Inheritance: IWindowInfo, IDisposable
Esempio n. 1
0
 public WinGLNative(int x, int y, int width, int height, string title, DisplayDevice device)
 {
     WindowProcedureDelegate = WindowProcedure;
     UngroupFromTaskbar();
     window = new WinWindowInfo(CreateWindow(x, y, width, height, title, device));
     exists = true;
 }
Esempio n. 2
0
        // Note: there is no relevant ARB function.
        internal static void SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
        {
            Debug.Write("Setting pixel format... ");

            if (!mode.Index.HasValue)
            {
                throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
            }

            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }

            PixelFormatDescriptor pfd = new PixelFormatDescriptor();

            Functions.DescribePixelFormat(window.DeviceContext, (int)mode.Index.Value,
                                          API.PixelFormatDescriptorSize, ref pfd);
            Debug.WriteLine(mode.Index.ToString());
            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
            {
                throw new GraphicsContextException(String.Format(
                                                       "Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error()));
            }
        }
Esempio n. 3
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window)
        {
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }
            if (window.handle == IntPtr.Zero)
            {
                throw new ArgumentException("window", "Must be a valid window.");
            }

            Debug.Print("OpenGL will be bound to handle: {0}", window.handle);
            SelectGraphicsModePFD(format, (WinWindowInfo)window);
            Debug.Print("Setting pixel format... ");
            SetGraphicsModePFD(format, (WinWindowInfo)window);

            ContextHandle = Wgl.wglCreateContext(window.DeviceContext);
            if (ContextHandle == IntPtr.Zero)
            {
                ContextHandle = Wgl.wglCreateContext(window.DeviceContext);
            }
            if (ContextHandle == IntPtr.Zero)
            {
                throw new GraphicsContextException(
                          String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                        Marshal.GetLastWin32Error()));
            }

            Debug.Print("success! (id: {0})", ContextHandle);
        }
Esempio n. 4
0
        public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
        {
            // This is the main window procedure callback. We need the callback in order to create the window, so
            // don't move it below the CreateWindow calls.
            WindowProcedureDelegate = WindowProcedure;
            //// This timer callback is called periodically when the window enters a sizing / moving modal loop.
            //ModalLoopCallback = delegate(IntPtr handle, WindowMessage msg, UIntPtr eventId, int time)
            //{
            //    // Todo: find a way to notify the frontend that it should process queued up UpdateFrame/RenderFrame events.
            //    if (Move != null)
            //        Move(this, EventArgs.Empty);
            //};

            // To avoid issues with Ati drivers on Windows 6+ with compositing enabled, the context will not be
            // bound to the top-level window, but rather to a child window docked in the parent.
            window = new WinWindowInfo(
                CreateWindow(x, y, width, height, title, options, device, IntPtr.Zero), null);
            child_window = new WinWindowInfo(
                CreateWindow(0, 0, ClientSize.Width, ClientSize.Height, title, options, device, window.WindowHandle), window);
            exists = true;
            keyboard.Description          = "Standard Windows keyboard";
            keyboard.NumberOfFunctionKeys = 12;
            keyboard.NumberOfKeys         = 101;
            keyboard.NumberOfLeds         = 3;
            mouse.Description             = "Standard Windows mouse";
            mouse.NumberOfButtons         = 3;
            mouse.NumberOfWheels          = 1;
            keyboards.Add(keyboard);
            mice.Add(mouse);
        }
Esempio n. 5
0
        private IEnumerable <GraphicsMode> GetModesPFD(INativeWindow native)
        {
            WinWindowInfo         window        = native.WindowInfo as WinWindowInfo;
            IntPtr                deviceContext = window.DeviceContext;
            PixelFormatDescriptor pfd           = new PixelFormatDescriptor();

            pfd.Size    = API.PixelFormatDescriptorSize;
            pfd.Version = API.PixelFormatDescriptorVersion;
            pfd.Flags   = PixelFormatDescriptorFlags.DRAW_TO_WINDOW | PixelFormatDescriptorFlags.SUPPORT_OPENGL;
            if (Environment.OSVersion.Version.Major >= 6)
            {
                pfd.Flags |= PixelFormatDescriptorFlags.SUPPORT_COMPOSITION;
            }
            // ISSUE: reference to a compiler-generated field
            this.\u003C\u003E7__wrapc = new bool[2]
            {
                false,
                true
            };
            bool[] flagArray;
            for (int index = 0; index < flagArray.Length; ++index)
            {
                bool generic_allowed = flagArray[index];
                int  pixel           = 0;
                while (WinGraphicsMode.DescribePixelFormat(deviceContext, ++pixel, (int)API.PixelFormatDescriptorSize, ref pfd) != 0)
                {
                    if (generic_allowed || (pfd.Flags & PixelFormatDescriptorFlags.GENERIC_FORMAT) == (PixelFormatDescriptorFlags)0)
                    {
                        GraphicsMode fmt = new GraphicsMode(new IntPtr?((IntPtr)pixel), new ColorFormat((int)pfd.RedBits, (int)pfd.GreenBits, (int)pfd.BlueBits, (int)pfd.AlphaBits), (int)pfd.DepthBits, (int)pfd.StencilBits, 0, new ColorFormat((int)pfd.AccumBits), (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != (PixelFormatDescriptorFlags)0 ? 2 : 1, (pfd.Flags & PixelFormatDescriptorFlags.STEREO) != (PixelFormatDescriptorFlags)0);
                        yield return(fmt);
                    }
                }
            }
        }
Esempio n. 6
0
        public override void MakeCurrent(IWindowInfo window)
        {
            lock (LoadLock)
            {
                bool success;

                WinWindowInfo wnd = window as WinWindowInfo;
                if (wnd != null)
                {
                    if (wnd.Handle == IntPtr.Zero)
                    {
                        throw new ArgumentException("window", "Must point to a valid window.");
                    }

                    success       = Wgl.MakeCurrent(wnd.DeviceContext, Handle.Handle);
                    DeviceContext = wnd.DeviceContext;
                }
                else
                {
                    success       = Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                    DeviceContext = IntPtr.Zero;
                }

                if (!success)
                {
                    throw new GraphicsContextException(String.Format(
                                                           "Failed to make context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
                }
            }
        }
Esempio n. 7
0
        // Note: there is no relevant ARB function.
        internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector,
                                                        GraphicsMode mode, WinWindowInfo window)
        {
            Debug.Write("Setting pixel format... ");
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }

            if (!mode.Index.HasValue)
            {
                mode = mode_selector.SelectGraphicsMode(
                    mode.ColorFormat, mode.Depth, mode.Stencil,
                    mode.Samples, mode.AccumulatorFormat,
                    mode.Buffers, mode.Stereo);
            }

            PixelFormatDescriptor pfd = new PixelFormatDescriptor();

            Functions.DescribePixelFormat(
                window.DeviceContext, (int)mode.Index.Value,
                API.PixelFormatDescriptorSize, ref pfd);

            Debug.WriteLine(mode.Index.ToString());

            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
            {
                throw new GraphicsContextException(String.Format(
                                                       "Requested GraphicsMode not available. SetPixelFormat error: {0}",
                                                       Marshal.GetLastWin32Error()));
            }

            return(mode);
        }
Esempio n. 8
0
 internal WinRawInput(WinWindowInfo parent)
 {
     Debug.WriteLine("Initalizing windows raw input driver.");
     Debug.Indent();
     AssignHandle(parent.WindowHandle);
     Debug.Print("Input window attached to parent {0}", parent);
     keyboardDriver = new WinRawKeyboard(this.Handle);
     mouseDriver = new WinRawMouse(this.Handle);
     Debug.Unindent();
     //AllocateBuffer();
 }
Esempio n. 9
0
        public WinInputBase()
        {
            WndProc = WndProcHandler;

            Parent = new WinWindowInfo(NativeWindow.OsuWindowHandle, null);
            CreateDrivers();

            // Subclass the window to retrieve the events we are interested in.
            OldWndProc = Functions.SetWindowLong(Parent.Handle, WndProc);
            Debug.Print("Input window attached to {0}", Parent);
        }
Esempio n. 10
0
 internal WinRawInput(WinWindowInfo parent)
 {
     Debug.WriteLine("Initalizing windows raw input driver.");
     Debug.Indent();
     AssignHandle(parent.WindowHandle);
     Debug.Print("Input window attached to parent {0}", parent);
     keyboardDriver = new WinRawKeyboard(this.Handle);
     mouseDriver    = new WinRawMouse(this.Handle);
     Debug.Unindent();
     //AllocateBuffer();
 }
Esempio n. 11
0
        public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
        {
            WindowProcedureDelegate = WindowProcedure;
            // To avoid issues with Ati drivers on Windows 6+ with compositing enabled, the context will not be
            // bound to the top-level window, but rather to a child window docked in the parent.
            window = new WinWindowInfo(
                CreateWindow(x, y, width, height, title, options, device, IntPtr.Zero), null);
            child_window = new WinWindowInfo(
                CreateWindow(0, 0, ClientSize.Width, ClientSize.Height, title, options, device, window.WindowHandle), window);

            exists = true;
        }
Esempio n. 12
0
 public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
 {
     if (handle == ContextHandle.Zero)
     {
         throw new ArgumentException("handle");
     }
     if (window == null)
     {
         throw new ArgumentNullException("window");
     }
     this.Handle = handle;
 }
Esempio n. 13
0
        public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
        {
            WindowProcedureDelegate = WindowProcedure;
            // To avoid issues with Ati drivers on Windows 6+ with compositing enabled, the context will not be
            // bound to the top-level window, but rather to a child window docked in the parent.
            window = new WinWindowInfo(
                CreateWindow(x, y, width, height, title, options, device, IntPtr.Zero), null);
            child_window = new WinWindowInfo(
                CreateWindow(0, 0, ClientSize.Width, ClientSize.Height, title, options, device, window.WindowHandle), window);

            exists = true;
        }
Esempio n. 14
0
        private static unsafe IntPtr RegisterForDeviceNotifications(WinWindowInfo parent)
        {
            BroadcastDeviceInterface type = new BroadcastDeviceInterface();

            type.Size       = BlittableValueType.StrideOf <BroadcastDeviceInterface>(type);
            type.DeviceType = DeviceBroadcastType.INTERFACE;
            type.ClassGuid  = WinRawInput.DeviceInterfaceHid;
            IntPtr num1 = Functions.RegisterDeviceNotification(parent.WindowHandle, new IntPtr((void *)&type), DeviceNotification.WINDOW_HANDLE);
            int    num2 = num1 == IntPtr.Zero ? 1 : 0;

            return(num1);
        }
Esempio n. 15
0
            public TemporaryContext(IntPtr native)
            {
                Debug.WriteLine("[WGL] Creating temporary context to load extensions");

                if (native == null)
                {
                    throw new ArgumentNullException();
                }

                // Create temporary context and load WGL entry points
                // First, set a compatible pixel format to the device context
                // of the temp window
                WinWindowInfo window = new WinWindowInfo
                {
                    Handle = native
                };
                WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);

                WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window);

                bool success = false;

                // Then, construct a temporary context and load all wgl extensions
                Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                if (Context != ContextHandle.Zero)
                {
                    // Make the context current.
                    // Note: on some video cards and on some virtual machines, wglMakeCurrent
                    // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround
                    // is to call wglMakeCurrent in a loop until it succeeds.
                    // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads
                    // Sigh...
                    for (int retry = 0; retry < 5 && !success; retry++)
                    {
                        success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle);
                        if (!success)
                        {
                            Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
                            System.Threading.Thread.Sleep(10);
                        }
                    }
                }
                else
                {
                    Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error());
                }

                if (!success)
                {
                    Debug.WriteLine("[WGL] Failed to create temporary context");
                }
            }
Esempio n. 16
0
 public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext,
                     int major, int minor, GraphicsContextFlags flags, DesktopBackend backEnd)
     : base(backEnd)
 {
     if (handle == ContextHandle.Zero)
     {
         throw new ArgumentException("handle");
     }
     if (window == null)
     {
         throw new ArgumentNullException("window");
     }
     Handle = handle;
 }
Esempio n. 17
0
        IEnumerable <GraphicsMode> GetModesPFD(INativeWindow native)
        {
            WinWindowInfo window        = native.WindowInfo as WinWindowInfo;
            IntPtr        deviceContext = ((WinWindowInfo)window).DeviceContext;

            Debug.WriteLine(String.Format("Device context: {0}", deviceContext));

            Debug.WriteLine("Retrieving PFD pixel formats... ");
            PixelFormatDescriptor pfd = new PixelFormatDescriptor();

            pfd.Size    = API.PixelFormatDescriptorSize;
            pfd.Version = API.PixelFormatDescriptorVersion;
            pfd.Flags   =
                PixelFormatDescriptorFlags.SUPPORT_OPENGL |
                PixelFormatDescriptorFlags.DRAW_TO_WINDOW;

            // Make sure we don't turn off Aero on Vista and newer.
            if (Environment.OSVersion.Version.Major >= 6)
            {
                pfd.Flags |= PixelFormatDescriptorFlags.SUPPORT_COMPOSITION;
            }

            foreach (bool generic_allowed in new bool[] { false, true })
            {
                // Iterate through all accelerated formats first. Afterwards, iterate through non-accelerated formats.
                // This should fix issue #2224, which causes OpenTK to fail on VMs without hardware acceleration.
                int pixel = 0;
                while (DescribePixelFormat(deviceContext, ++pixel, API.PixelFormatDescriptorSize, ref pfd) != 0)
                {
                    // Ignore non-accelerated formats.
                    if (!generic_allowed && (pfd.Flags & PixelFormatDescriptorFlags.GENERIC_FORMAT) != 0)
                    {
                        continue;
                    }

                    GraphicsMode fmt = new GraphicsMode((IntPtr)pixel,
                                                        new ColorFormat(pfd.RedBits, pfd.GreenBits, pfd.BlueBits, pfd.AlphaBits),
                                                        pfd.DepthBits,
                                                        pfd.StencilBits,
                                                        0,
                                                        new ColorFormat(pfd.AccumBits),
                                                        (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != 0 ? 2 : 1,
                                                        (pfd.Flags & PixelFormatDescriptorFlags.STEREO) != 0);

                    yield return(fmt);
                }
            }
        }
Esempio n. 18
0
        public override bool Equals(object obj)
        {
            if (obj == null || this.GetType() != obj.GetType())
            {
                return(false);
            }
            WinWindowInfo winWindowInfo = (WinWindowInfo)obj;

            if (winWindowInfo == null)
            {
                return(false);
            }
            else
            {
                return(this.handle.Equals((object)winWindowInfo.handle));
            }
        }
Esempio n. 19
0
 public WMInput(WinWindowInfo parent)
 {
     Debug.WriteLine("Initalizing WMInput driver.");
     Debug.Indent();
     AssignHandle(parent.WindowHandle);
     Debug.Print("Input window attached to parent {0}", parent);
     Debug.Unindent();
     keyboard.Description = "Standard Windows keyboard";
     keyboard.NumberOfFunctionKeys = 12;
     keyboard.NumberOfKeys = 101;
     keyboard.NumberOfLeds = 3;
     mouse.Description = "Standard Windows mouse";
     mouse.NumberOfButtons = 3;
     mouse.NumberOfWheels = 1;
     keyboards.Add(keyboard);
     mice.Add(mouse);
 }
        static IntPtr RegisterForDeviceNotifications(WinWindowInfo parent)
        {
            IntPtr dev_notify_handle;
            BroadcastDeviceInterface bdi = new BroadcastDeviceInterface();
            bdi.Size = BlittableValueType.StrideOf(bdi);
            bdi.DeviceType = DeviceBroadcastType.INTERFACE;
            bdi.ClassGuid = DeviceInterfaceHid;
            unsafe
            {
                dev_notify_handle = Functions.RegisterDeviceNotification(parent.WindowHandle,
                    new IntPtr((void*)&bdi), DeviceNotification.WINDOW_HANDLE);
            }
            if (dev_notify_handle == IntPtr.Zero)
                Debug.Print("[Warning] Failed to register for device notifications. Error: {0}", Marshal.GetLastWin32Error());

            return dev_notify_handle;
        }
Esempio n. 21
0
 public WMInput(WinWindowInfo parent)
 {
     Debug.WriteLine("Initalizing WMInput driver.");
     Debug.Indent();
     AssignHandle(parent.WindowHandle);
     Debug.Print("Input window attached to parent {0}", parent);
     Debug.Unindent();
     keyboard.Description          = "Standard Windows keyboard";
     keyboard.NumberOfFunctionKeys = 12;
     keyboard.NumberOfKeys         = 101;
     keyboard.NumberOfLeds         = 3;
     mouse.Description             = "Standard Windows mouse";
     mouse.NumberOfButtons         = 3;
     mouse.NumberOfWheels          = 1;
     keyboards.Add(keyboard);
     mice.Add(mouse);
 }
Esempio n. 22
0
        INativeWindow ConstructMessageWindow()
        {
            Debug.WriteLine("Initializing input driver.");
            Debug.Indent();

            // Create a new message-only window to retrieve WM_INPUT messages.
            INativeWindow native = new NativeWindow();

            native.ProcessEvents();
            WinWindowInfo parent = native.WindowInfo as WinWindowInfo;

            Functions.SetParent(parent.Handle, Constants.MESSAGE_ONLY);
            native.ProcessEvents();

            Debug.Unindent();
            return(native);
        }
Esempio n. 23
0
        private void SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
        {
            if (!mode.Index.HasValue)
            {
                throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
            }
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }
            PixelFormatDescriptor formatDescriptor = new PixelFormatDescriptor();

            Functions.DescribePixelFormat(window.DeviceContext, (int)mode.Index.Value, (int)API.PixelFormatDescriptorSize, ref formatDescriptor);
            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref formatDescriptor))
            {
                throw new GraphicsContextException(string.Format("Requested GraphicsMode not available. SetPixelFormat error: {0}", (object)Marshal.GetLastWin32Error()));
            }
        }
Esempio n. 24
0
 public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
 {
     lock (WinGLNative.SyncRoot)
     {
         this.WindowProcedureDelegate = new WindowProcedure(this.WindowProcedure);
         this.window                        = new WinWindowInfo(this.CreateWindow(x, y, width, height, title, options, device, IntPtr.Zero), (WinWindowInfo)null);
         this.child_window                  = new WinWindowInfo(this.CreateWindow(0, 0, this.ClientSize.Width, this.ClientSize.Height, title, options, device, this.window.WindowHandle), this.window);
         this.exists                        = true;
         this.keyboard.Description          = "Standard Windows keyboard";
         this.keyboard.NumberOfFunctionKeys = 12;
         this.keyboard.NumberOfKeys         = 101;
         this.keyboard.NumberOfLeds         = 3;
         this.mouse.Description             = "Standard Windows mouse";
         this.mouse.NumberOfButtons         = 3;
         this.mouse.NumberOfWheels          = 1;
         this.keyboards.Add(this.keyboard);
         this.mice.Add(this.mouse);
     }
 }
Esempio n. 25
0
        /// <summary>Checks if <c>this</c> and <c>obj</c> reference the same win32 window.</summary>
        /// <param name="obj">The object to check against.</param>
        /// <returns>True if <c>this</c> and <c>obj</c> reference the same win32 window; false otherwise.</returns>
        public override bool Equals(object obj)
        {
            if (obj == null)
            {
                return(false);
            }
            if (this.GetType() != obj.GetType())
            {
                return(false);
            }
            WinWindowInfo info = (WinWindowInfo)obj;

            if (info == null)
            {
                return(false);
            }
            // TODO: Assumes windows will always have unique handles.
            return(handle.Equals(info.handle));
        }
Esempio n. 26
0
        static IntPtr RegisterForDeviceNotifications(WinWindowInfo parent)
        {
            IntPtr dev_notify_handle;
            BroadcastDeviceInterface bdi = new BroadcastDeviceInterface();

            bdi.Size       = BlittableValueType.StrideOf(bdi);
            bdi.DeviceType = DeviceBroadcastType.INTERFACE;
            bdi.ClassGuid  = DeviceInterfaceHid;
            unsafe
            {
                dev_notify_handle = Functions.RegisterDeviceNotification(parent.WindowHandle,
                                                                         new IntPtr((void *)&bdi), DeviceNotification.WINDOW_HANDLE);
            }
            if (dev_notify_handle == IntPtr.Zero)
            {
                Debug.Print("[Warning] Failed to register for device notifications. Error: {0}", Marshal.GetLastWin32Error());
            }

            return(dev_notify_handle);
        }
Esempio n. 27
0
        void SelectGraphicsModePFD(GraphicsMode format, WinWindowInfo window)
        {
            IntPtr deviceContext = window.DeviceContext;

            Debug.Print("Device context: {0}", deviceContext);
            ColorFormat color = format.ColorFormat;

            Debug.Print("Selecting pixel format PFD... ");
            PixelFormatDescriptor pfd = new PixelFormatDescriptor();

            pfd.Size    = PixelFormatDescriptor.DefaultSize;
            pfd.Version = PixelFormatDescriptor.DefaultVersion;
            pfd.Flags   =
                PixelFormatDescriptorFlags.SUPPORT_OPENGL |
                PixelFormatDescriptorFlags.DRAW_TO_WINDOW;
            pfd.ColorBits = (byte)(color.Red + color.Green + color.Blue);

            pfd.PixelType = color.IsIndexed ? PixelType.INDEXED : PixelType.RGBA;
            pfd.RedBits   = (byte)color.Red;
            pfd.GreenBits = (byte)color.Green;
            pfd.BlueBits  = (byte)color.Blue;
            pfd.AlphaBits = (byte)color.Alpha;

            pfd.DepthBits   = (byte)format.Depth;
            pfd.StencilBits = (byte)format.Stencil;

            if (format.Depth <= 0)
            {
                pfd.Flags |= PixelFormatDescriptorFlags.DEPTH_DONTCARE;
            }
            if (format.Buffers > 1)
            {
                pfd.Flags |= PixelFormatDescriptorFlags.DOUBLEBUFFER;
            }

            modeIndex = API.ChoosePixelFormat(deviceContext, ref pfd);
            if (modeIndex == 0)
            {
                throw new GraphicsModeException("The requested GraphicsMode is not available.");
            }
        }
Esempio n. 28
0
        void SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
        {
            // Find out what we really got as a format:
            IntPtr deviceContext      = window.DeviceContext;
            PixelFormatDescriptor pfd = new PixelFormatDescriptor();

            pfd.Size    = PixelFormatDescriptor.DefaultSize;
            pfd.Version = PixelFormatDescriptor.DefaultVersion;
            API.DescribePixelFormat(deviceContext, modeIndex, pfd.Size, ref pfd);

            Mode = new GraphicsMode(
                new ColorFormat(pfd.RedBits, pfd.GreenBits, pfd.BlueBits, pfd.AlphaBits),
                pfd.DepthBits, pfd.StencilBits,
                (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != 0 ? 2 : 1);

            Debug.Print("WGL mode index: " + modeIndex.ToString());
            if (!API.SetPixelFormat(window.DeviceContext, modeIndex, ref pfd))
            {
                throw new GraphicsContextException(String.Format(
                                                       "Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error()));
            }
        }
Esempio n. 29
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            if (window == null)
                throw new ArgumentNullException("window", "Must point to a valid window.");
            if (window.WindowHandle == IntPtr.Zero)
                throw new ArgumentException("window", "Must be a valid window.");

            Mode = format;

            Debug.Print("OpenGL will be bound to handle: {0}", window.WindowHandle);
            Debug.Write("Setting pixel format... ");
            this.SetGraphicsModePFD(format, (WinWindowInfo)window);

            if (!wgl_loaded)
            {
                // We need to create a temp context in order to load wgl extensions (e.g. for multisampling or GL3).
                // We cannot rely on OpenTK.Platform.Wgl until we create the context and call Wgl.LoadAll().
                Debug.Print("Creating temporary context for wgl extensions.");

                ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                Wgl.LoadAll();
                Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                Wgl.DeleteContext(temp_context.Handle);
                wgl_loaded = true;
            }

            if (Wgl.Delegates.wglCreateContextAttribsARB != null)
            {
                try
                {
                    Debug.Write("Using WGL_ARB_create_context... ");

                    List<int> attributes = new List<int>();
                    attributes.Add((int)ArbCreateContext.MajorVersion);
                    attributes.Add(major);
                    attributes.Add((int)ArbCreateContext.MinorVersion);
                    attributes.Add(minor);
                    if (flags != 0)
                    {
                        attributes.Add((int)ArbCreateContext.Flags);
                        attributes.Add((int)flags);
                    }
                    attributes.Add(0);

                    Handle = new ContextHandle(
                        Wgl.Arb.CreateContextAttribs(
                            window.DeviceContext,
                            sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                            attributes.ToArray()));
                    if (Handle == ContextHandle.Zero)
                        Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                    else
                        Debug.Print("success!");
                }
                catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                catch (NullReferenceException e) { Debug.Print(e.ToString()); }
            }

            if (Handle == ContextHandle.Zero)
            {
                // Failed to create GL3-level context, fall back to GL2.
                Debug.Write("Falling back to GL2... ");
                Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                if (Handle == ContextHandle.Zero)
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                if (Handle == ContextHandle.Zero)
                    throw new GraphicsContextException(
                        String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                            Marshal.GetLastWin32Error()));
            }

            Debug.WriteLine(String.Format("success! (id: {0})", Handle));

            if (sharedContext != null)
            {
                Debug.Print("Sharing state with context {0}", sharedContext.ToString());
                Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
            }
        }
Esempio n. 30
0
 public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
 {
     lock (WinGLContext.SyncRoot)
       {
     if (window == null)
       throw new ArgumentNullException("window", "Must point to a valid window.");
     if (window.WindowHandle == IntPtr.Zero)
       throw new ArgumentException("window", "Must be a valid window.");
     this.Mode = format;
     this.SetGraphicsModePFD(format, window);
     lock (WinGLContext.LoadLock)
     {
       if (!WinGLContext.wgl_loaded)
       {
     ContextHandle local_0 = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
     Wgl.Imports.MakeCurrent(window.DeviceContext, local_0.Handle);
     Wgl.LoadAll();
     Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
     Wgl.Imports.DeleteContext(local_0.Handle);
     WinGLContext.wgl_loaded = true;
       }
       if (Wgl.Delegates.wglCreateContextAttribsARB != null)
       {
     try
     {
       List<int> local_1 = new List<int>();
       local_1.Add(8337);
       local_1.Add(major);
       local_1.Add(8338);
       local_1.Add(minor);
       if (flags != GraphicsContextFlags.Default)
       {
         local_1.Add(8340);
         local_1.Add((int) flags);
       }
       local_1.Add(0);
       local_1.Add(0);
       this.Handle = new ContextHandle(Wgl.Arb.CreateContextAttribs(window.DeviceContext, sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero, local_1.ToArray()));
       int temp_84 = this.Handle == ContextHandle.Zero ? 1 : 0;
     }
     catch (EntryPointNotFoundException exception_0)
     {
     }
     catch (NullReferenceException exception_1)
     {
     }
       }
     }
     if (this.Handle == ContextHandle.Zero)
     {
       this.Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
       if (this.Handle == ContextHandle.Zero)
     this.Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
       if (this.Handle == ContextHandle.Zero)
     throw new GraphicsContextException(string.Format("Context creation failed. Wgl.CreateContext() error: {0}.", (object) Marshal.GetLastWin32Error()));
     }
     if (sharedContext == null)
       return;
     Marshal.GetLastWin32Error();
     Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, this.Handle.Handle);
       }
 }
Esempio n. 31
0
        public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
        {
            lock (SyncRoot)
            {
                // This is the main window procedure callback. We need the callback in order to create the window, so
                // don't move it below the CreateWindow calls.
                WindowProcedureDelegate = WindowProcedure;

                //// This timer callback is called periodically when the window enters a sizing / moving modal loop.
                //ModalLoopCallback = delegate(IntPtr handle, WindowMessage msg, UIntPtr eventId, int time)
                //{
                //    // Todo: find a way to notify the frontend that it should process queued up UpdateFrame/RenderFrame events.
                //    if (Move != null)
                //        Move(this, EventArgs.Empty);
                //};

                // To avoid issues with Ati drivers on Windows 6+ with compositing enabled, the context will not be
                // bound to the top-level window, but rather to a child window docked in the parent.
                window = new WinWindowInfo(
                    CreateWindow(x, y, width, height, title, options, device, IntPtr.Zero), null);
                child_window = new WinWindowInfo(
                    CreateWindow(0, 0, ClientSize.Width, ClientSize.Height, title, options, device, window.WindowHandle), window);

                exists = true;

                keyboard.Description = "Standard Windows keyboard";
                keyboard.NumberOfFunctionKeys = 12;
                keyboard.NumberOfKeys = 101;
                keyboard.NumberOfLeds = 3;

                mouse.Description = "Standard Windows mouse";
                mouse.NumberOfButtons = 3;
                mouse.NumberOfWheels = 1;

                keyboards.Add(keyboard);
                mice.Add(mouse);
            }
        }
Esempio n. 32
0
        static WinGLContext()
        {
            lock (LoadLock)
            {
                // Dynamically load opengl32.dll in order to use the extension loading capabilities of Wgl.
                if (opengl32Handle == IntPtr.Zero)
                {
                    opengl32Handle = Functions.LoadLibrary(opengl32Name);
                    if (opengl32Handle == IntPtr.Zero)
                    {
                        throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}",
                                                                     opengl32Name, Marshal.GetLastWin32Error()));
                    }
                    Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle));
                }

                // We need to create a temp context in order to load
                // wgl extensions (e.g. for multisampling or GL3).
                // We cannot rely on OpenTK.Platform.Wgl until we
                // create the context and call Wgl.LoadAll().
                Debug.Print("Creating temporary context for wgl extensions.");
                using (INativeWindow native = new NativeWindow())
                {
                    // Create temporary context and load WGL entry points
                    // First, set a compatible pixel format to the device context
                    // of the temp window
                    WinWindowInfo   window   = native.WindowInfo as WinWindowInfo;
                    WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);
                    SetGraphicsModePFD(selector, GraphicsMode.Default, window);

                    // Then, construct a temporary context and load all wgl extensions
                    ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (temp_context != ContextHandle.Zero)
                    {
                        // Make the context current.
                        // Note: on some video cards and on some virtual machines, wglMakeCurrent
                        // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround
                        // is to call wglMakeCurrent in a loop until it succeeds.
                        // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads
                        // Sigh...
                        for (int retry = 0; retry < 5; retry++)
                        {
                            bool success = Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                            if (!success)
                            {
                                Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
                                System.Threading.Thread.Sleep(10);
                            }
                            else
                            {
                                // wglMakeCurrent succeeded, we are done here!
                                break;
                            }
                        }

                        // Load wgl extensions and destroy temporary context
                        Wgl.LoadAll();
                        Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                        Wgl.Imports.DeleteContext(temp_context.Handle);
                    }
                    else
                    {
                        Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error());
                    }
                }
            }
        }
Esempio n. 33
0
 private static unsafe IntPtr RegisterForDeviceNotifications(WinWindowInfo parent)
 {
     BroadcastDeviceInterface type = new BroadcastDeviceInterface();
       type.Size = BlittableValueType.StrideOf<BroadcastDeviceInterface>(type);
       type.DeviceType = DeviceBroadcastType.INTERFACE;
       type.ClassGuid = WinRawInput.DeviceInterfaceHid;
       IntPtr num1 = Functions.RegisterDeviceNotification(parent.WindowHandle, new IntPtr((void*) &type), DeviceNotification.WINDOW_HANDLE);
       int num2 = num1 == IntPtr.Zero ? 1 : 0;
       return num1;
 }
        // Note: there is no relevant ARB function.
        void SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
        {
            Debug.Write("Setting pixel format... ");

            if (!mode.Index.HasValue)
                throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");

            if (window == null) throw new ArgumentNullException("window", "Must point to a valid window.");

            PixelFormatDescriptor pfd = new PixelFormatDescriptor();
            Functions.DescribePixelFormat(window.DeviceContext, (int)mode.Index.Value,
                API.PixelFormatDescriptorSize, ref pfd);
            Debug.WriteLine(mode.Index.ToString());
            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
                throw new GraphicsContextException(String.Format(
                    "Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error()));
        }
Esempio n. 35
0
 private void SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
 {
     if (!mode.Index.HasValue)
     throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
       if (window == null)
     throw new ArgumentNullException("window", "Must point to a valid window.");
       PixelFormatDescriptor formatDescriptor = new PixelFormatDescriptor();
       Functions.DescribePixelFormat(window.DeviceContext, (int) mode.Index.Value, (int) API.PixelFormatDescriptorSize, ref formatDescriptor);
       if (!Functions.SetPixelFormat(window.DeviceContext, (int) mode.Index.Value, ref formatDescriptor))
     throw new GraphicsContextException(string.Format("Requested GraphicsMode not available. SetPixelFormat error: {0}", (object) Marshal.GetLastWin32Error()));
 }
Esempio n. 36
0
        GraphicsMode SelectGraphicsModePFD(ColorDepth color, int depth, int stencil, int samples, ColorDepth accum,
                                           int buffers, bool stereo)
        {
            using (Control native_window = new Control())
                using (WinWindowInfo window = new WinWindowInfo(native_window.Handle, null))
                {
                    IntPtr deviceContext = ((WinWindowInfo)window).DeviceContext;
                    Debug.WriteLine(String.Format("Device context: {0}", deviceContext));

                    Debug.Write("Selecting pixel format... ");
                    PixelFormatDescriptor pixelFormat = new PixelFormatDescriptor();
                    pixelFormat.Size    = API.PixelFormatDescriptorSize;
                    pixelFormat.Version = API.PixelFormatDescriptorVersion;
                    pixelFormat.Flags   =
                        PixelFormatDescriptorFlags.SUPPORT_OPENGL |
                        PixelFormatDescriptorFlags.DRAW_TO_WINDOW;
                    pixelFormat.ColorBits = (byte)(color.Red + color.Green + color.Blue);

                    pixelFormat.PixelType = color.IsIndexed ? PixelType.INDEXED : PixelType.RGBA;
                    pixelFormat.RedBits   = (byte)color.Red;
                    pixelFormat.GreenBits = (byte)color.Green;
                    pixelFormat.BlueBits  = (byte)color.Blue;
                    pixelFormat.AlphaBits = (byte)color.Alpha;

                    if (accum.BitsPerPixel > 0)
                    {
                        pixelFormat.AccumBits      = (byte)(accum.Red + accum.Green + accum.Blue);
                        pixelFormat.AccumRedBits   = (byte)accum.Red;
                        pixelFormat.AccumGreenBits = (byte)accum.Green;
                        pixelFormat.AccumBlueBits  = (byte)accum.Blue;
                        pixelFormat.AccumAlphaBits = (byte)accum.Alpha;
                    }

                    pixelFormat.DepthBits   = (byte)depth;
                    pixelFormat.StencilBits = (byte)stencil;

                    if (depth <= 0)
                    {
                        pixelFormat.Flags |= PixelFormatDescriptorFlags.DEPTH_DONTCARE;
                    }
                    if (stereo)
                    {
                        pixelFormat.Flags |= PixelFormatDescriptorFlags.STEREO;
                    }
                    if (buffers > 1)
                    {
                        pixelFormat.Flags |= PixelFormatDescriptorFlags.DOUBLEBUFFER;
                    }

                    int pixel = Functions.ChoosePixelFormat(deviceContext, ref pixelFormat);
                    if (pixel == 0)
                    {
                        throw new GraphicsModeException("The requested GraphicsMode is not available.");
                    }

                    // Find out what we really got as a format:
                    PixelFormatDescriptor pfd = new PixelFormatDescriptor();
                    pixelFormat.Size    = API.PixelFormatDescriptorSize;
                    pixelFormat.Version = API.PixelFormatDescriptorVersion;
                    Functions.DescribePixelFormat(deviceContext, pixel, API.PixelFormatDescriptorSize, ref pfd);
                    GraphicsMode fmt = new GraphicsMode((IntPtr)pixel,
                                                        new ColorDepth(pfd.RedBits, pfd.GreenBits, pfd.BlueBits, pfd.AlphaBits),
                                                        pfd.DepthBits,
                                                        pfd.StencilBits,
                                                        0,
                                                        new ColorDepth(pfd.AccumBits),
                                                        (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != 0 ? 2 : 1,
                                                        (pfd.Flags & PixelFormatDescriptorFlags.STEREO) != 0);

                    return(fmt);
                }
        }
Esempio n. 37
0
        GraphicsMode SelectGraphicsModeARB(ColorDepth color, int depth, int stencil, int samples, ColorDepth accum,
                                           int buffers, bool stereo)
        {
            using (INativeWindow native_window = new NativeWindow())
                using (IGraphicsContext context = new GraphicsContext(new GraphicsMode(new ColorFormat(), 0, 0, 0, new ColorFormat(), 2, false), native_window.WindowInfo, 1, 0, GraphicsContextFlags.Default))
                {
                    WinWindowInfo window = (WinWindowInfo)native_window.WindowInfo;

                    Debug.Write("Selecting pixel format (ARB)... ");
                    if (Wgl.Delegates.wglChoosePixelFormatARB == null || Wgl.Delegates.wglGetPixelFormatAttribivARB == null)
                    {
                        Debug.WriteLine("failed");
                        return(null);
                    }

                    int[] attribs = new int[]
                    {
                        (int)WGL_ARB_pixel_format.AccelerationArb,

                        (int)WGL_ARB_pixel_format.AlphaBitsArb,
                        (int)WGL_ARB_pixel_format.RedBitsArb,
                        (int)WGL_ARB_pixel_format.GreenBitsArb,
                        (int)WGL_ARB_pixel_format.BlueBitsArb,
                        (int)WGL_ARB_pixel_format.ColorBitsArb,

                        (int)WGL_ARB_pixel_format.DepthBitsArb,
                        (int)WGL_ARB_pixel_format.StencilBitsArb,

                        (int)WGL_ARB_multisample.SampleBuffersArb,
                        (int)WGL_ARB_multisample.SamplesArb,

                        (int)WGL_ARB_pixel_format.AccumAlphaBitsArb,
                        (int)WGL_ARB_pixel_format.AccumRedBitsArb,
                        (int)WGL_ARB_pixel_format.AccumGreenBitsArb,
                        (int)WGL_ARB_pixel_format.AccumBlueBitsArb,
                        (int)WGL_ARB_pixel_format.AccumBitsArb,

                        (int)WGL_ARB_pixel_format.DoubleBufferArb,
                        (int)WGL_ARB_pixel_format.StereoArb,
                        0
                    };

                    int[] values = new int[attribs.Length];

                    int[] attribs_values = new int[]
                    {
                        (int)WGL_ARB_pixel_format.AccelerationArb, (int)WGL_ARB_pixel_format.FullAccelerationArb,

                        (int)WGL_ARB_pixel_format.RedBitsArb, color.Red,
                        (int)WGL_ARB_pixel_format.GreenBitsArb, color.Green,
                        (int)WGL_ARB_pixel_format.BlueBitsArb, color.Blue,
                        (int)WGL_ARB_pixel_format.AlphaBitsArb, color.Alpha,
                        (int)WGL_ARB_pixel_format.ColorBitsArb, color.BitsPerPixel,

                        (int)WGL_ARB_pixel_format.DepthBitsArb, depth,
                        (int)WGL_ARB_pixel_format.StencilBitsArb, stencil,

                        (int)WGL_ARB_multisample.SampleBuffersArb, samples > 0 ? 1 : 0,
                        (int)WGL_ARB_multisample.SamplesArb, samples,

                        (int)WGL_ARB_pixel_format.AccumRedBitsArb, accum.Red,
                        (int)WGL_ARB_pixel_format.AccumGreenBitsArb, accum.Green,
                        (int)WGL_ARB_pixel_format.AccumBlueBitsArb, accum.Blue,
                        (int)WGL_ARB_pixel_format.AccumAlphaBitsArb, accum.Alpha,
                        (int)WGL_ARB_pixel_format.AccumBitsArb, accum.BitsPerPixel,

                        (int)WGL_ARB_pixel_format.DoubleBufferArb, 1,
                        (int)WGL_ARB_pixel_format.StereoArb, stereo ? 1 : 0,
                        0, 0
                    };

                    int[] pixel = new int[1], num_formats = new int[1];
                    Wgl.Arb.ChoosePixelFormat(window.DeviceContext, attribs_values, null, 1, pixel, num_formats);
                    if (num_formats[0] == 0 || pixel[0] == 0)
                    {
                        // Try again without an accumulator. Many modern cards cannot accelerate multisampled formats with accumulator buffers.
                        attribs_values[10 * 2 + 1] = attribs_values[11 * 2 + 1] = attribs_values[12 * 2 + 1] = attribs_values[13 * 2 + 1] = attribs_values[14 * 2 + 1] = 0;
                        Wgl.Arb.ChoosePixelFormat(window.DeviceContext, attribs_values, null, 1, pixel, num_formats);
                    }
                    if (num_formats[0] == 0 || pixel[0] == 0)
                    {
                        Debug.WriteLine("failed");
                        return(null);
                    }

                    // Find out what we really got as a format:
                    Wgl.Arb.GetPixelFormatAttrib(window.DeviceContext, pixel[0], 0, attribs.Length, attribs, values);

                    GraphicsMode mode = new GraphicsMode(new IntPtr(pixel[0]),
                                                         new ColorDepth(values[1], values[2], values[3], values[4]),
                                                         values[6],
                                                         values[7],
                                                         values[8] != 0 ? values[9] : 0,
                                                         new ColorDepth(values[10], values[11], values[12], values[13]),
                                                         values[15] == 1 ? 2 : 1,
                                                         values[16] == 1 ? true : false);

                    Debug.WriteLine("success!");
                    return(mode);
                }
        }
Esempio n. 38
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (SyncRoot)
            {
                if (window == null)
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                if (window.Handle == IntPtr.Zero)
                    throw new ArgumentException("window", "Must be a valid window.");

                Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
                    System.Threading.Thread.CurrentThread.ManagedThreadId);

                lock (LoadLock)
                {
                    ModeSelector = new WinGraphicsMode(window.DeviceContext);
                    Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);

                    if (Wgl.Delegates.wglCreateContextAttribsARB != null)
                    {
                        try
                        {
                            Debug.Write("Using WGL_ARB_create_context... ");

                            List<int> attributes = new List<int>();
                            attributes.Add((int)ArbCreateContext.MajorVersion);
                            attributes.Add(major);
                            attributes.Add((int)ArbCreateContext.MinorVersion);
                            attributes.Add(minor);
                            if (flags != 0)
                            {
                                attributes.Add((int)ArbCreateContext.ContextFlags);
                                attributes.Add((int)GetARBContextFlags(flags));
                                attributes.Add((int)ArbCreateContext.ProfileMask);
                                attributes.Add((int)GetARBContextProfile(flags));
                            }
                            // According to the docs, " <attribList> specifies a list of attributes for the context.
                            // The list consists of a sequence of <name,value> pairs terminated by the
                            // value 0. [...]"
                            // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
                            attributes.Add(0);
                            attributes.Add(0);

                            Handle = new ContextHandle(
                                Wgl.Arb.CreateContextAttribs(
                                    window.DeviceContext,
                                    sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                                    attributes.ToArray()));
                            if (Handle == ContextHandle.Zero)
                                Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                        }
                        catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                        catch (NullReferenceException e) { Debug.Print(e.ToString()); }
                    }
                }

                if (Handle == ContextHandle.Zero)
                {
                    // Failed to create GL3-level context, fall back to GL2.
                    Debug.Write("Falling back to GL2... ");
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (Handle == ContextHandle.Zero)
                        Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (Handle == ContextHandle.Zero)
                        throw new GraphicsContextException(
                            String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                Marshal.GetLastWin32Error()));
                }

                Debug.WriteLine(String.Format("success! (id: {0})", Handle));

                // Todo: is this comment still true?
                // On intel drivers, wgl entry points appear to change
                // when creating multiple contexts. As a workaround,
                // we reload Wgl entry points every time we create a
                // new context - this solves the issue without any apparent
                // side-effects (i.e. the old contexts can still be handled
                // using the new entry points.)
                // Sigh...
                Wgl.LoadAll();

                if (sharedContext != null)
                {
                    Marshal.GetLastWin32Error();
                    Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
                    bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                    Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
                }
            }
        }
Esempio n. 39
0
 public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
 {
   lock (WinGLNative.SyncRoot)
   {
     this.WindowProcedureDelegate = new WindowProcedure(this.WindowProcedure);
     this.window = new WinWindowInfo(this.CreateWindow(x, y, width, height, title, options, device, IntPtr.Zero), (WinWindowInfo) null);
     this.child_window = new WinWindowInfo(this.CreateWindow(0, 0, this.ClientSize.Width, this.ClientSize.Height, title, options, device, this.window.WindowHandle), this.window);
     this.exists = true;
     this.keyboard.Description = "Standard Windows keyboard";
     this.keyboard.NumberOfFunctionKeys = 12;
     this.keyboard.NumberOfKeys = 101;
     this.keyboard.NumberOfLeds = 3;
     this.mouse.Description = "Standard Windows mouse";
     this.mouse.NumberOfButtons = 3;
     this.mouse.NumberOfWheels = 1;
     this.keyboards.Add(this.keyboard);
     this.mice.Add(this.mouse);
   }
 }
Esempio n. 40
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (LoadLock)
            {
                if (window == null)
                {
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                }
                if (window.Handle == IntPtr.Zero)
                {
                    throw new ArgumentException("window", "Must be a valid window.");
                }

                IntPtr           current_context = Wgl.GetCurrentContext();
                INativeWindow    temp_window     = null;
                TemporaryContext temp_context    = null;
                try
                {
                    if (current_context == IntPtr.Zero)
                    {
                        // Create temporary context to load WGL extensions
                        temp_window     = new NativeWindow();
                        temp_context    = new TemporaryContext(temp_window);
                        current_context = Wgl.GetCurrentContext();
                        if (current_context != IntPtr.Zero && current_context == temp_context.Context.Handle)
                        {
                            new Wgl().LoadEntryPoints();
                        }
                    }

                    Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
                                System.Threading.Thread.CurrentThread.ManagedThreadId);

                    ModeSelector = new WinGraphicsMode(window.DeviceContext);
                    Mode         = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);

                    if (Wgl.SupportsFunction("wglCreateContextAttribsARB"))
                    {
                        try
                        {
                            Debug.Write("Using WGL_ARB_create_context... ");

                            List <int> attributes = new List <int>();
                            attributes.Add((int)ArbCreateContext.MajorVersion);
                            attributes.Add(major);
                            attributes.Add((int)ArbCreateContext.MinorVersion);
                            attributes.Add(minor);
                            if (flags != 0)
                            {
                                attributes.Add((int)ArbCreateContext.ContextFlags);
                                attributes.Add((int)GetARBContextFlags(flags));
                                attributes.Add((int)ArbCreateContext.ProfileMask);
                                attributes.Add((int)GetARBContextProfile(flags));
                            }
                            // According to the docs, " <attribList> specifies a list of attributes for the context.
                            // The list consists of a sequence of <name,value> pairs terminated by the
                            // value 0. [...]"
                            // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
                            attributes.Add(0);
                            attributes.Add(0);

                            Handle = new ContextHandle(
                                Wgl.Arb.CreateContextAttribs(
                                    window.DeviceContext,
                                    sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                                    attributes.ToArray()));
                            if (Handle == ContextHandle.Zero)
                            {
                                Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                            }
                        }
                        catch (Exception e) { Debug.Print(e.ToString()); }
                    }

                    if (Handle == ContextHandle.Zero)
                    {
                        // Failed to create GL3-level context, fall back to GL2.
                        Debug.Write("Falling back to GL2... ");
                        Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                        if (Handle == ContextHandle.Zero)
                        {
                            Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                        }
                        if (Handle == ContextHandle.Zero)
                        {
                            throw new GraphicsContextException(
                                      String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                                    Marshal.GetLastWin32Error()));
                        }
                    }

                    Debug.WriteLine(String.Format("success! (id: {0})", Handle));
                }
                finally
                {
                    if (temp_context != null)
                    {
                        temp_context.Dispose();
                        temp_context = null;
                    }
                    if (temp_window != null)
                    {
                        temp_window.Dispose();
                        temp_window = null;
                    }
                }
            }

            // Todo: is this comment still true?
            // On intel drivers, wgl entry points appear to change
            // when creating multiple contexts. As a workaround,
            // we reload Wgl entry points every time we create a
            // new context - this solves the issue without any apparent
            // side-effects (i.e. the old contexts can still be handled
            // using the new entry points.)
            // Sigh...
            MakeCurrent(window);
            new Wgl().LoadEntryPoints();

            if (sharedContext != null)
            {
                Marshal.GetLastWin32Error();
                Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
                bool result = Wgl.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
            }
        }
Esempio n. 41
0
 /// <summary>
 /// Constructs a new instance with the specified window handle and paren.t
 /// </summary>
 /// <param name="handle">The window handle for this instance.</param>
 /// <param name="parent">The parent window of this instance (may be null).</param>
 public WinWindowInfo(IntPtr handle, WinWindowInfo parent)
 {
     this.handle = handle;
     this.parent = parent;
 }
Esempio n. 42
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }
            if (window.WindowHandle == IntPtr.Zero)
            {
                throw new ArgumentException("window", "Must be a valid window.");
            }

            Mode = format;

            Debug.Print("OpenGL will be bound to handle: {0}", window.WindowHandle);
            Debug.Write("Setting pixel format... ");
            this.SetGraphicsModePFD(format, (WinWindowInfo)window);

            if (!wgl_loaded)
            {
                // We need to create a temp context in order to load wgl extensions (e.g. for multisampling or GL3).
                // We cannot rely on OpenTK.Platform.Wgl until we create the context and call Wgl.LoadAll().
                Debug.Print("Creating temporary context for wgl extensions.");

                ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                Wgl.LoadAll();
                Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                Wgl.DeleteContext(temp_context.Handle);
                wgl_loaded = true;
            }

            if (Wgl.Delegates.wglCreateContextAttribsARB != null)
            {
                try
                {
                    Debug.Write("Using WGL_ARB_create_context... ");

                    List <int> attributes = new List <int>();
                    attributes.Add((int)ArbCreateContext.MajorVersion);
                    attributes.Add(major);
                    attributes.Add((int)ArbCreateContext.MinorVersion);
                    attributes.Add(minor);
                    if (flags != 0)
                    {
                        attributes.Add((int)ArbCreateContext.Flags);
                        attributes.Add((int)flags);
                    }
                    attributes.Add(0);

                    Handle = new ContextHandle(
                        Wgl.Arb.CreateContextAttribs(
                            window.DeviceContext,
                            sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                            attributes.ToArray()));
                    if (Handle == ContextHandle.Zero)
                    {
                        Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                    }
                    else
                    {
                        Debug.Print("success!");
                    }
                }
                catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                catch (NullReferenceException e) { Debug.Print(e.ToString()); }
            }

            if (Handle == ContextHandle.Zero)
            {
                // Failed to create GL3-level context, fall back to GL2.
                Debug.Write("Falling back to GL2... ");
                Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                if (Handle == ContextHandle.Zero)
                {
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                }
                if (Handle == ContextHandle.Zero)
                {
                    throw new GraphicsContextException(
                              String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                            Marshal.GetLastWin32Error()));
                }
            }

            Debug.WriteLine(String.Format("success! (id: {0})", Handle));

            if (sharedContext != null)
            {
                Debug.Print("Sharing state with context {0}", sharedContext.ToString());
                Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
            }
        }
Esempio n. 43
0
        public WinGLNative(int x, int y, int width, int height, string title, GameWindowFlags options, DisplayDevice device)
        {
            lock (SyncRoot)
            {
                // This is the main window procedure callback. We need the callback in order to create the window, so
                // don't move it below the CreateWindow calls.
                WindowProcedureDelegate = WindowProcedure;

                //// This timer callback is called periodically when the window enters a sizing / moving modal loop.
                //ModalLoopCallback = delegate(IntPtr handle, WindowMessage msg, UIntPtr eventId, int time)
                //{
                //    // Todo: find a way to notify the frontend that it should process queued up UpdateFrame/RenderFrame events.
                //    if (Move != null)
                //        Move(this, EventArgs.Empty);
                //};

                int scale_width = width;
                int scale_height = height;
                int scale_x = x;
                int scale_y = y;
                if (Toolkit.Options.EnableHighResolution)
                {
                    // CreateWindow takes values in pixels.
                    // According to the high-dpi guidelines,
                    // we need to scale these values by the
                    // current DPI.
                    // Search MSDN for "How to Ensure That
                    // Your Application Displays Properly on
                    // High-DPI Displays"
                    scale_width = ScaleX(width);
                    scale_height = ScaleY(height);
                    scale_x = ScaleX(x);
                    scale_y = ScaleY(y);
                }

                // To avoid issues with Ati drivers on Windows 6+ with compositing enabled, the context will not be
                // bound to the top-level window, but rather to a child window docked in the parent.
                window = new WinWindowInfo(
                    CreateWindow(
                        scale_x, scale_y, scale_width, scale_height,
                        title, options, device, IntPtr.Zero),
                    null);
                child_window = new WinWindowInfo(
                    CreateWindow(
                        0, 0, ClientSize.Width, ClientSize.Height,
                        title, options, device, window.Handle),
                    window);

                exists = true;

                keyboard.Description = "Standard Windows keyboard";
                keyboard.NumberOfFunctionKeys = 12;
                keyboard.NumberOfKeys = 101;
                keyboard.NumberOfLeds = 3;

                mouse.Description = "Standard Windows mouse";
                mouse.NumberOfButtons = 3;
                mouse.NumberOfWheels = 1;

                keyboards.Add(keyboard);
                mice.Add(mouse);
            }
        }
Esempio n. 44
0
        // Note: there is no relevant ARB function.
        internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector,
            GraphicsMode mode, WinWindowInfo window)
        {
            Debug.Write("Setting pixel format... ");
            if (window == null)
                throw new ArgumentNullException("window", "Must point to a valid window.");

            if (!mode.Index.HasValue)
            {
                mode = mode_selector.SelectGraphicsMode(
                    mode.ColorFormat, mode.Depth, mode.Stencil,
                    mode.Samples, mode.AccumulatorFormat,
                    mode.Buffers, mode.Stereo);
            }

            PixelFormatDescriptor pfd = new PixelFormatDescriptor();
            Functions.DescribePixelFormat(
                window.DeviceContext, (int)mode.Index.Value,
                API.PixelFormatDescriptorSize, ref pfd);
            
            Debug.WriteLine(mode.Index.ToString());
            
            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
            {
                throw new GraphicsContextException(String.Format(
                    "Requested GraphicsMode not available. SetPixelFormat error: {0}",
                    Marshal.GetLastWin32Error()));
            }

            return mode;
        }
        public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            if (handle == ContextHandle.Zero)
                throw new ArgumentException("handle");
            if (window == null)
                throw new ArgumentNullException("window");

            Handle = handle;
        }
Esempio n. 46
0
        GraphicsMode SelectGraphicsModePFD(ColorDepth color, int depth, int stencil, int samples, ColorDepth accum,
            int buffers, bool stereo)
        {
            using (Control native_window = new Control())
            using (WinWindowInfo window = new WinWindowInfo(native_window.Handle, null))
            {
                IntPtr deviceContext = ((WinWindowInfo)window).DeviceContext;
                Debug.WriteLine(String.Format("Device context: {0}", deviceContext));

                Debug.Write("Selecting pixel format... ");
                PixelFormatDescriptor pixelFormat = new PixelFormatDescriptor();
                pixelFormat.Size = API.PixelFormatDescriptorSize;
                pixelFormat.Version = API.PixelFormatDescriptorVersion;
                pixelFormat.Flags =
                    PixelFormatDescriptorFlags.SUPPORT_OPENGL |
                    PixelFormatDescriptorFlags.DRAW_TO_WINDOW;
                pixelFormat.ColorBits = (byte)(color.Red + color.Green + color.Blue);

                pixelFormat.PixelType = color.IsIndexed ? PixelType.INDEXED : PixelType.RGBA;
                pixelFormat.RedBits = (byte)color.Red;
                pixelFormat.GreenBits = (byte)color.Green;
                pixelFormat.BlueBits = (byte)color.Blue;
                pixelFormat.AlphaBits = (byte)color.Alpha;

                if (accum.BitsPerPixel > 0)
                {
                    pixelFormat.AccumBits = (byte)(accum.Red + accum.Green + accum.Blue);
                    pixelFormat.AccumRedBits = (byte)accum.Red;
                    pixelFormat.AccumGreenBits = (byte)accum.Green;
                    pixelFormat.AccumBlueBits = (byte)accum.Blue;
                    pixelFormat.AccumAlphaBits = (byte)accum.Alpha;
                }

                pixelFormat.DepthBits = (byte)depth;
                pixelFormat.StencilBits = (byte)stencil;

                if (depth <= 0) pixelFormat.Flags |= PixelFormatDescriptorFlags.DEPTH_DONTCARE;
                if (stereo) pixelFormat.Flags |= PixelFormatDescriptorFlags.STEREO;
                if (buffers > 1) pixelFormat.Flags |= PixelFormatDescriptorFlags.DOUBLEBUFFER;

                int pixel = Functions.ChoosePixelFormat(deviceContext, ref pixelFormat);
                if (pixel == 0)
                    throw new GraphicsModeException("The requested GraphicsMode is not available.");

                // Find out what we really got as a format:
                PixelFormatDescriptor pfd = new PixelFormatDescriptor();
                pixelFormat.Size = API.PixelFormatDescriptorSize;
                pixelFormat.Version = API.PixelFormatDescriptorVersion;
                Functions.DescribePixelFormat(deviceContext, pixel, API.PixelFormatDescriptorSize, ref pfd);
                GraphicsMode fmt = new GraphicsMode((IntPtr)pixel,
                    new ColorDepth(pfd.RedBits, pfd.GreenBits, pfd.BlueBits, pfd.AlphaBits),
                    pfd.DepthBits,
                    pfd.StencilBits,
                    0,
                    new ColorDepth(pfd.AccumBits),
                    (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != 0 ? 2 : 1,
                    (pfd.Flags & PixelFormatDescriptorFlags.STEREO) != 0);

                return fmt;
            }
        }
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (SyncRoot)
            {
                if (window == null)
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                if (window.WindowHandle == IntPtr.Zero)
                    throw new ArgumentException("window", "Must be a valid window.");

                Mode = format;

                Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.WindowHandle,
                    System.Threading.Thread.CurrentThread.ManagedThreadId);
                this.SetGraphicsModePFD(format, (WinWindowInfo)window);

                lock (LoadLock)
                {
                    if (!wgl_loaded)
                    {
                        // We need to create a temp context in order to load wgl extensions (e.g. for multisampling or GL3).
                        // We cannot rely on OpenTK.Platform.Wgl until we create the context and call Wgl.LoadAll().
                        Debug.Print("Creating temporary context for wgl extensions.");
                        ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                        Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                        Wgl.LoadAll();
                        Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                        Wgl.Imports.DeleteContext(temp_context.Handle);
                        wgl_loaded = true;
                    }

                    if (Wgl.Delegates.wglCreateContextAttribsARB != null)
                    {
                        try
                        {
                            Debug.Write("Using WGL_ARB_create_context... ");

                            List<int> attributes = new List<int>();
                            attributes.Add((int)ArbCreateContext.MajorVersion);
                            attributes.Add(major);
                            attributes.Add((int)ArbCreateContext.MinorVersion);
                            attributes.Add(minor);
                            if (flags != 0)
                            {
                                attributes.Add((int)ArbCreateContext.Flags);
#warning "This is not entirely correct: Embedded is not a valid flag! We need to add a GetARBContextFlags(GraphicsContextFlags) method."
                                attributes.Add((int)flags);
                            }
                            // According to the docs, " <attribList> specifies a list of attributes for the context.
                            // The list consists of a sequence of <name,value> pairs terminated by the
                            // value 0. [...]"
                            // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
                            attributes.Add(0);
                            attributes.Add(0);

                            Handle = new ContextHandle(
                                Wgl.Arb.CreateContextAttribs(
                                    window.DeviceContext,
                                    sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                                    attributes.ToArray()));
                            if (Handle == ContextHandle.Zero)
                                Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                        }
                        catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                        catch (NullReferenceException e) { Debug.Print(e.ToString()); }
                    }
                }

                if (Handle == ContextHandle.Zero)
                {
                    // Failed to create GL3-level context, fall back to GL2.
                    Debug.Write("Falling back to GL2... ");
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (Handle == ContextHandle.Zero)
                        Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (Handle == ContextHandle.Zero)
                        throw new GraphicsContextException(
                            String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                Marshal.GetLastWin32Error()));
                }

                Debug.WriteLine(String.Format("success! (id: {0})", Handle));

                if (sharedContext != null)
                {
                    Marshal.GetLastWin32Error();
                    Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
                    bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                    Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
                }
            }
        }
Esempio n. 48
0
 public WinDXContext(GraphicsMode format, WinWindowInfo window)
 {
     Debug.Print( "doing nothing" );
 }