517 lines
17 KiB
C#
517 lines
17 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2009 the Open Toolkit library, except where noted.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Drawing;
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using System.Data;
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using System.Text;
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using System.Windows.Forms;
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using OpenTK.Platform;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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namespace OpenTK
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{
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/// <summary>
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/// OpenGL-aware WinForms control.
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/// The WinForms designer will always call the default constructor.
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/// Inherit from this class and call one of its specialized constructors
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/// to enable antialiasing or custom <see cref="GraphicsMode"/>s.
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/// </summary>
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public partial class GLControl : UserControl
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{
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IGraphicsContext context;
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IGLControl implementation;
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GraphicsMode format;
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int major, minor;
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GraphicsContextFlags flags;
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bool? initial_vsync_value;
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// Indicates that OnResize was called before OnHandleCreated.
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// To avoid issues with missing OpenGL contexts, we suppress
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// the premature Resize event and raise it as soon as the handle
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// is ready.
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bool resize_event_suppressed;
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// Indicates whether the control is in design mode. Due to issues
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// wiith the DesignMode property and nested controls,we need to
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// evaluate this in the constructor.
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readonly bool design_mode;
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#region --- Constructors ---
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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public GLControl()
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: this(GraphicsMode.Default)
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{ }
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/// <summary>
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/// Constructs a new instance with the specified GraphicsMode.
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/// </summary>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the control.</param>
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public GLControl(GraphicsMode mode)
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: this(mode, 1, 0, GraphicsContextFlags.Default)
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{ }
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/// <summary>
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/// Constructs a new instance with the specified GraphicsMode.
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/// </summary>
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/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the control.</param>
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/// <param name="major">The major version for the OpenGL GraphicsContext.</param>
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/// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
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/// <param name="flags">The GraphicsContextFlags for the OpenGL GraphicsContext.</param>
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public GLControl(GraphicsMode mode, int major, int minor, GraphicsContextFlags flags)
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{
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if (mode == null)
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throw new ArgumentNullException("mode");
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// SDL does not currently support embedding
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// on external windows. If Open.Toolkit is not yet
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// initialized, we'll try to request a native backend
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// that supports embedding.
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// Most people are using GLControl through the
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// WinForms designer in Visual Studio. This approach
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// works perfectly in that case.
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Toolkit.Init(new ToolkitOptions
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{
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Backend = PlatformBackend.PreferNative
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});
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SetStyle(ControlStyles.Opaque, true);
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SetStyle(ControlStyles.UserPaint, true);
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SetStyle(ControlStyles.AllPaintingInWmPaint, true);
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DoubleBuffered = false;
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this.format = mode;
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this.major = major;
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this.minor = minor;
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this.flags = flags;
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// Note: the DesignMode property may be incorrect when nesting controls.
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// We use LicenseManager.UsageMode as a workaround (this only works in
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// the constructor).
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design_mode =
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DesignMode ||
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LicenseManager.UsageMode == LicenseUsageMode.Designtime;
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InitializeComponent();
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}
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#endregion
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#region --- Private Methods ---
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IGLControl Implementation
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{
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get
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{
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ValidateState();
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return implementation;
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}
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}
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[Conditional("DEBUG")]
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void ValidateContext(string message)
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{
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if (!Context.IsCurrent)
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{
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Debug.Print("[GLControl] Attempted to access {0} on a non-current context. Results undefined.", message);
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}
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}
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void ValidateState()
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{
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if (IsDisposed)
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throw new ObjectDisposedException(GetType().Name);
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if (!IsHandleCreated)
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CreateControl();
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if (implementation == null || context == null || context.IsDisposed)
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RecreateHandle();
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}
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#endregion
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#region --- Protected Methods ---
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/// <summary>
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/// Gets the <c>CreateParams</c> instance for this <c>GLControl</c>
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/// </summary>
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protected override CreateParams CreateParams
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{
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get
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{
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const int CS_VREDRAW = 0x1;
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const int CS_HREDRAW = 0x2;
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const int CS_OWNDC = 0x20;
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CreateParams cp = base.CreateParams;
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if (Configuration.RunningOnWindows)
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{
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// Setup necessary class style for OpenGL on windows
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cp.ClassStyle |= CS_VREDRAW | CS_HREDRAW | CS_OWNDC;
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}
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return cp;
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}
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}
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/// <summary>Raises the HandleCreated event.</summary>
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/// <param name="e">Not used.</param>
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protected override void OnHandleCreated(EventArgs e)
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{
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if (context != null)
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context.Dispose();
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if (implementation != null)
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implementation.WindowInfo.Dispose();
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if (design_mode)
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implementation = new DummyGLControl();
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else
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implementation = new GLControlFactory().CreateGLControl(format, this);
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context = implementation.CreateContext(major, minor, flags);
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MakeCurrent();
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if (!design_mode)
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((IGraphicsContextInternal)Context).LoadAll();
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// Deferred setting of vsync mode. See VSync property for more information.
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if (initial_vsync_value.HasValue)
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{
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Context.SwapInterval = initial_vsync_value.Value ? 1 : 0;
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initial_vsync_value = null;
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}
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base.OnHandleCreated(e);
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if (resize_event_suppressed)
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{
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OnResize(EventArgs.Empty);
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resize_event_suppressed = false;
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}
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}
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/// <summary>Raises the HandleDestroyed event.</summary>
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/// <param name="e">Not used.</param>
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protected override void OnHandleDestroyed(EventArgs e)
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{
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if (context != null)
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{
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context.Dispose();
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context = null;
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}
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if (implementation != null)
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{
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implementation.WindowInfo.Dispose();
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implementation = null;
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}
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base.OnHandleDestroyed(e);
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}
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/// <summary>
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/// Raises the System.Windows.Forms.Control.Paint event.
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/// </summary>
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/// <param name="e">A System.Windows.Forms.PaintEventArgs that contains the event data.</param>
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protected override void OnPaint(PaintEventArgs e)
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{
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ValidateState();
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if (design_mode)
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e.Graphics.Clear(BackColor);
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base.OnPaint(e);
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}
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/// <summary>
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/// Raises the Resize event.
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/// Note: this method may be called before the OpenGL context is ready.
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/// Check that IsHandleCreated is true before using any OpenGL methods.
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/// </summary>
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/// <param name="e">A System.EventArgs that contains the event data.</param>
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protected override void OnResize(EventArgs e)
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{
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// Do not raise OnResize event before the handle and context are created.
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if (!IsHandleCreated)
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{
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resize_event_suppressed = true;
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return;
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}
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if (Configuration.RunningOnMacOS)
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{
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DelayUpdate delay = PerformContextUpdate;
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BeginInvoke(delay); //Need the native window to resize first otherwise our control will be in the wrong place.
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}
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else if (context != null)
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context.Update (Implementation.WindowInfo);
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base.OnResize(e);
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}
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/// <summary>
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/// Needed to delay the invoke on OS X. Also needed because OpenTK is .NET 2, otherwise I'd use an inline Action.
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/// </summary>
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public delegate void DelayUpdate();
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/// <summary>
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/// Execute the delayed context update
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/// </summary>
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public void PerformContextUpdate()
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{
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if (context != null)
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context.Update (Implementation.WindowInfo);
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}
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/// <summary>
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/// Raises the ParentChanged event.
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/// </summary>
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/// <param name="e">A System.EventArgs that contains the event data.</param>
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protected override void OnParentChanged(EventArgs e)
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{
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if (context != null)
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context.Update(Implementation.WindowInfo);
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base.OnParentChanged(e);
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}
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#endregion
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#region --- Public Methods ---
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#region public void SwapBuffers()
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/// <summary>
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/// Swaps the front and back buffers, presenting the rendered scene to the screen.
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/// This method will have no effect on a single-buffered <c>GraphicsMode</c>.
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/// </summary>
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public void SwapBuffers()
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{
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ValidateState();
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Context.SwapBuffers();
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}
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#endregion
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#region public void MakeCurrent()
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/// <summary>
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/// <para>
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/// Makes <see cref="GLControl.Context"/> current in the calling thread.
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/// All OpenGL commands issued are hereafter interpreted by this context.
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/// </para>
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/// <para>
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/// When using multiple <c>GLControl</c>s, calling <c>MakeCurrent</c> on
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/// one control will make all other controls non-current in the calling thread.
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/// </para>
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/// <seealso cref="Context"/>
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/// <para>
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/// A <c>GLControl</c> can only be current in one thread at a time.
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/// To make a control non-current, call <c>GLControl.Context.MakeCurrent(null)</c>.
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/// </para>
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/// </summary>
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public void MakeCurrent()
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{
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ValidateState();
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Context.MakeCurrent(Implementation.WindowInfo);
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}
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#endregion
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#region public bool IsIdle
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/// <summary>
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/// Gets a value indicating whether the current thread contains pending system messages.
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/// </summary>
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[Browsable(false)]
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public bool IsIdle
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{
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get
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{
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ValidateState();
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return Implementation.IsIdle;
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}
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}
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#endregion
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#region public IGraphicsContext Context
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/// <summary>
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/// Gets the <c>IGraphicsContext</c> instance that is associated with the <c>GLControl</c>.
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/// The associated <c>IGraphicsContext</c> is updated whenever the <c>GLControl</c>
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/// handle is created or recreated.
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/// When using multiple <c>GLControl</c>s, ensure that <c>Context</c>
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/// is current before performing any OpenGL operations.
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/// <seealso cref="MakeCurrent"/>
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/// </summary>
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[Browsable(false)]
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public IGraphicsContext Context
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{
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get
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{
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ValidateState();
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return context;
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}
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private set { context = value; }
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}
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#endregion
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#region public float AspectRatio
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/// <summary>
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/// Gets the aspect ratio of this GLControl.
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/// </summary>
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[Description("The aspect ratio of the client area of this GLControl.")]
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public float AspectRatio
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{
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get
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{
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ValidateState();
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return ClientSize.Width / (float)ClientSize.Height;
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}
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}
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#endregion
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#region public bool VSync
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/// <summary>
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/// Gets or sets a value indicating whether vsync is active for this <c>GLControl</c>.
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/// When using multiple <c>GLControl</c>s, ensure that <see cref="Context"/>
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/// is current before accessing this property.
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/// <seealso cref="Context"/>
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/// <seealso cref="MakeCurrent"/>
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/// </summary>
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[Description("Indicates whether GLControl updates are synced to the monitor's refresh rate.")]
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public bool VSync
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{
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get
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{
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if (!IsHandleCreated)
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{
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return initial_vsync_value.HasValue ?
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initial_vsync_value.Value : true;
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}
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ValidateState();
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ValidateContext("VSync");
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return Context.SwapInterval != 0;
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}
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set
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{
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// The winforms designer sets this to false by default which forces control creation.
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// However, events are typically connected after the VSync = false assignment, which
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// can lead to "event xyz is not fired" issues.
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// Work around this issue by deferring VSync mode setting to the HandleCreated event.
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if (!IsHandleCreated)
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{
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initial_vsync_value = value;
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return;
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}
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ValidateState();
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ValidateContext("VSync");
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Context.SwapInterval = value ? 1 : 0;
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}
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}
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#endregion
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#region public GraphicsMode GraphicsMode
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/// <summary>
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/// Gets the <c>GraphicsMode</c> of the <c>IGraphicsContext</c> associated with
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/// this <c>GLControl</c>. If you wish to change <c>GraphicsMode</c>, you must
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/// destroy and recreate the <c>GLControl</c>.
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/// </summary>
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public GraphicsMode GraphicsMode
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{
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get
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{
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ValidateState();
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return Context.GraphicsMode;
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}
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}
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#endregion
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#region WindowInfo
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/// <summary>
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/// Gets the <see cref="OpenTK.Platform.IWindowInfo"/> for this instance.
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/// </summary>
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public IWindowInfo WindowInfo
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{
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get { return implementation.WindowInfo; }
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}
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#endregion
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#region public Bitmap GrabScreenshot()
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/// <summary>
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/// Grabs a screenshot of the frontbuffer contents.
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/// When using multiple <c>GLControl</c>s, ensure that <see cref="Context"/>
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/// is current before accessing this property.
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/// <seealso cref="Context"/>
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/// <seealso cref="MakeCurrent"/>
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/// </summary>
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/// <returns>A System.Drawing.Bitmap, containing the contents of the frontbuffer.</returns>
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/// <exception cref="OpenTK.Graphics.GraphicsContextException">
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/// Occurs when no OpenTK.Graphics.GraphicsContext is current in the calling thread.
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/// </exception>
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[Obsolete("This method will not work correctly with OpenGL|ES. Please use GL.ReadPixels to capture the contents of the framebuffer (refer to http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk for more information).")]
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public Bitmap GrabScreenshot()
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{
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ValidateState();
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ValidateContext("GrabScreenshot()");
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Bitmap bmp = new Bitmap(this.ClientSize.Width, this.ClientSize.Height);
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System.Drawing.Imaging.BitmapData data =
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bmp.LockBits(this.ClientRectangle, System.Drawing.Imaging.ImageLockMode.WriteOnly,
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System.Drawing.Imaging.PixelFormat.Format24bppRgb);
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GL.ReadPixels(0, 0, this.ClientSize.Width, this.ClientSize.Height, PixelFormat.Bgr, PixelType.UnsignedByte,
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data.Scan0);
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bmp.UnlockBits(data);
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bmp.RotateFlip(RotateFlipType.RotateNoneFlipY);
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return bmp;
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}
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#endregion
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#endregion
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}
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}
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