在 winforms 中显示 OpenTk.GLControl

Ini*_*aJr 4 c# opengl graphics winforms opentk

我一直在尝试在 C# winforms 中显示 OpenGl 图形,并且偶然发现了一个非常有用的 NuGet 包,称为 OpenTK。我按照OpenTK 的“学习”选项卡上的介绍性教程进行操作,并且能够渲染一些简单的形状。该教程非常有帮助,但它是基于在 GameWindow(与主窗体分开)中显示 OpenGL 图形。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。为了正常工作,我安装了附加的 NuGet 包 OpenTK.GLControl。我在 Form1.Designer.cs 文件中添加了该控件,并在 Form1.cs 中定义了其必要的方法。但是,我看不到 GLControl。

我的代码中是否缺少关键步骤,或者包/dll 文件是否有问题?

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;
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表格1.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();
    }
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着色器.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);
    }
}
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着色器.vert:

#version 330 core
layout (location = 0) in vec3 aPosition;

void main()
{
    gl_Position = vec4(aPosition, 1.0);
}
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着色器.frag:

#version 330 core
out vec4 FragColor;

void main()
{
    FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
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Rab*_*d76 5

您错过了将控件添加到表单中:

this.Controls.Add(this.gLControl);
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