Example #1
0
        /// <summary>
        /// All application initialization is performed here, before the main loop thread is executed and the render panel is displayed for the first time.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void RenderForm_Load(object sender, EventArgs e)
        {
            OpenGL.PIXELFORMATDESCRIPTOR pixelformatdescriptor = new OpenGL.PIXELFORMATDESCRIPTOR();
            pixelformatdescriptor.Init();

            dc = OpenGL.GetDC(renderPanel.Handle);
            int pixelFormat = OpenGL.ChoosePixelFormat(dc, ref pixelformatdescriptor);

            if (!OpenGL.SetPixelFormat(dc, pixelFormat, ref pixelformatdescriptor))
            {
                throw new System.ComponentModel.Win32Exception(Marshal.GetLastWin32Error());
            }

            if ((hglrc = OpenGL.wglCreateContext(dc)) == IntPtr.Zero)
            {
                throw new System.ComponentModel.Win32Exception(Marshal.GetLastWin32Error());
            }

            if (!OpenGL.wglMakeCurrent(dc, hglrc))
            {
                OpenGL.wglDeleteContext(hglrc);
                MessageBox.Show("Failed to init OpenGL context\nMake sure you have an OpenGL 2.0 compatible graphics card with the latest drivers installed!\nAlso verify if the pipeline config file exists.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                Environment.Exit(0);
            }

            if (!app.init())
            {
                MessageBox.Show("Failed to init application\nMake sure you have an OpenGL 2.0 compatible graphics card with the latest drivers installed!\nAlso verify if the pipeline config file exists.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                h3d.release();
                Environment.Exit(0);
            }

            app.resize(renderPanel.Size.Width, renderPanel.Size.Height);
        }
Example #2
0
        /// <summary>
        /// Создает контекст воспроизведения opengl
        /// </summary>
        protected virtual void CreateOpenGLContext()
        {
            OpenGL.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);

            hDC = OpenGL.GetDC(this.Handle);
            if (hDC == IntPtr.Zero)
            {
                throw new Win32Exception(Marshal.GetLastWin32Error());
            }

            OpenGL.PIXELFORMATDESCRIPTOR pfd = new OpenGL.PIXELFORMATDESCRIPTOR();
            pfd.Initialize();

            pfd.dwFlags = OpenGL.PFD_DRAW_TO_WINDOW
                          | OpenGL.PFD_SUPPORT_OPENGL
                          | OpenGL.PFD_DOUBLEBUFFER;

            int npf = OpenGL.ChoosePixelFormat(hDC, ref pfd);

            OpenGL.SetPixelFormat(hDC, npf, ref pfd);

            hRC = OpenGL.wglCreateContext(hDC);
            if (hRC == IntPtr.Zero)
            {
                throw new Win32Exception(Marshal.GetLastWin32Error());
            }

            OpenGL.wglMakeCurrent(hDC, hRC);
            OpenGL.glClearColor(0.5f, 0.5f, 0.75f, 1.0f);
            //OpenGL.glClearColor( 1f, 1f, 1f, 1.0f );
            OpenGL.glPolygonMode(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_LINE);
            OpenGL.glEnable(OpenGL.GL_DEPTH_TEST);
        }
Example #3
0
        /// <summary>
        /// Setup OpenGL.
        /// </summary>
        public void SetOpenGL()
        {
            // If there is no rendering context or device context.
            if (_deviceContext == IntPtr.Zero || _renderingContext == IntPtr.Zero)
            {
                // Make current.
                OpenGL.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);

                // Create a buffer descriptor.
                OpenGL.PIXELFORMATDESCRIPTOR pfd = new OpenGL.PIXELFORMATDESCRIPTOR();
                pfd.nSize           = (short)Marshal.SizeOf(pfd);
                pfd.nVersion        = 1;
                pfd.dwFlags         = OpenGL.PFD_DRAW_TO_WINDOW | OpenGL.PFD_SUPPORT_OPENGL | OpenGL.PFD_DOUBLEBUFFER;
                pfd.iPixelType      = OpenGL.PFD_TYPE_RGBA;
                pfd.cColorBits      = 24;
                pfd.cRedBits        = 0;
                pfd.cRedShift       = 0;
                pfd.cGreenBits      = 0;
                pfd.cGreenShift     = 0;
                pfd.cBlueBits       = 0;
                pfd.cBlueShift      = 0;
                pfd.cAlphaBits      = 0;
                pfd.cAlphaShift     = 0;
                pfd.cAccumBits      = 0;
                pfd.cAccumRedBits   = 0;
                pfd.cAccumGreenBits = 0;
                pfd.cAccumBlueBits  = 0;
                pfd.cAccumAlphaBits = 0;
                pfd.cDepthBits      = 0;
                pfd.cStencilBits    = 0;
                pfd.cAuxBuffers     = 0;
                pfd.iLayerType      = OpenGL.PFD_MAIN_PLANE;
                pfd.bReserved       = 0;
                pfd.dwLayerMask     = 0;
                pfd.dwVisibleMask   = 0;
                pfd.dwDamageMask    = 0;

                // Grab the device context.
                _deviceContext = OpenGL.GetDC(_control.Handle);

                if (_deviceContext == IntPtr.Zero)
                {
                    throw new Exception("An error occured while attempting to allocate device context for OpenGL canvas.");
                }

                // Choose our pixel format.
                int pixelFormat = OpenGL.ChoosePixelFormat(_deviceContext, ref pfd);

                if (pixelFormat == 0)
                {
                    throw new Exception("An error occured while attempting to choose pixel format for OpenGL canvas.");
                }

                // Set our pixel format.
                if (OpenGL.SetPixelFormat(_deviceContext, pixelFormat, ref pfd) == 0)
                {
                    throw new Exception("An error occured while attempting to set pixel format for OpenGL canvas.");
                }

                // Grab our rendering context.
                _renderingContext = OpenGL.wglCreateContext(_deviceContext);

                if (_renderingContext == IntPtr.Zero)
                {
                    throw new Exception("An error occured while attempting to allocate rendering context for OpenGL canvas (win32 error code: " + Marshal.GetLastWin32Error() + ").");
                }
            }

            // If the current context is not the rendering context.
            if (_currentRenderingContext != _renderingContext)
            {
                if (OpenGL.wglMakeCurrent(_deviceContext, _renderingContext) == 0)
                {
                    throw new Exception("An error occured while attempting to set current OpenGL canvas (" + Marshal.GetLastWin32Error() + ").");
                }

                // Make this context our current one.
                _currentRenderingContext = _renderingContext;
            }
        }
Example #4
0
        /// <summary>
        /// Setup OpenGL.
        /// </summary>
        public void SetOpenGL()
        {
            // If there is no rendering context or device context.
            if (_deviceContext == IntPtr.Zero || _renderingContext == IntPtr.Zero)
            {
                // Make current.
                OpenGL.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);

                // Create a buffer descriptor.
                OpenGL.PIXELFORMATDESCRIPTOR pfd = new OpenGL.PIXELFORMATDESCRIPTOR();
                pfd.nSize = (short)Marshal.SizeOf(pfd);
                pfd.nVersion = 1;
                pfd.dwFlags = OpenGL.PFD_DRAW_TO_WINDOW | OpenGL.PFD_SUPPORT_OPENGL | OpenGL.PFD_DOUBLEBUFFER;
                pfd.iPixelType = OpenGL.PFD_TYPE_RGBA;
                pfd.cColorBits = 24;
                pfd.cRedBits = 0;
                pfd.cRedShift = 0;
                pfd.cGreenBits = 0;
                pfd.cGreenShift = 0;
                pfd.cBlueBits = 0;
                pfd.cBlueShift = 0;
                pfd.cAlphaBits = 0;
                pfd.cAlphaShift = 0;
                pfd.cAccumBits = 0;
                pfd.cAccumRedBits = 0;
                pfd.cAccumGreenBits = 0;
                pfd.cAccumBlueBits = 0;
                pfd.cAccumAlphaBits = 0;
                pfd.cDepthBits = 0;
                pfd.cStencilBits = 0;
                pfd.cAuxBuffers = 0;
                pfd.iLayerType = OpenGL.PFD_MAIN_PLANE;
                pfd.bReserved = 0;
                pfd.dwLayerMask = 0;
                pfd.dwVisibleMask = 0;
                pfd.dwDamageMask = 0;

                // Grab the device context.
                _deviceContext = OpenGL.GetDC(_control.Handle);

                if (_deviceContext == IntPtr.Zero)
                    throw new Exception("An error occured while attempting to allocate device context for OpenGL canvas.");

                // Choose our pixel format.
                int pixelFormat = OpenGL.ChoosePixelFormat(_deviceContext, ref pfd);

                if (pixelFormat == 0)
                    throw new Exception("An error occured while attempting to choose pixel format for OpenGL canvas.");

                // Set our pixel format.
                if (OpenGL.SetPixelFormat(_deviceContext, pixelFormat, ref pfd) == 0)
                    throw new Exception("An error occured while attempting to set pixel format for OpenGL canvas.");

                // Grab our rendering context.
                _renderingContext = OpenGL.wglCreateContext(_deviceContext);

                if (_renderingContext == IntPtr.Zero)
                    throw new Exception("An error occured while attempting to allocate rendering context for OpenGL canvas (win32 error code: " + Marshal.GetLastWin32Error() + ").");
            }

            // If the current context is not the rendering context.
            if (_currentRenderingContext != _renderingContext)
            {
                if (OpenGL.wglMakeCurrent(_deviceContext, _renderingContext) == 0)
                    throw new Exception("An error occured while attempting to set current OpenGL canvas (" + Marshal.GetLastWin32Error() + ").");

                // Make this context our current one.
                _currentRenderingContext = _renderingContext;
            }
        }