Esempio n. 1
0
        // Context control event handlers
        protected virtual void GlInitialize(object sender, EventArgs e)
        {
            // Set up and declare contexts
            m_uint_HWND = (uint)this.Handle.ToInt32();
            m_uint_DC   = WGL.GetDC(m_uint_HWND);
            WGL.wglSwapBuffers(m_uint_DC);

            // Define 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);

            // Check and set pixel format
            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;
            }

            // Initialize 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;
            }

            // Initialize OpenGl view and properties
            GlResize(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);
        }