Exemple #1
0
 /// <summary> Called by render list and executes the operation </summary>
 public override void Execute(GLMatrixCalc c)
 {
     GLScissors.Disable(viewport);
 }
Exemple #2
0
        /// <summary>
        /// Called by an override to GLWinFormControl Paint or other to render the controls
        /// </summary>
        /// <param name="currentstate">Render state</param>
        /// <param name="ts">Time stamp from Paint</param>
        public void Render(GLRenderState currentstate, ulong ts)
        {
            System.Diagnostics.Debug.Assert(context == GLStatics.GetContext() && IsCurrent(), "Context incorrect");

            //System.Diagnostics.Debug.WriteLine("Render");

            NeedRedraw    = false;
            RequestRender = false;

            if (ControlsIZ.Count > 0)       // only action if children present
            {
                bool altscalechanged = false;

                foreach (var c in ControlsIZ)
                {
                    if (c.Visible)
                    {
                        //System.Diagnostics.Debug.WriteLine("Draw " + c.Name);
                        bool redrawn = c.Redraw(null, new Rectangle(0, 0, 0, 0), new Rectangle(0, 0, 0, 0), false);      // see if redraw done

                        if (redrawn)
                        {
                            // System.Diagnostics.Debug.WriteLine($"texture changed refresh GL {c.Name} {c.Size} {c.LevelBitmap.Size}");
                            textures[c].CreateLoadBitmap(c.LevelBitmap, SizedInternalFormat.Rgba8);  // and update texture unit with new bitmap
                            //float[] p = textures[c].GetTextureImageAsFloats(end:100);
                        }

                        if (c.TopLevelControlUpdate)
                        {
                            c.TopLevelControlUpdate = false;
                            altscalechanged         = true;
                        }
                    }
                }

                if (altscalechanged)
                {
                    UpdateVertexPositionsTextures();        // we need to update..
                }
                GLScissors.SetToScreenCoords(0, MatrixCalc);
                shader.Start(MatrixCalc);
                ri.Bind(currentstate, shader, MatrixCalc); // binds VA AND the element buffer
                ri.Render();                               // draw using primitive restart on element index buffer with bindless textures
                shader.Finish();
                GL.UseProgram(0);                          // final clean up
                GL.BindProgramPipeline(0);
                GLScissors.Disable(0);
                GLStatics.Check();

                foreach (var c in ControlsIZ)
                {
                    var form = c as GLForm;
                    if (form != null && form.FormShown == false)
                    {
                        form.OnShown();
                        form.FormShown = true;
                    }
                }
            }

            //System.Diagnostics.Debug.WriteLine("Render Finished");
        }