Example #1
0
        protected virtual void BeginOpenGL(object sender, EventArgs e)
        {
            SetStyle(ControlStyles.ResizeRedraw, true);

            hWnd = (uint)this.Handle.ToInt32();
            DC = WGL.GetDC(this.hWnd);

            WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
            WGL.ZeroPixelDescriptor(ref pfd);
            pfd.nVersion = 1;
            pfd.dwFlags = (WGL.PFD_DRAW_TO_WINDOW | WGL.PFD_SUPPORT_OPENGL | WGL.PFD_DOUBLEBUFFER);
            pfd.iPixelType = (byte)(WGL.PFD_TYPE_RGBA);
            pfd.cColorBits = 32;
            pfd.cDepthBits = 32;
            pfd.iLayerType = (byte)(WGL.PFD_MAIN_PLANE);


            int pixelFormat = 0;
            pixelFormat = WGL.ChoosePixelFormat(DC, ref pfd);
            WGL.SetPixelFormat(DC, pixelFormat, ref pfd);
            RC = WGL.wglCreateContext(DC);
            WGL.wglMakeCurrent(DC, RC);

            GL.glClearColor(0, 0, 0, 0);

            LoadFont();

        }
Example #2
0
        protected virtual void InitializeGL()
        {
            m_uint_HWND = (uint)p.Handle.ToInt32();
            m_uint_DC   = WGL.GetDC(m_uint_HWND);

            // Not doing the following WGL.wglSwapBuffers() on the DC will
            // result in a failure to subsequently create the RC.
            WGL.wglSwapBuffers(m_uint_DC);

            WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
            WGL.ZeroPixelDescriptor(ref pfd);
            pfd.nVersion   = 1;
            pfd.dwFlags    = (WGL.PFD_DRAW_TO_WINDOW | WGL.PFD_SUPPORT_OPENGL | WGL.PFD_DOUBLEBUFFER);
            pfd.iPixelType = (byte)(WGL.PFD_TYPE_RGBA);
            pfd.cColorBits = 32;
            pfd.cDepthBits = 32;
            pfd.iLayerType = (byte)(WGL.PFD_MAIN_PLANE);

            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

            //for Stencil support

            pfd.cStencilBits = 32;

            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

            int pixelFormatIndex = 0;

            pixelFormatIndex = WGL.ChoosePixelFormat(m_uint_DC, ref pfd);
            if (pixelFormatIndex == 0)
            {
                MessageBox.Show("Unable to retrieve pixel format");
                return;
            }

            if (WGL.SetPixelFormat(m_uint_DC, pixelFormatIndex, ref pfd) == 0)
            {
                MessageBox.Show("Unable to set pixel format");
                return;
            }
            //Create rendering context
            m_uint_RC = WGL.wglCreateContext(m_uint_DC);
            if (m_uint_RC == 0)
            {
                MessageBox.Show("Unable to get rendering context");
                return;
            }
            if (WGL.wglMakeCurrent(m_uint_DC, m_uint_RC) == 0)
            {
                MessageBox.Show("Unable to make rendering context current");
                return;
            }



            initRenderingGL();
        }
Example #3
0
        /// <summary>
        ///	Event handler called when the form is loaded.  It retrieves the controls
        ///	window handle and device context and creates the rendering context.
        /// </summary>
        protected virtual void InitializeGL(object sender, EventArgs e)
        {
            m_uint_HWND = (uint)this.Handle.ToInt32();
            m_uint_DC   = WGL.GetDC(m_uint_HWND);
            // CAUTION: Not doing the following WGL.wglSwapBuffers() on the DC will
            // result in a failure to subsequently create the RC.
            WGL.wglSwapBuffers(m_uint_DC);

            //Get the pixel format
            WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
            WGL.ZeroPixelDescriptor(ref pfd);
            pfd.nVersion   = 1;
            pfd.dwFlags    = (WGL.PFD_DRAW_TO_WINDOW | WGL.PFD_SUPPORT_OPENGL | WGL.PFD_DOUBLEBUFFER);
            pfd.iPixelType = (byte)(WGL.PFD_TYPE_RGBA);
            pfd.cColorBits = 32;
            pfd.cDepthBits = 32;
            pfd.iLayerType = (byte)(WGL.PFD_MAIN_PLANE);

            int pixelFormatIndex = 0;

            pixelFormatIndex = WGL.ChoosePixelFormat(m_uint_DC, ref pfd);
            if (pixelFormatIndex == 0)
            {
                MessageBox.Show("Unable to retrieve pixel format");
                return;
            }

            if (WGL.SetPixelFormat(m_uint_DC, pixelFormatIndex, ref pfd) == 0)
            {
                MessageBox.Show("Unable to set pixel format");
                return;
            }
            //Create rendering context
            m_uint_RC = WGL.wglCreateContext(m_uint_DC);
            if (m_uint_RC == 0)
            {
                MessageBox.Show("Unable to get rendering context");
                return;
            }
            if (WGL.wglMakeCurrent(m_uint_DC, m_uint_RC) == 0)
            {
                MessageBox.Show("Unable to make rendering context current");
                return;
            }
            //Set up OpenGL related characteristics
            ResizeGL(null, null);
            GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glDepthFunc(GL.GL_LEQUAL);
            //GL.glEnable(GL.GL_CULL_FACE);
            GL.glCullFace(GL.GL_BACK);
        }
Example #4
0
		/// <summary>
		///	Event handler called when the form is loaded.  It retrieves the controls
		///	window handle and device context and creates the rendering context.
		/// </summary>
		protected virtual void InitializeGL(object sender, EventArgs e)
		{
			m_uint_HWND = (uint)this.Handle.ToInt32();
			m_uint_DC   = WGL.GetDC(m_uint_HWND);
			// CAUTION: Not doing the following WGL.wglSwapBuffers() on the DC will
			// result in a failure to subsequently create the RC.
			WGL.wglSwapBuffers(m_uint_DC);

			//Get the pixel format		
			WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
			WGL.ZeroPixelDescriptor(ref pfd);
			pfd.nVersion        = 1; 
			pfd.dwFlags         = (WGL.PFD_DRAW_TO_WINDOW |  WGL.PFD_SUPPORT_OPENGL |  WGL.PFD_DOUBLEBUFFER); 
			pfd.iPixelType      = (byte)(WGL.PFD_TYPE_RGBA);
			pfd.cColorBits      = 32;
			pfd.cDepthBits      = 32;
			pfd.iLayerType      = (byte)(WGL.PFD_MAIN_PLANE);

			int pixelFormatIndex = 0;
			pixelFormatIndex = WGL.ChoosePixelFormat(m_uint_DC, ref pfd);
			if(pixelFormatIndex == 0)
			{
				MessageBox.Show("Unable to retrieve pixel format");
				return;
			}

			if(WGL.SetPixelFormat(m_uint_DC,pixelFormatIndex,ref pfd) == 0)
			{
				MessageBox.Show("Unable to set pixel format");
				return;
			}
			//Create rendering context
			m_uint_RC = WGL.wglCreateContext(m_uint_DC);
			if(m_uint_RC == 0)
			{
				MessageBox.Show("Unable to get rendering context");
				return;
			}
			if(WGL.wglMakeCurrent(m_uint_DC,m_uint_RC) == 0)
			{
				MessageBox.Show("Unable to make rendering context current");
				return;
			}
			//Set up OpenGL related characteristics
			ResizeGL(null,null);

            LoadTextures1();

            LoadTextures2();

			GL.glClearColor(0.0f,0.0f,0.0f,0.0f);
			GL.glEnable(GL.GL_DEPTH_TEST);
			GL.glDepthFunc(GL.GL_LEQUAL);
			//GL.glEnable(GL.GL_CULL_FACE);
			GL.glCullFace(GL.GL_BACK);

            GL.glEnable(GL.GL_TEXTURE_2D);									// Enable Texture Mapping
            GL.glShadeModel(GL.GL_SMOOTH);									// Enable Smooth Shading
            //GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);						// Black Background
            GL.glClearDepth(1.0f);											// Depth Buffer Setup
            GL.glEnable(GL.GL_DEPTH_TEST);									// Enables Depth Testing
            GL.glDepthFunc(GL.GL_LEQUAL);									// The Type Of Depth Testing To Do
            GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST);		// Really Nice Perspective Calculations

            //GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.LightAmbient);	// Setup The Ambient Light
            //GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.LightDiffuse);	// Setup The Diffuse Light
            //GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.LightPosition);	// Position The Light
            //GL.glEnable(GL.GL_LIGHT1);										// Enable Light One

            //if (this.light)													// If lighting, enable it to start
            //    GL.glEnable(GL.GL_LIGHTING);

		}
Example #5
0
        /// <summary>
        ///	Event handler called when the form is loaded.  It retrieves the controls
        ///	window handle and device context and creates the rendering context.
        /// </summary>
        protected virtual void InitializeGL(object sender, EventArgs e)
        {
            m_uint_HWND = (uint)this.Handle.ToInt32();
            m_uint_DC   = WGL.GetDC(m_uint_HWND);
            // CAUTION: Not doing the following WGL.wglSwapBuffers() on the DC will
            // result in a failure to subsequently create the RC.
            WGL.wglSwapBuffers(m_uint_DC);

            //Get the pixel format
            WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
            WGL.ZeroPixelDescriptor(ref pfd);
            pfd.nVersion        = 1;
            pfd.dwFlags         = (WGL.PFD_DRAW_TO_WINDOW |  WGL.PFD_SUPPORT_OPENGL |  WGL.PFD_DOUBLEBUFFER);
            pfd.iPixelType      = (byte)(WGL.PFD_TYPE_RGBA);
            pfd.cColorBits      = 32;
            pfd.cDepthBits      = 32;
            pfd.iLayerType      = (byte)(WGL.PFD_MAIN_PLANE);

            int pixelFormatIndex = 0;
            pixelFormatIndex = WGL.ChoosePixelFormat(m_uint_DC, ref pfd);
            if(pixelFormatIndex == 0)
            {
                MessageBox.Show("Unable to retrieve pixel format");
                return;
            }

            if(WGL.SetPixelFormat(m_uint_DC,pixelFormatIndex,ref pfd) == 0)
            {
                MessageBox.Show("Unable to set pixel format");
                return;
            }
            //Create rendering context
            m_uint_RC = WGL.wglCreateContext(m_uint_DC);
            if(m_uint_RC == 0)
            {
                MessageBox.Show("Unable to get rendering context");
                return;
            }
            if(WGL.wglMakeCurrent(m_uint_DC,m_uint_RC) == 0)
            {
                MessageBox.Show("Unable to make rendering context current");
                return;
            }
            //Set up OpenGL related characteristics
            ResizeGL(null,null);
            GL.glClearColor(0.0f,0.0f,0.0f,0.0f);
            GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glDepthFunc(GL.GL_LEQUAL);
            //GL.glEnable(GL.GL_CULL_FACE);
            GL.glCullFace(GL.GL_BACK);
        }
Example #6
0
        protected virtual void InitializeGL()
        {
            m_uint_HWND = (uint)panel.Handle.ToInt32();
            m_uint_DC = WGL.GetDC(m_uint_HWND);

            // Not doing the following WGL.wglSwapBuffers() on the DC will
            // result in a failure to subsequently create the RC.
            WGL.wglSwapBuffers(m_uint_DC);

            WGL.PIXELFORMATDESCRIPTOR pfd = new WGL.PIXELFORMATDESCRIPTOR();
            WGL.ZeroPixelDescriptor(ref pfd);
            pfd.nVersion = 1;
            pfd.dwFlags = (WGL.PFD_DRAW_TO_WINDOW | WGL.PFD_SUPPORT_OPENGL | WGL.PFD_DOUBLEBUFFER);
            pfd.iPixelType = (byte)(WGL.PFD_TYPE_RGBA);
            pfd.cColorBits = 32;
            pfd.cDepthBits = 32;
            pfd.iLayerType = (byte)(WGL.PFD_MAIN_PLANE);

            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

            //for Stencil support

            pfd.cStencilBits = 32;

            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

            int pixelFormatIndex = 0;
            pixelFormatIndex = WGL.ChoosePixelFormat(m_uint_DC, ref pfd);
            if (pixelFormatIndex == 0)
            {
                MessageBox.Show("Unable to retrieve pixel format");
                return;
            }

            if (WGL.SetPixelFormat(m_uint_DC, pixelFormatIndex, ref pfd) == 0)
            {
                MessageBox.Show("Unable to set pixel format");
                return;
            }
            //Create rendering context
            m_uint_RC = WGL.wglCreateContext(m_uint_DC);
            if (m_uint_RC == 0)
            {
                MessageBox.Show("Unable to get rendering context");
                return;
            }
            if (WGL.wglMakeCurrent(m_uint_DC, m_uint_RC) == 0)
            {
                MessageBox.Show("Unable to make rendering context current");
                return;
            }

            initRenderingGL();
        }