I'm using OpenTK to make a C# OpenGL application.
I'm trying not to use the GameWindow class to open a context - here is my class managing a window + context :
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Platform;
using OpenTK.Input;
class Window
{
private INativeWindow window_;
private IGraphicsContext context_;
private bool isExiting_;
public Window(int width, int height, bool fullscreen, string title = "StormEngine application")
{
window_ = new NativeWindow(width, height, title, fullscreen ? GameWindowFlags.Fullscreen : GameWindowFlags.FixedWindow, GraphicsMode.Default, DisplayDevice.Default);
context_ = new GraphicsContext(GraphicsMode.Default, window_.WindowInfo, 4, 4, GraphicsContextFlags.Default);
context_.MakeCurrent(window_.WindowInfo);
window_.Visible = true;
window_.KeyDown += (sender, e) =>
{
if (e.Keyboard[Key.Escape])
window_.Close();
};
isExiting_ = false;
}
public Window(int width, int height) : this(width, height, false) { }
public bool EndFrame()
{
context_.SwapBuffers();
window_.ProcessEvents();
return (window_.Exists && !isExiting_);
}
}
I'm then calling Window w = new Window(800, 480); to open a window.
But as soon as I make a call to an OpenGL method, in my case int programId = GL.CreateProgram();, I am given a AccessViolationException.
My guess is that OpenGL function pointers are not loaded correctly, but I cannot find where the problem happens (I get no information about what happens inside GL.CreateProgam()).
Any idea of what might be happening, why, and how to resolve that ? :)
Forget it, I found my mistake :)
In OpenTK, a GraphicsContext needs, once created and made current, to be loaded.
To do so, just after context_.MakeCurrent(window_.WindowInfo);, I added :
(context_ as IGraphicsContextInternal).LoadAll()
I had to figure it out from the GameWindow class source on Github, tho, because this way to create a window isn't documented at all ^^
And it now works like a charm. :)
Related
i'm working with the Solidworks Pdm Api and i'm developing an addin using Windows Forms to show information about some files.
In the api docs, recommend to use this class to set the Pdm window as parent
public class WindowHandle : IWin32Window
{
private IntPtr mHwnd;
public WindowHandle(int hWnd)
{
mHwnd = new IntPtr(hWnd);
}
public IntPtr Handle
{
get { return mHwnd; }
}
}
And it works well, so, when i will show my form, i'm doing the next
//i recived hWnd parameter from the api
WindowHandle myHandle = new WindowHandle(hWnd);
var weForm = new myForm();
weForm.StartPosition = FormStartPosition.CenterParent;
weForm.ShowDialog(myHandle);
At this point, the form shows without problem, the Pdm Window is effectively the parent, but the Form is not centered.
I found this question about how to center forms in his parent, but apparently anyone work when you use a custom class inherited from IWin32Window.
What can i do to center my form?
If the auto-centering feature isn't working then you'll need to do the math yourself.
The math basically means that you align the center points of each window.
int left = parentBounds.Left + (parentBounds.Width / 2) - (childBounds.Width / 2);
int right = parentBounds.Top + (parentBounds.Height / 2) - (childBounds.Height / 2);
I'm trying to create a Screenshot of all Screens on my PC. In the past I've been using the GDI Method, but due to performance issues I'm trying the DirectX way.
I can take a Screenshot of a single Screen without issues, with a code like this:
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using System.Windows.Forms;
using System.Drawing;
class Capture : Form
{
private Device device;
private Surface surface;
public Capture()
{
PresentParameters p = new PresentParameters();
p.Windowed = true;
p.SwapEffect = SwapEffect.Discard;
device = new Device(0, DeviceType.Hardware, this, CreateFlags.HardwareVertexProcessing, p);
surface = device.CreateOffscreenPlainSurface(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, Format.A8B8G8R8, Pool.Scratch);
}
public Bitmap Frame()
{
GraphicsStream gs = SurfaceLoader.SaveToStream(ImageFileFormat.Jpg, surface);
return new Bitmap(gs);
}
}
(Lets ignore deleting the Bitmap from memory for this question)
With that Code I can take a Screenshot of my Primary Screen. Changing the first parameter of the Device constructor to a different number corresponds to a different Screen. If I have 3 Screens and I pass 2 as a parameter, I get a Screenshot of my third Screen.
The issue I have is how to handle capturing all Screens. I came up with the following:
class CaptureScreen : Form
{
private int index;
private Screen screen;
private Device device;
private Surface surface;
public Rectangle ScreenBounds { get { return screen.Bounds; } }
public Device Device { get { return device; } }
public CaptureScreen(int index, Screen screen, PresentParameters p)
{
this.screen = screen; this.index = index;
device = new Device(index, DeviceType.Hardware, this, CreateFlags.HardwareVertexProcessing, p);
surface = device.CreateOffscreenPlainSurface(screen.Bounds.Width, screen.Bounds.Height, Format.A8R8G8B8, Pool.Scratch);
}
public Bitmap Frame()
{
device.GetFrontBufferData(0, surface);
GraphicsStream gs = SurfaceLoader.SaveToStream(ImageFileFormat.Jpg, surface);
return new Bitmap(gs);
}
}
class CaptureDirectX : Form
{
private CaptureScreen[] screens;
private int width = 0;
private int height = 0;
public CaptureDirectX()
{
PresentParameters p = new PresentParameters();
p.Windowed = true;
p.SwapEffect = SwapEffect.Discard;
screens = new CaptureScreen[Screen.AllScreens.Length];
for (int i = 0; i < Screen.AllScreens.Length; i++)
{
screens[i] = new CaptureScreen(i, Screen.AllScreens[i], p);
//reset previous devices
if (i > 0)
{
for(int j = 0; j < i; j++)
{
screens[j].Device.Reset(p);
}
}
width += Screen.AllScreens[i].Bounds.Width;
if (Screen.AllScreens[i].Bounds.Height > height)
{
height = Screen.AllScreens[i].Bounds.Height;
}
}
}
public Bitmap Frame()
{
Bitmap result = new Bitmap(width, height);
using (var g = Graphics.FromImage(result))
{
for (int i = 0; i < screens.Length; i++)
{
Bitmap frame = screens[i].Frame();
g.DrawImage(frame, screens[i].Bounds);
}
}
return result;
}
}
As you can see, I iterate though the available Screens and create multiple devices and surfaces in a seperate Class. But calling Frame() of the CaptureDirectX class throws the following error:
An unhandled exception of type 'Microsoft.DirectX.Direct3D.InvalidCallException' occurred in Microsoft.DirectX.Direct3D.dll
At the line
device.GetFrontBufferData(0, surface);
I've been researching this a bit but didn't have a whole lot of success. I'm not really sure what the issue is.
I've found a link that offers a solution that's talking about resetting the Device Objects. But as you can see in my code above, I've been trying to reset all previously created Device objects, sadly without success.
So my questions are:
Is what I'm trying to achieve even possible through this method (i.e. GetFrontBufferData) ?
What am I doing wrong? What am I missing?
Do you see any performance issues when capturing the Screen at a high rate, like say 30 fps? (Capturing a single screen with a target of 30fps gave me a rate of about 25 - 30fps, compared with the GDI methology which sinks to like 15fps sometimes)
FYI it's a WPF application, i.e. .NET 4.5
Edit: I should mention that I'm aware of IDXGI_DesktopDuplication but sadly it doesn't fit my requirements. As far as I know, that API is only available from Windows 8 onwards, but I'm trying to get a solution that works from Windows 7 onwards because of my clients.
Well, in the end the solution was something completely different. The System.Windows.Forms.Screen Class doesn't play nicely with the DirectX Classes. Why? Because the indexes don't match up. The first object in AllScreens does not necessarly have to be index 0 in the Device instatiation.
Now usually this isn't a problem, except when you have a "strange" monitor setup like mine. On the desk I have 3 screens, one vertical (1200,1920), one horizontal (1920, 1200) and another horizontal laptop screen (1920, 1080).
What happened in my case: The first object in AllScreens was the vertical monitor on the left. I try to create a device for index 0, 1200 width and 1920 height. Index 0 corresponds to my main monitor though, i.e. the horizontal monitor in the middle. So I'm essentially going out of the screen bounds with my instatiation. The instatiation doesn't throw an exception and at some point later I try to read the front buffer data. Bam, Exception because I'm trying to take a 1200x1920 screenshot of a monitor that's 1920x1200.
Sadly, even after I got this working, the performance was no good. A single frame of all 3 monitors takes about 300 to 500ms. Even with a single monitor, the execution time was something like 100ms. Not good enough for my usecase.
Didn't get the Backbuffer to work either, it just produces black images.
I went back to the GDI method and enhanced it by only updating specific chunks of the bitmap on each Frame() call. You want to capture a 1920x1200 region, which gets cut into 480x300 Rectangles.
Hi so like the title says, i'm trying to make an image Viewer for a project ( a bit in the kind of Windows Image viewer). I saw a lot of code displaying their RenderForm into a RenderLoop, but I don't like this solution since I don't want to refresh the image infinitely in the RenderLoop. I want to call the Draw method only when I need to redraw(on a zoom by example.) The problem is, now I've tried to use renderLoop.Show() but it does not stay on the screen and close right after all code has been executed...
using SharpDX;
using SharpDX.Windows;
using SharpDX.D3DCompiler;
using SharpDX.Direct2D1;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Mathematics;
using System.Drawing;
using System.Windows.Forms;
using Device = SharpDX.Direct3D11.Device;
using Color = SharpDX.Color;
namespace SharpDXWic
{
public class SharpDXDisplay : IDisposable
{
private const int WIDTH = 1500;
private const int HEIGHT = 800;
private Device device;
private SwapChain swapChain;
private RenderForm renderForm;
private RenderTargetView targetView;
public SharpDXDisplay(string display_title)
{
renderForm = new RenderForm(display_title);
renderForm.Width = WIDTH;
renderForm.Height = HEIGHT;
Texture2D target;
SwapChainDescription scd = new SwapChainDescription()
{
BufferCount = 1,
Flags = SwapChainFlags.None,
IsWindowed = true,
ModeDescription = new ModeDescription(WIDTH,HEIGHT, new Rational(60, 1),Format.R8G8B8A8_UNorm),
OutputHandle = renderForm.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
Device.CreateWithSwapChain( SharpDX.Direct3D.DriverType.Hardware,DeviceCreationFlags.Debug, scd, out device, out swapChain);
target = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
targetView = new RenderTargetView(device, target);
device.ImmediateContext.OutputMerger.SetRenderTargets(targetView);
renderForm.Show();
device.ImmediateContext.ClearRenderTargetView(targetView, Color.CornflowerBlue);
swapChain.Present(0, PresentFlags.None);
}
private void OnClosing()
{
Dispose();
}
public void Dispose()
{
device.Dispose();
swapChain.Dispose();
renderForm.Dispose();
targetView.Dispose();
}
}
}
My goal here would be to Draw() a form without entering the RenderLoop. I only want to refresh the image on-demand and not refresh it constantly.
It is in fact possible to display an image into a Windows Form without using an infinite loop. Adding action like zooming or resizing to your form and perform action (such has redraw your image) works perfectly.
Of course, if you are making a video game, that is not the best solution because you want constant render of your graphics. However, for an image viewer, it is perfectly fine to draw everything to a windows form only once and update it on ActionEvents.
Can anybody explain me this Java code in C#, since I use Mono for Android? For example I can't find OnGlobalLayoutListener in Mono for Android.
On Android it looks like this:
vto.addOnGlobalLayoutListener(new ViewTreeObserver.OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
int newWidth, newHeight, oldHeight, oldWidth;
//the new width will fit the screen
newWidth = metrics.widthPixels;
//so we can scale proportionally
oldHeight = iv.getDrawable().getIntrinsicHeight();
oldWidth = iv.getDrawable().getIntrinsicWidth();
newHeight = Math.floor((oldHeight * newWidth) / oldWidth);
iv.setLayoutParams(new LinearLayout.LayoutParams(newWidth, newHeight));
iv.setScaleType(ImageView.ScaleType.CENTER_CROP);
//so this only happens once
iv.getViewTreeObserver().removeGlobalOnLayoutListener(this);
}
});
What is the Mono for Android equivalent?
OnGlobalLayoutListener is an interface, so in C# it is exposed as ViewTreeObserver.IOnGlobalLayoutListener. Since C# doesn't support anonymous classes as seen here in Java, you would need to provide an implementation of that interface and pass that into AddOnGlobalLayoutListener():
public class MyLayoutListener : Java.Lang.Object, ViewTreeObserver.IOnGlobalLayoutListener
{
public void OnGlobalLayout()
{
// do stuff here
}
}
vto.AddOnGlobalLayoutListener(new MyLayoutListener());
You can do this if you want, but the preferred way in Mono for Android is to use events in place of listener interfaces. In this case, it is exposed as the GlobalLayout event:
vto.GlobalLayout += (sender, args) =>
{
// do stuff here
};
You can get an instance of the ViewTreeObserver like this:
var contentView = activity.Window.DecorView.FindViewById(Android.Resource.Id.Content);
contentView.ViewTreeObserver.GlobalLayout += ViewTreeObserverOnGlobalLayout;
Here is an information from Android Developers website :
addOnGlobalLayoutListener(ViewTreeObserver.OnGlobalLayoutListener
listener)
Register a callback to be invoked when the global layout state or the visibility of views within the view tree changes
Here is the link you can take a look : addOnGlobalLayoutListener. and here onGlobalLayoutListener
I need to draw a line (with the mouse) over everything with C#. I can get a Graphics object of the desktop window by using P/Invoke:
DesktopGraphics = Graphics.FromHdc(GetDC(IntPtr.Zero));
However, anything I draw using this graphics object is only showing on the left monitor, and nothing on the right monitor. It doesn't fail or anything, it just doesn't show.
After I create the Graphics object, it shows the visible clip region to be 1680 x 1050 which is the resolution of my left monitor. I can only assume that it's only getting a device context for the left monitor. Is their a way to get the device context for both (or any number) monitors?
EDIT 3/7/2009:
Additional information about the fix I used.
I used the fix provided by colithium to come up with the following code for creating a graphics object for each monitor as well as a way to store the offset so that I can translate global mouse points to valid points on the graphics surface.
private void InitializeGraphics()
{
// Create graphics for each display using compatibility mode
CompatibilitySurfaces = Screen.AllScreens.Select(s => new CompatibilitySurface()
{
SurfaceGraphics = Graphics.FromHdc(CreateDC(null, s.DeviceName, null, IntPtr.Zero)),
Offset = new Size(s.Bounds.Location)
}).ToArray();
}
private class CompatibilitySurface : IDisposable
{
public Graphics SurfaceGraphics = null;
public Size Offset = default(Size);
public PointF[] OffsetPoints(PointF[] Points)
{
return Points.Select(p => PointF.Subtract(p, Offset)).ToArray();
}
public void Dispose()
{
if (SurfaceGraphics != null)
SurfaceGraphics.Dispose();
}
}
[DllImport("gdi32.dll")]
static extern IntPtr CreateDC(string lpszDriver, string lpszDevice, string lpszOutput, IntPtr lpInitData);
Here is a link to another person that had the same problem. It was solved with a call to:
CreateDC(TEXT("DISPLAY"),NULL,NULL,NULL)
which will return a DC to all monitors.
Following URL to get EnumDisplayMonitor may solve your problem
MSDN
To retrieve information about all of the display monitors, use code like this:
EnumDisplayMonitors(NULL, NULL, MyInfoEnumProc, 0); One more URL given at
MSJ