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OpenGL drawing in another thread

I have created a simple OpenGL application for Windows. It creates a window, then uses OpenGL commands to draw a triangle to it. This works as expected.

Later on I would like to encapsulate my drawing code into a DLL, so that it can be used in a C# WinForms application to draw to a WinForm. To do so I moved the drawing code to a seperate class and thread. My idea is, that I can just "atttach" my class to any existing window and let my thread draw to it.

Sadly things seem to be not that simple. Once I decouple window creation and drawing stuff into different threads, the screen stays all black. The drawing calls don't seem to work anymore.

Is there a way to make my drawing completely independent from the window creation and the main UI thread?

EDIT: Here's some code :-)

This is my renderer (works when called from UI thread, does not work when called from background thread):

// Constructor
Renderer::Renderer(HWND hwnd, size_t windowWidth, size_t windowHeight)
  :
  mContext(hwnd)
{
  mWindowWidth = windowWidth;
  mWindowHeight = windowHeight;
  mHdc = GetDC(hwnd);

  // From now on everything is similar to initializing a context on any other hdc
  PIXELFORMATDESCRIPTOR pfd;
  ZeroMemory(&pfd, sizeof(pfd));
  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 = 32;
  pfd.cDepthBits = 24;
  int iFormat = ChoosePixelFormat(mHdc, &pfd);
  SetPixelFormat(mHdc, iFormat, &pfd);

  mHrc = wglCreateContext(mHdc);
  wglMakeCurrent(mHdc, mHrc);


  // Set up OpenGL
  glDisable(GL_DEPTH_TEST);
  glDisable(GL_LIGHTING);
  glDisable(GL_TEXTURE_2D);
  glLoadIdentity();
  glViewport(0, 0, windowWidth, windowHeight);
  glOrtho(0, windowWidth, windowHeight, 0, -1, 1);
}


// Draws the scene
void Renderer::Draw()
{
  wglMakeCurrent(mHdc, mHrc);

  glClear(GL_COLOR_BUFFER_BIT);
  glColor4f(1, 0, 1, 1);

  glBegin(GL_QUADS);
  glColor3f(1.0, 1.0, 1.0);
  glVertex3f(0.0f, float(mWindowHeight/2), 0.0f);
  glVertex3f(float(mWindowWidth/2), float(mWindowHeight/2), 0.0f);
  glVertex3f(float(mWindowWidth/2), 0.0f, 0.0f);
  glVertex3f(0.0f, 0.0f, 0.0f);
  glEnd();

  glFlush();
  SwapBuffers(mHdc);
}

This is how I call the renderer from the background thread:

// Constructor
BackgroundRenderer::BackgroundRenderer(HWND hwnd, uint32_t windowWidth, uint32_t windowHeight)
  :
  mCancelThread(false)
{
  // Initialize OpenGL
  mRenderer = std::make_shared<Renderer>(hwnd, windowWidth, windowHeight);

  // Start rendering thread
  mRenderingThread = std::thread(&BackgroundRenderer::BackgroundLoop, this);
}


// Destructor
BackgroundRenderer::~BackgroundRenderer()
{
  // Stop rendering thread
  mCancelThread = true;
  mRenderingThread.join();
}


// The background rendering loop
void BackgroundRenderer::BackgroundLoop()
{
  while (!mCancelThread)
  {
    // Draw stuff
    mRenderer->Draw();
    std::this_thread::sleep_for(std::chrono::milliseconds(10));
  }
}

And here's my main gluing it all together:

// Message loop
LONG WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
  switch (uMsg)
  {
  case WM_CLOSE:
    PostQuitMessage(0);
    return 0;
  }

  return DefWindowProc(hWnd, uMsg, wParam, lParam);
}


// Window creation
HWND CreateApplicationWindow(char* title, int x, int y, int width, int height, int nCmdShow)
{
  HWND        hWnd;
  WNDCLASS    wc;
  static HINSTANCE hInstance = 0;

  if (!hInstance)
  {
    hInstance = GetModuleHandle(NULL);
    wc.style = CS_OWNDC;
    wc.lpfnWndProc = (WNDPROC)WindowProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = NULL;
    wc.lpszMenuName = NULL;
    wc.lpszClassName = "OpenGL";

    RegisterClass(&wc);
  }

  hWnd = CreateWindowA("OpenGL", title, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, x, y, width, height, NULL, NULL, hInstance, NULL);
  ShowWindow(hWnd, nCmdShow);

  return hWnd;
}


// Main entry point of application
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow)
{
  HWND hWnd = CreateApplicationWindow("Test", 0, 0, 640, 480, nCmdShow);

  // This renders from another thread (not working)
  auto  backgroundRenderer = std::make_shared<BackgroundRenderer>(hWnd, 640, 480);

  // This would render in the UI thread (works)
  //auto renderer = std::make_shared<Renderer>(hWnd, 640, 480);

  MSG msg;
  while (GetMessage(&msg, hWnd, 0, 0))
  {
    // This would render in the UI thread (works)
    //renderer->Draw();

    TranslateMessage(&msg);
    DispatchMessage(&msg);
  }

  DestroyWindow(hWnd);
  return msg.wParam;
}
like image 790
Boris Avatar asked May 10 '17 06:05

Boris


1 Answers

The two basic rules are:

  • Any given OpenGL rendering context can be active at only one thread at a time.
  • And any thread can have only one OpenGL context been made currently active at a time.

However there is no strict association between particular OpenGL contexts and particular windows (Win32 test program for using a single OpenGL context with multiple windows), or particular thread. You can always migrate a OpenGL context from one thread to another.

Two usual approaches are:

  • Create a window in thread A, pass the window handle to thread B and create the OpenGL context then and there.

or

  • Create windows and OpenGL contexts in thread A, make the context(s) inactive in A, pass the handles to thread B and make them active there.
like image 143
datenwolf Avatar answered Oct 11 '22 07:10

datenwolf