示例#1
0
        protected override FontBitmapEntry CreateFontBitmapEntry(IFont font)
        {
            var dcHandle = _context.DeviceContextHandle;
            var r        = _context.RenderContextHandle;

            GLWindows.wglMakeCurrent(dcHandle, r);

            var fontHeight = (Int32)(font.Size * (20.0f / 12.0f));
            var weight     = GetFontWeight(font);

            //  Create the font based on the face name.
            var hFont = Native.CreateFont(fontHeight, 0, 0, 0, (UInt32)weight, 0, 0, 0,
                                          Native.DEFAULT_CHARSET,
                                          Native.OUT_OUTLINE_PRECIS, Native.CLIP_DEFAULT_PRECIS, Native.CLEARTYPE_QUALITY,
                                          Native.VARIABLE_PITCH, font.FamilyName);


            var hOldObject = Native.SelectObject(dcHandle, hFont);
            var listBase   = GL.glGenLists(1);

            GLWindows.wglUseFontBitmaps(dcHandle, 0, 255, listBase);

            Native.SelectObject(dcHandle, hOldObject);
            Native.DeleteObject(hFont);

            var fbe = new FontBitmapEntry(font, _context, listBase, 255);

            return(fbe);
        }
        protected void UpdateContextVersion()
        {
            //  If the request version number is anything up to and including 2.1, standard render contexts
            //  will provide what we need (as long as the graphics card drivers are up to date).
            var requestedVersionNumber = VersionAttribute.GetVersionAttribute(_requestedOpenGLVersion);

            if (requestedVersionNumber.IsAtLeastVersion(3, 0) == false)
            {
                return;
            }

            //  Now the none-trivial case. We must use the WGL_ARB_create_context extension to
            //  attempt to create a 3.0+ context.
            try
            {
                Int32[] attributes =
                {
                    WGL_CONTEXT_MAJOR_VERSION_ARB, requestedVersionNumber.Major,
                    WGL_CONTEXT_MINOR_VERSION_ARB, requestedVersionNumber.Minor,
                    WGL_CONTEXT_FLAGS_ARB,         WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
                    0
                };
                var hrc = CreateContextAttribsARB(IntPtr.Zero, attributes);
                GLWindows.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);
                GLWindows.wglDeleteContext(_renderContextHandle);
                GLWindows.wglMakeCurrent(_deviceContextHandle, hrc);
                _renderContextHandle = hrc;
            }
            catch (Exception)
            {
                //  TODO: can we actually get the real version?
            }
        }
示例#3
0
        protected Boolean DoPreRender()
        {
            if (!_host.IsLoaded)
            {
                return(false);
            }

            _context.EnsureSurfaceSize();

            GLWindows.wglMakeCurrent(_context.DeviceContextHandle,
                                     _context.RenderContextHandle);
            GL.glClear(GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT);
            GL.glLoadIdentity();

            GL.glTranslatef(0, 0.0f, -3.0f);
            return(true);
        }
        public void Initialize()
        {
            SetSizeFromHost();

            _windowHandle = _windowBuilder.BuildNativeWindow(_roundedWidth, _roundedHeight);

            _deviceContextHandle = Native.GetDC(_windowHandle);



            var pfd = new Pixelformatdescriptor();

            pfd.Init();
            pfd.nVersion     = 1;
            pfd.dwFlags      = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
            pfd.iPixelType   = PFD_TYPE_RGBA;
            pfd.cColorBits   = _bitDepth;
            pfd.cDepthBits   = 16;
            pfd.cStencilBits = 8;
            pfd.iLayerType   = PFD_MAIN_PLANE;

            Int32 iPixelformat;

            if ((iPixelformat = Native.ChoosePixelFormat(_deviceContextHandle, pfd)) == 0)
            {
                throw new InvalidOperationException();
            }

            if (Native.SetPixelFormat(_deviceContextHandle, iPixelformat, pfd) == 0)
            {
                throw new InvalidOperationException();
            }

            _renderContextHandle = GLWindows.wglCreateContext(_deviceContextHandle);

            GLWindows.wglMakeCurrent(_deviceContextHandle, _renderContextHandle);
            UpdateContextVersion();
            CreateDBOs();


            GL.glShadeModel(GL.SMOOTH);
            GL.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
            GL.glClearDepth(1.0f);
            GL.glEnable(GL.DEPTHTEST);
            GL.glDepthFunc(GL.LEQUAL);
            GL.glHint(GL.PERSPECTIVE_CORRECTION_HINT, GL.NICEST);

            OnSizeChanged();


            /////////////////////////////////////////////////////////////////

            var vertexShaderSource = "#version 330 core\n" +
                                     "layout (location = 0) in vec3 aPos;\n" +
                                     "void main()\n" +
                                     "{\n" +
                                     "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" +
                                     "}\0";

            var fragmentShaderSource = "#version 330 core\n" +
                                       "out vec4 FragColor;\n" +
                                       "void main()\n" +
                                       "{\n" +
                                       "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" +
                                       "}\n\0";


            var vertexShader = GL.CreateVertexShader();

            GL.ShaderSource(vertexShader, vertexShaderSource);
            GL.CompileShader(vertexShader);
            var rdrr = GL.GetCompileStatus(vertexShader);

            var fragmentShader = GL.CreateShader(GL.GL_FRAGMENT_SHADER);

            GL.ShaderSource(fragmentShader, fragmentShaderSource);
            GL.CompileShader(fragmentShader);
            rdrr = GL.GetCompileStatus(fragmentShader);

            GL.DeleteShader(vertexShader);
            GL.DeleteShader(fragmentShader);


            //////////////////////////////


            float[] vertices =
            {
                0.5f,   0.5f, 0.0f, // top right
                0.5f,  -0.5f, 0.0f, // bottom right
                -0.5f, -0.5f, 0.0f, // bottom left
                -0.5f,  0.5f, 0.0f  // top left
            };
            ushort[] indices =
            {
                // note that we start from 0!
                0, 1, 3, // first Triangle
                1, 2, 3  // second Triangle
            };

            uint VBO, VAO = 1, EBO;

            uint[] vaoIds = new uint[1];
            GL.GenVertexArrays(1, vaoIds);
            VAO = vaoIds[0];

            uint[] vboBuffers = new uint[1];
            GL.GenBuffers(1, vboBuffers);
            VBO = vboBuffers[0];

            uint[] ebobuffers = new uint[1];
            GL.GenBuffers(1, ebobuffers);
            EBO = ebobuffers[0];

            //// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
            GL.BindVertexArray(VAO);

            GL.BindBuffer(GL.GL_ARRAY_BUFFER, VBO);
            GL.BufferData(GL.GL_ARRAY_BUFFER, vertices, GL.GL_STATIC_DRAW);

            GL.BindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, EBO);
            GL.BufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indices, GL.GL_STATIC_DRAW);

            GL.VertexAttribPointer(0, 3, GL.GL_FLOAT, false, 3 * 0, IntPtr.Zero);
            GL.EnableVertexAttribArray(0);

            //// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
            GL.BindBuffer(GL.GL_ARRAY_BUFFER, 0);

            // remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
            //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

            // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
            // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
            GL.BindVertexArray(0);



            /////////////////////////////////////////////////////////////////
        }