我正在尝试使OpenGL代码在UWP XAML应用程序上运行。 我找到了一些有关此的信息,但是似乎没有完整的演练。 我是UPW,XAML和EGL的初学者,所以我设法从各种教程中创建以下代码:
#include <Windows.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <angle_windowsstore.h>
using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Platform;
using Windows::ApplicationModel::SuspendingEventArgs;
using Windows::ApplicationModel::Activation::LaunchActivatedEventArgs;
using Windows::Foundation::Collections::PropertySet;
using Windows::Foundation::EventHandler;
static EGLint const openGlAttributes[] = {
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_NONE
};
ref class MyApp sealed : Application {
private:
SwapChainPanel^ swapChainPanel;
CoreWindow^ coreWindow;
EGLDisplay display;
EGLSurface surface;
bool stopped;
public:
MyApp() {
stopped = false;
}
virtual void OnLaunched(LaunchActivatedEventArgs^ e) override {
auto canvas = ref new Canvas();
auto swapChainPanel = ref new SwapChainPanel();
swapChainPanel->Width = 800;
swapChainPanel->Width = 600;
canvas->Children->Append(swapChainPanel);
canvas->SetLeft(swapChainPanel, 0);
canvas->SetTop(swapChainPanel, 0);
Window::Current->Content = canvas;
Window::Current->Activate();
coreWindow = Window::Current->CoreWindow;
InitGL(Window::Current);
WeakReference selfRef(this);
Suspending += ref new SuspendingEventHandler([selfRef](Object^ sender, SuspendingEventArgs^ args) {
auto self = selfRef.Resolve<MyApp>();
self->stopped = true;
});
Resuming += ref new EventHandler<Object^>([selfRef](Object^ sender, Object^ args) {
auto self = selfRef.Resolve<MyApp>();
self->stopped = false;
});
ScheduleRendering();
}
private:
void InitGL(Window^ window) {
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, NULL, NULL);
EGLConfig config;
EGLint numConfig;
eglChooseConfig(display, openGlAttributes, &config, 1, &numConfig);
auto surfaceCreationProperties = ref new PropertySet();
surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), swapChainPanel);
auto context = eglCreateContext(display, config, EGL_NO_CONTEXT, NULL);
surface = eglCreateWindowSurface(display, config, reinterpret_cast<EGLNativeWindowType>(surfaceCreationProperties), NULL);
eglMakeCurrent(display, surface, surface, context);
}
void RenderScene() {
glClearColor(1.0, 0, 0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
eglSwapBuffers(display, surface);
ScheduleRendering();
}
void ScheduleRendering() {
if (stopped) {
return;
}
WeakReference selfRef(this);
coreWindow->Dispatcher->RunIdleAsync(ref new IdleDispatchedHandler([selfRef](IdleDispatchedHandlerArgs^ args) {
auto self = selfRef.Resolve<MyApp>();
self->RenderScene();
}));
}
};
int main(Array<String^>^ args) {
Application::Start(ref new ApplicationInitializationCallback([](ApplicationInitializationCallbackParams^ p) {
ref new MyApp();
}));
return 0;
}
但是,它根本不起作用。 至少此代码不会崩溃。 接下来,我在调试器中检查了InitGL,对EGL的所有调用均正常完成。
我不确定几件事:
答案 0 :(得分:0)
当我写所有东西都正确初始化时,看起来我错了。
此呼叫返回了EGL_NO_SOURCE
:
eglMakeCurrent(display, surface, surface, context);
我想是因为SwapChainPanel
初始化时我们必须等待,所以当我从eglMakeCurrent
的{{1}}事件中调用Load
时,一切开始起作用。
另外,还有一些不明显的事情,例如swapChainPanel
可能会意外释放GL上下文,因此当出现问题时必须重新创建它。
我在ANGLE的Microsoft分支中找到了this template,并将其用作灵感的来源。