在 winforms 中显示 OpenTk.GLControl
Showing OpenTk.GLControl in winforms
我一直在尝试在 C# winforms 中显示 OpenGl 图形,我偶然发现了一个非常有用的 NuGet 包,称为 OpenTK。我遵循了 OpenTK's Learn tab 上的介绍性教程,并且能够渲染一些简单的形状。该教程非常有用,但它的前提是在 GameWindow 中显示 OpengGL 图形(与主窗体分开)。我发现可以通过使用 OpenTK.GLControl 控件直接在主窗体中显示 OpenGL 图形。为了工作,我安装了额外的 NuGet 包 OpenTK.GLControl。我在 Form1.Designer.cs 文件中添加了控件,并在 Form1.cs 中定义了其必要的方法。但是,我看不到 GLControl。
我是否遗漏了代码中的关键步骤,或者我的 packages/dll 文件有问题?
Form1.Designer.cs:
private void InitializeComponent()
{
/* Generic Form1 code */
this.gLControl.Location = new System.Drawing.Point(-2, 0);
this.gLControl.Name = "gLControl";
this.gLControl.Size = new System.Drawing.Size(500, 300);
this.gLControl.TabIndex = 0;
this.gLControl.VSync = false;
this.gLControl.Load += new System.EventHandler(this.GLControl_Load);
this.gLControl.Resize += new System.EventHandler(this.GLControl_Resize);
this.gLControl.Paint += new System.Windows.Forms.PaintEventHandler(this.GLControl_Paint);
}
private OpenTK.GLControl gLControl;
Form1.cs:
private bool _loaded;
private Shader shader;
public Form1()
{
InitializeComponent();
}
private void GLControl_Load(object sender, EventArgs e)
{
GL.ClearColor(0.3f, 0.2f, 0.3f, 1.0f);
GL.Enable(EnableCap.DepthTest);
GL.Viewport(0, 0, gLControl.Width, gLControl.Height);
shader = new Shader("shader.vert", "shader.frag");
shader.Use();
_loaded = true;
gLControl.Invalidate();
}
private void GLControl_Resize(object sender, EventArgs e)
{
if (!_loaded)
return;
GL.Viewport(0, 0, gLControl.Width, gLControl.Height);
gLControl.Invalidate();
}
private void GLControl_Paint(object sender, PaintEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
shader.Use();
gLControl.SwapBuffers();
}
Shader.cs:
class Shader
{
int Handle;
public Shader(string vertexPath, string fragmentPath)
{
int VertexShader;
int FragmentShader;
string VertexShaderSource;
using (StreamReader reader = new StreamReader(vertexPath, Encoding.UTF8))
{
VertexShaderSource = reader.ReadToEnd();
}
string FragmentShaderSource;
using (StreamReader reader = new StreamReader(fragmentPath, Encoding.UTF8))
{
FragmentShaderSource = reader.ReadToEnd();
}
VertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(VertexShader, VertexShaderSource);
FragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(FragmentShader, FragmentShaderSource);
GL.CompileShader(VertexShader);
string infoLogVert = GL.GetShaderInfoLog(VertexShader);
if (infoLogVert != System.String.Empty)
Console.WriteLine(infoLogVert);
GL.CompileShader(FragmentShader);
string infoLogFrag = GL.GetShaderInfoLog(FragmentShader);
if (infoLogFrag != System.String.Empty)
Console.WriteLine(infoLogFrag);
Handle = GL.CreateProgram();
GL.AttachShader(Handle, VertexShader);
GL.AttachShader(Handle, FragmentShader);
GL.LinkProgram(Handle);
GL.DetachShader(Handle, VertexShader);
GL.DetachShader(Handle, FragmentShader);
GL.DeleteShader(FragmentShader);
GL.DeleteShader(VertexShader);
}
public void Use()
{
GL.UseProgram(Handle);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
GL.DeleteProgram(Handle);
disposedValue = true;
}
}
~Shader()
{
GL.DeleteProgram(Handle);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
shader.vert:
#version 330 core
layout (location = 0) in vec3 aPosition;
void main()
{
gl_Position = vec4(aPosition, 1.0);
}
shader.frag:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
您没有将控件添加到窗体:
this.Controls.Add(this.gLControl);
我一直在尝试在 C# winforms 中显示 OpenGl 图形,我偶然发现了一个非常有用的 NuGet 包,称为 OpenTK。我遵循了 OpenTK's Learn tab 上的介绍性教程,并且能够渲染一些简单的形状。该教程非常有用,但它的前提是在 GameWindow 中显示 OpengGL 图形(与主窗体分开)。我发现可以通过使用 OpenTK.GLControl 控件直接在主窗体中显示 OpenGL 图形。为了工作,我安装了额外的 NuGet 包 OpenTK.GLControl。我在 Form1.Designer.cs 文件中添加了控件,并在 Form1.cs 中定义了其必要的方法。但是,我看不到 GLControl。
我是否遗漏了代码中的关键步骤,或者我的 packages/dll 文件有问题?
Form1.Designer.cs:
private void InitializeComponent()
{
/* Generic Form1 code */
this.gLControl.Location = new System.Drawing.Point(-2, 0);
this.gLControl.Name = "gLControl";
this.gLControl.Size = new System.Drawing.Size(500, 300);
this.gLControl.TabIndex = 0;
this.gLControl.VSync = false;
this.gLControl.Load += new System.EventHandler(this.GLControl_Load);
this.gLControl.Resize += new System.EventHandler(this.GLControl_Resize);
this.gLControl.Paint += new System.Windows.Forms.PaintEventHandler(this.GLControl_Paint);
}
private OpenTK.GLControl gLControl;
Form1.cs:
private bool _loaded;
private Shader shader;
public Form1()
{
InitializeComponent();
}
private void GLControl_Load(object sender, EventArgs e)
{
GL.ClearColor(0.3f, 0.2f, 0.3f, 1.0f);
GL.Enable(EnableCap.DepthTest);
GL.Viewport(0, 0, gLControl.Width, gLControl.Height);
shader = new Shader("shader.vert", "shader.frag");
shader.Use();
_loaded = true;
gLControl.Invalidate();
}
private void GLControl_Resize(object sender, EventArgs e)
{
if (!_loaded)
return;
GL.Viewport(0, 0, gLControl.Width, gLControl.Height);
gLControl.Invalidate();
}
private void GLControl_Paint(object sender, PaintEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
shader.Use();
gLControl.SwapBuffers();
}
Shader.cs:
class Shader
{
int Handle;
public Shader(string vertexPath, string fragmentPath)
{
int VertexShader;
int FragmentShader;
string VertexShaderSource;
using (StreamReader reader = new StreamReader(vertexPath, Encoding.UTF8))
{
VertexShaderSource = reader.ReadToEnd();
}
string FragmentShaderSource;
using (StreamReader reader = new StreamReader(fragmentPath, Encoding.UTF8))
{
FragmentShaderSource = reader.ReadToEnd();
}
VertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(VertexShader, VertexShaderSource);
FragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(FragmentShader, FragmentShaderSource);
GL.CompileShader(VertexShader);
string infoLogVert = GL.GetShaderInfoLog(VertexShader);
if (infoLogVert != System.String.Empty)
Console.WriteLine(infoLogVert);
GL.CompileShader(FragmentShader);
string infoLogFrag = GL.GetShaderInfoLog(FragmentShader);
if (infoLogFrag != System.String.Empty)
Console.WriteLine(infoLogFrag);
Handle = GL.CreateProgram();
GL.AttachShader(Handle, VertexShader);
GL.AttachShader(Handle, FragmentShader);
GL.LinkProgram(Handle);
GL.DetachShader(Handle, VertexShader);
GL.DetachShader(Handle, FragmentShader);
GL.DeleteShader(FragmentShader);
GL.DeleteShader(VertexShader);
}
public void Use()
{
GL.UseProgram(Handle);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
GL.DeleteProgram(Handle);
disposedValue = true;
}
}
~Shader()
{
GL.DeleteProgram(Handle);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
shader.vert:
#version 330 core
layout (location = 0) in vec3 aPosition;
void main()
{
gl_Position = vec4(aPosition, 1.0);
}
shader.frag:
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
您没有将控件添加到窗体:
this.Controls.Add(this.gLControl);