/// <summary> /// Construct a control display /// </summary> /// <param name="items">Items to store GL data to</param> /// <param name="win">GLWindowControl to hook to</param> /// <param name="mc">Matrix Calc to use</param> /// <param name="depthtest">Enable depth test</param> /// <param name="startz">Start Z for nearest top level window</param> /// <param name="deltaz">Delta Z between each top level window</param> /// <param name="arbbufferid">ARB buffer to use for texture bindless storage</param> public GLControlDisplay(GLItemsList items, GLWindowControl win, GLMatrixCalc mc, bool depthtest = true, // do depth testing or not float startz = 0.001f, // z for the deepest window (only will apply if depth testing float deltaz = 0.001f, // delta betwwen them int arbbufferid = 10 ) : base("displaycontrol", new Rectangle(0, 0, mc.ScreenCoordMax.Width, mc.ScreenCoordMax.Height)) { glwin = win; MatrixCalc = mc; context = GLStatics.GetContext(); this.items = items; vertexes = items.NewBuffer(); vertexarray = items.NewVertexArray(); vertexes.Bind(vertexarray, 0, 0, vertexesperentry * sizeof(float)); // bind to 0, from 0, 2xfloats. Must bind after vertexarray is made as its bound during construction vertexarray.Attribute(0, 0, vertexesperentry, OpenTK.Graphics.OpenGL4.VertexAttribType.Float); // bind 0 on attr 0, 2 components per vertex GLRenderState rc = GLRenderState.Tri(); rc.PrimitiveRestart = 0xff; rc.DepthTest = depthtest; this.startz = startz; this.deltaz = deltaz; ri = new GLRenderableItem(PrimitiveType.TriangleStrip, rc, 0, vertexarray); // create a renderable item ri.CreateRectangleElementIndexByte(items.NewBuffer(), 255 / 5); // note this limits top level controls number to 255/5. ri.DrawCount = 0; // nothing to draw at this point shader = new GLShaderPipeline(new GLPLVertexShaderScreenTexture(), new GLPLFragmentShaderBindlessTexture(arbbufferid, true, discardiftransparent: true)); items.Add(shader); textures = new Dictionary <GLBaseControl, GLTexture2D>(); size = new Dictionary <GLBaseControl, Size>(); visible = new Dictionary <GLBaseControl, bool>(); texturebinds = items.NewBindlessTextureHandleBlock(arbbufferid); glwin.MouseMove += Gc_MouseMove; glwin.MouseClick += Gc_MouseClick; glwin.MouseDoubleClick += Gc_MouseDoubleClick; glwin.MouseDown += Gc_MouseDown; glwin.MouseUp += Gc_MouseUp; glwin.MouseEnter += Gc_MouseEnter; glwin.MouseLeave += Gc_MouseLeave; glwin.MouseWheel += Gc_MouseWheel; glwin.KeyDown += Gc_KeyDown; glwin.KeyUp += Gc_KeyUp; glwin.KeyPress += Gc_KeyPress; glwin.Resize += Gc_Resize; glwin.Paint += Gc_Paint; suspendLayoutCount = 0; }