Beispiel #1
0
        /// <summary>
        /// This method converts the output from the OpenGL render context provider to a
        /// FormatConvertedBitmap in order to show it in the image.
        /// </summary>
        /// <param name="hBitmap">The handle of the bitmap from the OpenGL render context.</param>
        /// <returns>Returns the new format converted bitmap.</returns>
        private static FormatConvertedBitmap GetFormatedBitmapSource(IntPtr hBitmap)
        {
            //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
            //  meaning the drawing comes out transparent.

            FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();

            newFormatedBitmapSource.BeginInit();
            newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(hBitmap);
            newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
            newFormatedBitmapSource.EndInit();

            return(newFormatedBitmapSource);
        }
Beispiel #2
0
        /// <summary>
        /// JWH - FOR NEW RENDER METHOD
        /// Fill the ImageSource from the provided bits IntPtr, using the provided hBitMap IntPtr
        /// if needed to determine key data from the bitmap source.
        /// </summary>
        /// <param name="bits">An IntPtr to the bits for the bitmap image.  Generally provided from
        /// DIBSectionRenderContextProvider.DIBSection.Bits or from
        /// FBORenderContextProvider.InternalDIBSection.Bits.</param>
        /// <param name="hBitmap">An IntPtr to the HBitmap for the image.  Generally provided from
        /// DIBSectionRenderContextProvider.DIBSection.HBitmap or from
        /// FBORenderContextProvider.InternalDIBSection.HBitmap.</param>
        public void CopyToWriteableBitmap(IntPtr bits, IntPtr hBitmap)
        {
            // If DPI hasen't been set, use a call to HBitmapToBitmapSource to fill the info
            // This should happen only ONCE (near the start of the application)
            if (m_dpiX == 0)
            {
                var bitmapSource = BitmapConversion.HBitmapToBitmapSource(hBitmap);
                m_dpiX          = bitmapSource.DpiX;
                m_dpiY          = bitmapSource.DpiY;
                m_format        = bitmapSource.Format;
                m_bytesPerPixel = gl.RenderContextProvider.BitDepth >> 3;
                // FBO render context flips the image vertically, so transform to compensate
                if (RenderContextType == SharpGL.RenderContextType.FBO || RenderContextType == SharpGL.RenderContextType.MultiSampleFBO)
                {
                    image.RenderTransform       = new ScaleTransform(1.0, -1.0);
                    image.RenderTransformOrigin = new Point(0.0, 0.5);
                }
                else
                {
                    image.RenderTransform       = Transform.Identity;
                    image.RenderTransformOrigin = new Point(0.0, 0.0);
                }
            }



            // If the image buffer is null, create it
            // This should happen when the size of the image changes
            if (m_writeableBitmap == null || m_writeableBitmap.IsFrozen)
            {
                int width  = gl.RenderContextProvider.Width;
                int height = gl.RenderContextProvider.Height;
                m_imageSize       = width * height * m_bytesPerPixel;
                m_writeableBitmap = new WriteableBitmap(width, height, m_dpiX, m_dpiY, m_format, null);
                m_imageRect       = new Int32Rect(0, 0, width, height);
                image.Source      = m_writeableBitmap;
            }

            // Fill the image buffer from the bits and create the writeable bitmap
            m_writeableBitmap.Lock();
            CopyMemory(m_writeableBitmap.BackBuffer, bits, m_imageSize);
            m_writeableBitmap.AddDirtyRect(m_imageRect);
            m_writeableBitmap.Unlock();
        }
Beispiel #3
0
        /// <summary>
        /// Handles the Tick event of the timer control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="System.EventArgs"/> instance containing the event data.</param>
        void timer_Tick(object sender, EventArgs e)
        {
            //  Lock on OpenGL.
            lock (gl)
            {
                //  Start the stopwatch so that we can time the rendering.
                stopwatch.Restart();

                //  Make GL current.
                gl.MakeCurrent();

                //	If there is a draw handler, then call it.
                var handler = OpenGLDraw;
                if (handler != null)
                {
                    handler(this, eventArgsFast);
                }
                else
                {
                    gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT);
                }

                //  Draw the FPS.
                if (DrawFPS)
                {
                    gl.DrawText(5, 5, 1.0f, 0.0f, 0.0f, "Courier New", 12.0f, string.Format("Draw Time: {0:0.0000} ms ~ {1:0.0} FPS", frameTime, 1000.0 / frameTime));
                    gl.Flush();
                }

                //  Render.
                gl.Blit(IntPtr.Zero);

                switch (RenderContextType)
                {
                case RenderContextType.DIBSection:
                {
                    RenderContextProviders.DIBSectionRenderContextProvider provider = gl.RenderContextProvider as RenderContextProviders.DIBSectionRenderContextProvider;

                    //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
                    //  meaning the drawing comes out transparent.
                    FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();
                    newFormatedBitmapSource.BeginInit();
                    newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(provider.DIBSection.HBitmap);
                    newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
                    newFormatedBitmapSource.EndInit();

                    //  Copy the pixels over.
                    image.Source = newFormatedBitmapSource;
                }
                break;

                case RenderContextType.NativeWindow:
                    break;

                case RenderContextType.HiddenWindow:
                    break;

                case RenderContextType.FBO:
                {
                    RenderContextProviders.FBORenderContextProvider provider = gl.RenderContextProvider as RenderContextProviders.FBORenderContextProvider;

                    //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
                    //  meaning the drawing comes out transparent.
                    FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();
                    newFormatedBitmapSource.BeginInit();
                    newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(provider.InternalDIBSection.HBitmap);
                    newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
                    newFormatedBitmapSource.EndInit();

                    //  Copy the pixels over.
                    image.Source = newFormatedBitmapSource;
                }
                break;

                default:
                    break;
                }

                //  Stop the stopwatch.
                stopwatch.Stop();

                //  Store the frame time.
                frameTime = stopwatch.Elapsed.TotalMilliseconds;
            }
        }
        /// <summary>
        /// Handles the Tick event of the timer control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="System.EventArgs"/> instance containing the event data.</param>
        void timer_Tick(object sender, EventArgs e)
        {
            //  If we don't have a scene, we're done.
            if (Scene == null)
            {
                return;
            }

            //  Lock on the Scene.
            lock (Scene)
            {
                //  Start the stopwatch so that we can time the rendering.
                stopwatch.Restart();

                //  Draw the scene.
                Scene.Draw(Camera);

                //  Draw the FPS.
                if (DrawFPS)
                {
                    Scene.CurrentOpenGLContext.DrawText(5, 5, 1.0f, 0.0f, 0.0f, "Courier New", 12.0f, string.Format("Draw Time: {0:0.0000} ms ~ {1:0.0} FPS", frameTime, 1000.0 / frameTime));
                    Scene.CurrentOpenGLContext.Flush();
                }

                if (Scene.CurrentOpenGLContext.RenderContextProvider is RenderContextProviders.DIBSectionRenderContextProvider)
                {
                    RenderContextProviders.DIBSectionRenderContextProvider provider = Scene.CurrentOpenGLContext.RenderContextProvider as RenderContextProviders.DIBSectionRenderContextProvider;

                    //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
                    //  meaning the drawing comes out transparent.
                    FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();
                    newFormatedBitmapSource.BeginInit();
                    newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(provider.DIBSection.HBitmap);
                    newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
                    newFormatedBitmapSource.EndInit();

                    //  Copy the pixels over.
                    image.Source = newFormatedBitmapSource;
                }
                else if (Scene.CurrentOpenGLContext.RenderContextProvider is RenderContextProviders.FBORenderContextProvider)
                {
                    RenderContextProviders.FBORenderContextProvider provider = Scene.CurrentOpenGLContext.RenderContextProvider as RenderContextProviders.FBORenderContextProvider;

                    //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
                    //  meaning the drawing comes out transparent.
                    FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();
                    newFormatedBitmapSource.BeginInit();
                    newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(provider.InternalDIBSection.HBitmap);
                    newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
                    newFormatedBitmapSource.EndInit();

                    //  Copy the pixels over.
                    image.Source = newFormatedBitmapSource;
                }

                //  Stop the stopwatch.
                stopwatch.Stop();

                //  Store the frame time.
                frameTime = stopwatch.Elapsed.TotalMilliseconds;
            }
        }
        public ImageSource GetFrame()
        {
            if (!BlitImage)
            {
                return(ImgSource);
            }

            lock (Gl)
            {
                Gl.Blit(IntPtr.Zero);
                IntPtr hBitmap = IntPtr.Zero;

                switch (RenderContextType)
                {
                case RenderContextType.DIBSection:
                {
                    DIBSectionRenderContextProvider provider = Gl.RenderContextProvider as DIBSectionRenderContextProvider;

                    //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
                    //  meaning the drawing comes out transparent.
                    FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();
                    newFormatedBitmapSource.BeginInit();
                    newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(provider.DIBSection.HBitmap);
                    newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
                    newFormatedBitmapSource.EndInit();

                    //  Copy the pixels over.

                    return(newFormatedBitmapSource);
                }

                case RenderContextType.NativeWindow:
                    break;

                case RenderContextType.HiddenWindow:
                    break;

                case RenderContextType.FBO:
                {
                    FBORenderContextProvider provider = Gl.RenderContextProvider as FBORenderContextProvider;

                    //  TODO: We have to remove the alpha channel - for some reason it comes out as 0.0
                    //  meaning the drawing comes out transparent.
                    FormatConvertedBitmap newFormatedBitmapSource = new FormatConvertedBitmap();
                    newFormatedBitmapSource.BeginInit();
                    newFormatedBitmapSource.Source            = BitmapConversion.HBitmapToBitmapSource(provider.InternalDIBSection.HBitmap);
                    newFormatedBitmapSource.DestinationFormat = PixelFormats.Rgb24;
                    newFormatedBitmapSource.EndInit();

                    //  Copy the pixels over.
                    return(newFormatedBitmapSource);
                }

                case RenderContextType.PBO:
                {
                    PBORenderContextProvider provider = Gl.RenderContextProvider as PBORenderContextProvider;
                    var width     = provider.Width;
                    var height    = provider.Height;
                    var pixelsPtr = provider.PixelPtr;
                    if (pixelsPtr == IntPtr.Zero)
                    {
                        return(null);
                    }
                    var size   = provider.Size;
                    var stride = provider.Stride;
                    var rect   = new Int32Rect(0, 0, width, height);
                    WriteableBitmap.WritePixels(rect, pixelsPtr, size, stride, 0, 0);

                    return(WriteableBitmap);
                }

                default:
                    break;
                }
            }
            return(null);
        }