/// <summary> /// Create device and renderbuffer, initialize NV_DX_interop and start rendering. /// </summary> private void StartRendering() { _gl = new OpenGL(); _hwnd = new HwndSource(0, 0, 0, 0, 0, "test", IntPtr.Zero).Handle; _gl.Create(SharpGL.Version.OpenGLVersion.OpenGL2_1, RenderContextType.HiddenWindow, 1, 1, 32, _hwnd); // Set the most basic OpenGL styles. _gl.ShadeModel(OpenGL.GL_SMOOTH); _gl.ClearColor(0.0f, 0.0f, 0.0f, 1.0f); _gl.ClearDepth(1.0f); _gl.Enable(OpenGL.GL_BLEND); _gl.Disable(OpenGL.GL_DEPTH_TEST); _gl.Enable(OpenGL.GL_TEXTURE_2D); _gl.TexEnv(OpenGL.GL_TEXTURE_ENV, OpenGL.GL_TEXTURE_ENV_MODE, OpenGL.GL_REPLACE); _gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA); //_gl.Enable(OpenGL.GL_MULTISAMPLE); //_gl.Enable(OpenGL.GL_MULTISAMPLE_ARB); _gl.Hint(0x8534, OpenGL.GL_FASTEST); ResizeRendering(); // leverage the Rendering event of WPF's composition target to // update the custom D3D scene CompositionTarget.Rendering += OnRenderOpenGL; if (GLInitialize != null) GLInitialize(this, new EventArgs()); }
protected void BeforeRendering(OpenGL gl, RenderMode renderMode) { IScientificCamera camera = this.camera; if (camera != null) { if (camera.CameraType == CameraTypes.Perspecitive) { IPerspectiveViewCamera perspective = camera; this.projectionMatrix = perspective.GetProjectionMat4(); this.viewMatrix = perspective.GetViewMat4(); } else if (camera.CameraType == CameraTypes.Ortho) { IOrthoViewCamera ortho = camera; this.projectionMatrix = ortho.GetProjectionMat4(); this.viewMatrix = ortho.GetViewMat4(); } else { throw new NotImplementedException(); } } modelMatrix = glm.scale(mat4.identity(), new vec3(1, 1, this.ZAxisScale)); gl.Enable(OpenGL.GL_VERTEX_PROGRAM_POINT_SIZE); gl.Enable(OpenGL.GL_POINT_SPRITE_ARB); gl.TexEnv(OpenGL.GL_POINT_SPRITE_ARB, OpenGL.GL_COORD_REPLACE_ARB, OpenGL.GL_TRUE); gl.Enable(OpenGL.GL_POINT_SMOOTH); gl.Hint(OpenGL.GL_POINT_SMOOTH_HINT, OpenGL.GL_NICEST); gl.Enable(OpenGL.GL_BLEND); gl.BlendEquation(OpenGL.GL_FUNC_ADD_EXT); gl.BlendFuncSeparate(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA, OpenGL.GL_ONE, OpenGL.GL_ONE); ShaderProgram shaderProgram = this.shaderProgram; int[] viewport = new int[4]; gl.GetInteger(OpenGL.GL_VIEWPORT, viewport); shaderProgram.Bind(gl); shaderProgram.SetUniformMatrix4(gl, "projectionMatrix", projectionMatrix.to_array()); shaderProgram.SetUniformMatrix4(gl, "viewMatrix", viewMatrix.to_array()); shaderProgram.SetUniformMatrix4(gl, "modelMatrix", modelMatrix.to_array()); shaderProgram.SetUniform1(gl, "canvasWidth", viewport[2] + 0.0f); shaderProgram.SetUniform1(gl, "canvasHeight", viewport[3] + 0.0f); shaderProgram.SetUniform1(gl, "opacity", this.Opacity); this.texture.Bind(gl); shaderProgram.SetUniform1(gl, "tex", this.texture.TextureName); shaderProgram.SetUniform1(gl, "brightness", this.Brightness); }