    }
    
    void displayDefault()
    {
    
      [b]glViewport (0,0,300,300);
      glScissor(0,0,300,300);
      glMatrixMode (GL_PROJECTION);
      glLoadIdentity();
    
      glClearColor( 0.95, 0.95, 0.95, 1.0 );
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
      drawScene(); zeichnet die objekte[/b]
    
    }
    


  • wo ist den glSwapBuffer (also das vertauschen des Backbuffers mit dem Frontbuffer?)



  • Mehrere Viewports in verschiednen Fenstern:

    #include <windows.h>		// Header File For Windows
    #include <gl\gl.h>			// Header File For The OpenGL32 Library
    #include <gl\glu.h>			// Header File For The GLu32 Library
    #include <gl\glaux.h>		// Header File For The Glaux Library
    
    HDC			hDC=NULL;		// Private GDI Device Context
    HDC         hDC2=NULL;
    HGLRC		hRC=NULL;		// Permanent Rendering Context
    HGLRC		hRC2=NULL;		// Permanent Rendering Context
    HWND		hWnd1=NULL;		// Holds Our Window Handle
    HWND		hWnd2=NULL;		// Holds Our Window Handle
    HINSTANCE	hInstance;		// Holds The Instance Of The Application
    HWND        hWnd3=NULL;
    
    bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
    
    GLfloat	rtri;				// Angle For The Triangle ( NEW )
    GLfloat	rquad;				// Angle For The Quad ( NEW )
    
    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(0,0,400,400);						// 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,100.0f);
    
    	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 foo=0;
    
    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	foo++;
    	if(foo % 2 == 0)
    	{
    			if(wglMakeCurrent(hDC,hRC)==false)
    		MessageBox(NULL,"slkew","slk", MB_OK);
    	}
    	else
    	{
    	if(wglMakeCurrent(hDC2,hRC)==false)
    		MessageBox(NULL,"slkew","slk", MB_OK);
    	}
    
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
    	glLoadIdentity();									// Reset The Current Modelview Matrix
    	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
    	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
    	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
    		glColor3f(1.0f,0.0f,0.0f);						// Set Top Point Of Triangle To Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// First Point Of The Triangle
    		glColor3f(0.0f,1.0f,0.0f);						// Set Left Point Of Triangle To Green
    		glVertex3f(-1.0f,-1.0f, 0.0f);					// Second Point Of The Triangle
    		glColor3f(0.0f,0.0f,1.0f);						// Set Right Point Of Triangle To Blue
    		glVertex3f( 1.0f,-1.0f, 0.0f);					// Third Point Of The Triangle
    	glEnd();											// Done Drawing The Triangle
    	glLoadIdentity();									// Reset The Current Modelview Matrix
    	glTranslatef(1.5f,0.0f,-6.0f);						// Move Right 1.5 Units And Into The Screen 6.0
    	glRotatef(rquad,1.0f,0.0f,0.0f);					// Rotate The Quad On The X axis ( NEW )
    	glColor3f(0.5f,0.5f,1.0f);							// Set The Color To Blue One Time Only
    	glBegin(GL_QUADS);									// Draw A Quad
    		glVertex3f(-1.0f, 1.0f, 0.0f);					// Top Left
    		glVertex3f( 1.0f, 1.0f, 0.0f);					// Top Right
    		glVertex3f( 1.0f,-1.0f, 0.0f);					// Bottom Right
    		glVertex3f(-1.0f,-1.0f, 0.0f);					// Bottom Left
    	glEnd();											// Done Drawing The Quad
    	rtri+=0.2f;											// Increase The Rotation Variable For The Triangle ( NEW )
    	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW )
    	return TRUE;										// Keep Going
    }
    
    GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
    {
    	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(hWnd1,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 (hWnd2 && !DestroyWindow(hWnd2))					// Are We Able To Destroy The Window?
    	{
    		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hWnd2=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)
    {
    	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
    
    	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	= (HBRUSH)COLOR_WINDOW;									// 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
    	}
    
    		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 (!(hWnd2=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
    	}
    
    	hWnd1=CreateWindow("STATIC", "Mein Label", WS_CHILD | WS_VISIBLE |
    BS_PUSHBUTTON, 10, 10, 400, 400, hWnd2, NULL, hInstance, NULL);
    
    	hWnd3 = CreateWindow("STATIC", "Mein Label", WS_CHILD | WS_VISIBLE |
    BS_PUSHBUTTON, 430, 10, 400, 400, hWnd2, NULL, hInstance, NULL);
    
    	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(hWnd1)))							// 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(hWnd2,SW_SHOW);						// Show The Window
    	SetForegroundWindow(hWnd2);						// Slightly Higher Priority
    	SetFocus(hWnd2);									// 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
    	}
    
    	hDC2=GetDC(hWnd3);
    	PixelFormat=ChoosePixelFormat(hDC2,&pfd);
    	SetPixelFormat(hDC2,PixelFormat,&pfd);
    	hRC2=wglCreateContext(hDC2);
    	if(wglMakeCurrent(hDC2,hRC)==false)
    		MessageBox(NULL,"slkew","slk", MB_OK);
    
    	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_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_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
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("NeHe's Rotation Tutorial",640,480,16))
    	{
    		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()) )	// 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)
    				SwapBuffers(hDC2);					// Swap Buffers (Double Buffering)
    			}
    
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    


  • http://wiki.delphigl.com/index.php/GlScissor:

    Um den Scissortest zu aktivieren bzw. zu deaktivieren, ruft man glEnable bzw. glDisable mit dem Argument GL_SCISSOR_TEST auf. Der Test ist in der Grundeinstellung deaktiviert.



  • ah, ich hatte ein GL_PROJECTION drin...

    danke für eure hilfe...


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