在Windows上,您可以使用GDI在所有内容之上进行绘制,并将绘制上下文设为null:
HDC hdc = GetDC(NULL);
我希望对SFML做同样的事情,但是如果我尝试做一些等效的事情(创建一个以NULL作为参数的渲染窗口,将其转换为hwnd之后),则任何地方都不会绘制。 使用sfml我什至可以尝试吗?
答案 0 :(得分:1)
好吧,如果您想要 OpenGL ,则需要一个窗口期。但是窗口不必在屏幕上可见。您可以将 GDI 和 OpenGL 结合在一起以实现您的目标。
通过OpenGL在屏幕外将内容渲染为位图
使用与您的桌面具有相同分辨率的不可见窗口。如果窗口不可见,它将不会对鼠标或键盘事件做出反应...
将GL映像复制到CPU侧存储器
简单的glReadPixels
就可以。
将图像复制到桌面(使用GDI位图)
只需将原始图像数据转换/复制为GDI兼容位图,然后将其绘制到桌面画布上即可。因此,不再像标准GL应用程序那样SwapBuffers(hdc);
。
我在 C ++ / VCL 环境中进行编码,所以我没有纯粹的 WinAPI / GDI 知识(VCL为我做,但是代码应该与名称非常相似并且传递的操作数可能会有所不同,但不会太大。
这是我随附的:
//---------------------------------------------------------------------------
#include <vcl.h>
#include <gl\gl.h>
#pragma hdrstop
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1; // VCL Application window object
TCanvas *scr=NULL; // Desktop
DWORD *txr=NULL; // memory for GPU->CPU image transfer
Graphics::TBitmap *bmp=NULL; // bitmap for CPU->Desktop image transfer
int xs,ys; // desktop resolution
HDC hdc=NULL; // device context for GL
HGLRC hrc=NULL; // rendering context for GL
//---------------------------------------------------------------------------
void gl_draw()
{
if (scr==NULL) return;
if (bmp==NULL) return;
if (txr==NULL) return;
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
// desktop pixel units
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glTranslatef(-1.0,+1.0,0.0);
glScalef(2.0/float(xs),-2.0/float(ys),1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// render rectangle
GLfloat fx=xs/2,fy=ys/2,fz=0.0,fa=(xs/2)-10,fb=(ys/2)-10;
glColor3f(1.0,1.0,1.0);
glBegin(GL_LINE_LOOP);
glVertex3f(fx-fa,fy-fb,fz);
glVertex3f(fx-fa,fy+fb,fz);
glVertex3f(fx+fa,fy+fb,fz);
glVertex3f(fx+fa,fy-fb,fz);
glEnd();
if (Form1->Visible) // normal window GL render
{
glFlush();
SwapBuffers(hdc);
}
else{ // copy GL image directly to desktop
// copy GL image to CPU side memory
glFlush();
glReadPixels(0,0,xs,ys,GL_RGBA,GL_UNSIGNED_BYTE,txr);
// copy it to bitmap
int x,y,a; DWORD *p;
for (a=0,y=0;y<ys;y++)
for (p=(DWORD*)bmp->ScanLine[y],x=0;x<xs;x++,a++)
p[x]=txr[a];
// render it to desktop
scr->Draw(0,0,bmp);
}
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
// desktop
scr=new TCanvas();
scr->Handle=GetDC(NULL);
xs=scr->ClipRect.Width();
ys=scr->ClipRect.Height()-31; // leave taskbar out of it
// BMP
bmp=new Graphics::TBitmap;
bmp->HandleType=bmDIB;
bmp->PixelFormat=pf32bit;
bmp->SetSize(xs,ys);
// txr buffer
txr=new DWORD[xs*ys];
// window
BorderStyle=bsNone;
SetBounds(0,0,xs,ys);
// GL init
hdc = GetDC(Handle); // get device context for this App window
PIXELFORMATDESCRIPTOR pfd;
ZeroMemory( &pfd, sizeof( pfd ) ); // set the pixel format for the DC
pfd.nSize = sizeof( pfd );
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 24;
pfd.iLayerType = PFD_MAIN_PLANE;
SetPixelFormat(hdc,ChoosePixelFormat(hdc, &pfd),&pfd);
hrc = wglCreateContext(hdc); // create current rendering context
if(hrc == NULL)
{
ShowMessage("Could not initialize OpenGL Rendering context !!!");
Application->Terminate();
}
if(wglMakeCurrent(hdc, hrc) == false)
{
ShowMessage("Could not make current OpenGL Rendering context !!!");
wglDeleteContext(hrc); // destroy rendering context
Application->Terminate();
}
glViewport(0,0,xs,ys);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
// GL exit
wglMakeCurrent(NULL, NULL); // release current rendering context
wglDeleteContext(hrc); // destroy rendering context
// release buffers
if (scr){ delete scr; scr=NULL; }
if (bmp){ delete bmp; bmp=NULL; }
if (txr){ delete[] txr; txr=NULL; }
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
if (Visible) Visible=false; // hide
gl_draw();
}
//---------------------------------------------------------------------------
它具有单个计时器的单个Form VCL应用程序。它创建了GL上下文,并且在第一次机会时就变得不可见。然后它会定期用黑色背景和白色矩形边框覆盖桌面...
因此,您需要将VCL内容(Form1
和事件)移植到您的环境中。另外,您可能想为行添加透明度:
scr->Draw(0,0,bmp);
或read the desktop image并将其用作GL渲染的背景纹理。
PS。纯粹的GDI渲染比这要简单得多,并且可能更快,但是您需要GL,所以...