单个glControl上的多个纹理-openTK

时间:2018-10-22 11:15:34

标签: c# opengl opentk

我对opengl完全陌生。我已经创建了一个着色器代码,用于通过将图像的暗区替换为红色来显示image(file1)。它正在使用以下代码。 甚至不能确定此代码是否正确编写。 现在,我想在着色器代码相同的条件下,在同一openGL上并排显示两个图像(file1,file2)。为此,我必须创建多重纹理。我该如何实现?以下代码应进行哪些更改?

class member1(models.Model):
    name = models.CharFiled(max_length=100)

    def __str__(self):
        return self.name + ',' + self.contact_number + ',' + self.yourpost + " , " + str(self.department).upper()


class Score(models.Model):
    granted_by = models.ForeignKey(member1, default=0)
    granted_to = models.ForeignKey(member1, default=0, related_name="granted_to")

class priority(models.Model):
    link = models.ForeignKey(member1, on_delete=models.CASCADE)
    score = models.ForeignKey(member1, on_delete=models.CASCADE)
    name = models.ForeignKey(member1, on_delete=models.CASCADE)
    def __str__(self):
            return str(self.link) + ',' + str(self.number)
    def alpha_name(self):
            return str(self.link.name)

    def score(self):
            return str(score)


member1_choice = [
    i.tuple() for i in member1.objects.all()
]

consult_choice = [
    i.tuple() for i  in consultant.objects.all()
]

1 个答案:

答案 0 :(得分:0)

  public partial class Form7ImageOnly : Form
{

 string file = "penguine.png";
 //  string file = "opentksquare.png";
   string file1 = "lambo2.png";
    int program;
    int vertShader;
    int fragShader;
    int buffer;
    int positionLocation;
    int positionLocation1;
                int positionLocation2;
    int texture;
    int texture1;
    int ScreenWidth;
    int ScreenHeight;
    float[] vertices = {
            // Left bottom triangle
            -1f, -1f, 0f,
            1f, -1f, 0f,
            1f, 1f, 0f,
            // Right top triangle
            1f, 1f, 0f,
              -1f, 1f, 0f,
             -1f, -1f, 0f
    };

    public Form7ImageOnly()
    {
        InitializeComponent();
    }

    private void Form7ImageOnly_Load(object sender, EventArgs e)
    {

        glControl.Resize += new EventHandler(glControl_Resize);
        glControl.Paint += new PaintEventHandler(glControl_Paint);

        GL.ClearColor(Color.Yellow);
        GL.Enable(EnableCap.DepthTest);

        Application.Idle += Application_Idle;

        // Ensure that the viewport and projection matrix are set correctly.
        glControl_Resize(glControl, EventArgs.Empty);
    }
    void Application_Idle(object sender, EventArgs e)
    {
        while (glControl.IsIdle)
        {
            Render();
        }
    }
    private void Render()
    {
        ScreenWidth = Screen.PrimaryScreen.Bounds.Width;
        ScreenHeight = Screen.PrimaryScreen.Bounds.Height;
        glControl.Size = new System.Drawing.Size(ScreenWidth, ScreenHeight);//full screen

        texture = LoadTexture(file);
        texture1 = LoadTexture(file1);
        GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
        DrawImage(texture,texture1);
    }
    private void glControl_Paint(object sender, PaintEventArgs e)
    {
        Render();
    }

    private void glControl_Resize(object sender, EventArgs e)
    {
     Init();
    }
    private void Init()
    {
        CreateShaders();
        CreateProgram();
       InitBuffers();
    }
    public void DrawImage(int image,int image1)
    {
        GL.Viewport(new Rectangle(0, 0,  ScreenWidth, ScreenHeight));
        GL.MatrixMode(MatrixMode.Projection);
        GL.PushMatrix();
        GL.LoadIdentity();

        //GL.Ortho(0, 1920, 0, 1080, 0, 1);

        GL.MatrixMode(MatrixMode.Modelview);
        GL.PushMatrix();
        GL.LoadIdentity();

        GL.Disable(EnableCap.Lighting);

        GL.Enable(EnableCap.Texture2D);

        GL.ActiveTexture(TextureUnit.Texture0);
        GL.BindTexture(TextureTarget.Texture2D, image);
        GL.Uniform1(positionLocation1, 0);
        GL.ActiveTexture(TextureUnit.Texture1);
        GL.BindTexture(TextureTarget.Texture2D, image1);
        GL.Uniform1(positionLocation2, 1);


        //GL.Begin(PrimitiveType.Quads);

        //GL.TexCoord2(0, 1);
        //GL.Vertex3(0, 0, 0);

        //GL.TexCoord2(1, 1);
        //GL.Vertex3(1920, 0, 0);

        //GL.TexCoord2(1, 0);
        //GL.Vertex3(1920, 1080, 0);

        //GL.TexCoord2(0, 0);
        //GL.Vertex3(0, 1080, 0);

        //GL.End();

        RunShaders();

        GL.Disable(EnableCap.Texture2D);
        GL.PopMatrix();

        GL.MatrixMode(MatrixMode.Projection);
        GL.PopMatrix();

        GL.MatrixMode(MatrixMode.Modelview);


        ErrorCode ec = GL.GetError();
        if (ec != 0)
            System.Console.WriteLine(ec.ToString());
        Console.Read();
        glControl.SwapBuffers();
    }
    private void RunShaders()
    {

        GL.ClearColor(Color.Yellow);
        GL.UseProgram(program);
        GL.DrawArrays(PrimitiveType.Triangles, 0, vertices.Length / 3);

        ErrorCode ec = GL.GetError();
        if (ec != 0)
            System.Console.WriteLine(ec.ToString());
        Console.Read();

    }
    private void CreateProgram()
    {
        program = GL.CreateProgram();
        GL.AttachShader(program, vertShader);
        GL.AttachShader(program, fragShader);
        GL.LinkProgram(program);
    }

    private void CreateShaders()
    {
        /***********Vert Shader********************/
        vertShader = GL.CreateShader(ShaderType.VertexShader);
        GL.ShaderSource(vertShader, @"attribute vec3 a_position;
                                    varying vec2 vTexCoord;
                                    void main() {
                                    vTexCoord = (a_position.xy + 1) / 2;
                                    gl_Position = vec4(a_position, 1);
                                    }");
        GL.CompileShader(vertShader);


        /***********Frag Shader ****************/
        fragShader = GL.CreateShader(ShaderType.FragmentShader);
        GL.ShaderSource(fragShader, @"precision highp float;
    uniform sampler2D sTexture;uniform sampler2D sTexture1;
                                   varying vec2 vTexCoord;
                             void main ()
                             {
                                 vec4    color   = texture2D (sTexture, vTexCoord);
                                 vec4 color1=texture2D (sTexture1, vTexCoord);
                              //  if(color.r < 0.3){color.r = 1.0;}
                              //  Save the result
                              // gl_FragColor    = color;
                              if(vTexCoord.y<0.5)
                             gl_FragColor = color1;
                              else
                          gl_FragColor    = color;
                          //  gl_FragColor    =vec4(1.0,0.0,0.0,1.0);
                             }");
        GL.CompileShader(fragShader);
    }
    private void InitBuffers()
    {
        buffer = GL.GenBuffer();
        positionLocation = GL.GetAttribLocation(program, "a_position");
        positionLocation1 = GL.GetUniformLocation(program, "sTexture");

        positionLocation2 = GL.GetUniformLocation(program, "sTexture1");


        GL.EnableVertexAttribArray(positionLocation);

        GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
        GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * sizeof(float)), vertices, BufferUsageHint.StaticDraw);
        GL.VertexAttribPointer(positionLocation, 3, VertexAttribPointerType.Float, false, 0, 0);

    }

    public int LoadTexture(string file)
    {

        Bitmap bitmap = new Bitmap(file);

        int tex = -1;
        if (bitmap != null)
        {
           GL.DeleteTextures(1, ref tex);
            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);

         GL.GenTextures(1, out tex);
         GL.BindTexture(TextureTarget.Texture2D, tex);

            bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
            BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height),
           ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);

            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,data.Width,data.Height, 0,
            OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
            bitmap.UnlockBits(data);


            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);


        }
        return tex;
    }

}