mono / xwt

A cross-platform UI toolkit for creating desktop applications with .NET and Mono
MIT License
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OpenGL support #517

Open Gerharddc opened 9 years ago

Gerharddc commented 9 years ago

I am developing a C# application that will have a C++ OpenGL view. I would like to know what the best way would be to get such an OpenGL view inside XWT. Is there already native support for OpenGL surfaces? Or will I have to somehow render the OpenGL to a framebuffer and then pump it into an image, and if so, what would be the best way of achieving that?

publicENEMY commented 9 years ago

Bump. I would like to know how to use xwt for my c# OpenGL app.

publicENEMY commented 9 years ago

By the way, xwt ui is rendered in retained mode or immediate mode?

sevoku commented 9 years ago

There is no OpenGL support in Xwt. We would need a special Xwt widget (something like GlCanvas) with appropriate backend widgets. In Gtk3 there is a Gl widget for example.

Gerharddc commented 9 years ago

Ok, I might check if I can implement it myself if I ever get the time.

amerkoleci commented 9 years ago

+1 for this, we can support DirectX11 too under WPF and Windows backend.

ghost commented 7 years ago

Hello you would like to get GLWidget?

But I recommend for GTK Sharp 3 because it is easy to use GLWidget I have fixed implement and remove override because it is not working for old version just use new version.

[ToolboxItem(true)]
public class GLWidget : DrawingArea, IDisposable
{
    public IGraphicsContext GraphicsContext { get; private set; }
    static int graphicsContextCount;

    /// <summary>Use a single buffer versus a double buffer.</summary>
    [Browsable(true)]
    public bool SingleBuffer { get; set; }

    /// <summary>Color Buffer Bits-Per-Pixel</summary>
    public int ColorBPP { get; set; }

    /// <summary>Accumulation Buffer Bits-Per-Pixel</summary>
    public int AccumulatorBPP { get; set; }

    /// <summary>Depth Buffer Bits-Per-Pixel</summary>
    public int DepthBPP { get; set; }

    /// <summary>Stencil Buffer Bits-Per-Pixel</summary>
    public int StencilBPP { get; set; }

    /// <summary>Number of samples</summary>
    public int Samples { get; set; }

    /// <summary>Indicates if steropic renderering is enabled</summary>
    public bool Stereo { get; set; }

    public IWindowInfo WindowInfo { get; private set; }

    /// <summary>The major version of OpenGL to use.</summary>
    public int GlVersionMajor { get; set; }

    /// <summary>The minor version of OpenGL to use.</summary>
    public int GlVersionMinor { get; set; }

    public GraphicsContextFlags GraphicsContextFlags
    {
        get { return graphicsContextFlags; }
        set { graphicsContextFlags = value; }
    }
    GraphicsContextFlags graphicsContextFlags;

    /// <summary>Constructs a new GLWidget.</summary>
    public GLWidget() : this(GraphicsMode.Default) { }

    /// <summary>Constructs a new GLWidget using a given GraphicsMode</summary>
    public GLWidget(GraphicsMode graphicsMode) : this(graphicsMode, 1, 0, GraphicsContextFlags.Default) { }

    /// <summary>Constructs a new GLWidget</summary>
    public GLWidget(GraphicsMode graphicsMode, int glVersionMajor, int glVersionMinor, GraphicsContextFlags graphicsContextFlags)
    {
        this.DoubleBuffered = false;

        SingleBuffer = graphicsMode.Buffers == 1;
        ColorBPP = graphicsMode.ColorFormat.BitsPerPixel;
        AccumulatorBPP = graphicsMode.AccumulatorFormat.BitsPerPixel;
        DepthBPP = graphicsMode.Depth;
        StencilBPP = graphicsMode.Stencil;
        Samples = graphicsMode.Samples;
        Stereo = graphicsMode.Stereo;

        GlVersionMajor = glVersionMajor;
        GlVersionMinor = glVersionMinor;
        GraphicsContextFlags = graphicsContextFlags;
    }

    ~GLWidget() { Dispose(false); }

    public void Dispose()
    {
        GC.SuppressFinalize(this);
        Dispose(true);
        base.Dispose();
    }

    public virtual void Dispose(bool disposing)
    {
        if (disposing)
        {
            GraphicsContext.MakeCurrent(WindowInfo);
            OnShuttingDown();
            if (GraphicsContext.IsCurrent && (Interlocked.Decrement(ref graphicsContextCount) == 0))
            {
                OnGraphicsContextShuttingDown();
                sharedContextInitialized = false;
            }
            GraphicsContext.Dispose();
        }
    }

    // Called when the first GraphicsContext is created in the case of GraphicsContext.ShareContexts == True;
    public static event EventHandler GraphicsContextInitialized;
    static void OnGraphicsContextInitialized() { GraphicsContextInitialized?.Invoke(null, EventArgs.Empty); }

    // Called when the first GraphicsContext is being destroyed in the case of GraphicsContext.ShareContexts == True;
    public static event EventHandler GraphicsContextShuttingDown;
    static void OnGraphicsContextShuttingDown() { GraphicsContextShuttingDown?.Invoke(null, EventArgs.Empty); }

    // Called when this GLWidget has a valid GraphicsContext
    public event EventHandler Initialized;
    protected virtual void OnInitialized() { Initialized?.Invoke(this, EventArgs.Empty); }

    // Called when this GLWidget needs to render a frame
    public event EventHandler RenderFrame;
    protected virtual void OnRenderFrame() { RenderFrame?.Invoke(this, EventArgs.Empty); }

    // Called when this GLWidget is being Disposed
    public event EventHandler ShuttingDown;
    protected virtual void OnShuttingDown() { ShuttingDown?.Invoke(this, EventArgs.Empty); }

    // Called when a widget is realized. (window handles and such are valid)
    // protected override void OnRealized() { base.OnRealized(); }

    static bool sharedContextInitialized = false;
    bool initialized = false;

    // Called when the widget needs to be (fully or partially) redrawn.
    protected bool OnExposeEvent(EventExpose eventExpose)
    {
        if (!initialized)
        {
            initialized = true;

            // If this looks uninitialized...  initialize.
            if (ColorBPP == 0)
            {
                ColorBPP = 32;

                if (DepthBPP == 0) DepthBPP = 16;
            }

            ColorFormat colorBufferColorFormat = new ColorFormat(ColorBPP);

            ColorFormat accumulationColorFormat = new ColorFormat(AccumulatorBPP);

            int buffers = 2;
            if (SingleBuffer) buffers--;

            GraphicsMode graphicsMode = new GraphicsMode(colorBufferColorFormat, DepthBPP, StencilBPP, Samples, accumulationColorFormat, buffers, Stereo);

            // IWindowInfo
            if (Configuration.RunningOnWindows)
            {
                IntPtr windowHandle = gdk_win32_drawable_get_handle(GdkWindow.Handle);
                WindowInfo = Utilities.CreateWindowsWindowInfo(windowHandle);
            }
            else if (Configuration.RunningOnMacOS)
            {
                IntPtr windowHandle = gdk_x11_drawable_get_xid(GdkWindow.Handle);
                bool ownHandle = true;
                bool isControl = true;
                WindowInfo = Utilities.CreateMacOSCarbonWindowInfo(windowHandle, ownHandle, isControl);
            }
            else if (Configuration.RunningOnX11)
            {
                IntPtr display = gdk_x11_display_get_xdisplay(Display.Handle);
                int screen = Screen.Number;
                IntPtr windowHandle = gdk_x11_drawable_get_xid(GdkWindow.Handle);
                IntPtr rootWindow = gdk_x11_drawable_get_xid(RootWindow.Handle);

                IntPtr visualInfo;
                if (graphicsMode.Index.HasValue)
                {
                    XVisualInfo info = new XVisualInfo();
                    info.VisualID = graphicsMode.Index.Value;
                    int dummy;
                    visualInfo = XGetVisualInfo(display, XVisualInfoMask.ID, ref info, out dummy);
                }
                else
                {
                    visualInfo = GetVisualInfo(display);
                }

                WindowInfo = Utilities.CreateX11WindowInfo(display, screen, windowHandle, rootWindow, visualInfo);
                XFree(visualInfo);
            }
            else throw new PlatformNotSupportedException();

            // GraphicsContext
            GraphicsContext = new GraphicsContext(graphicsMode, WindowInfo, GlVersionMajor, GlVersionMinor, graphicsContextFlags);
            GraphicsContext.MakeCurrent(WindowInfo);

            if (GraphicsContext.IsCurrent)
            {
                Interlocked.Increment(ref graphicsContextCount);

                if (!sharedContextInitialized)
                {
                    sharedContextInitialized = true;
                    ((IGraphicsContextInternal)GraphicsContext).LoadAll();
                    OnGraphicsContextInitialized();
                }
            }
            else
            {
                ((IGraphicsContextInternal)GraphicsContext).LoadAll();
                OnGraphicsContextInitialized();
            }

            OnInitialized();
        }
        else
        {
            GraphicsContext.MakeCurrent(WindowInfo);
        }

        bool result = OnExposeEvent(eventExpose);
        OnRenderFrame();
        eventExpose.Window.Display.Sync(); // Add Sync call to fix resize rendering problem (Jay L. T. Cornwall) - How does this affect VSync?
        GraphicsContext.SwapBuffers();
        return result;
    }

    // Called on Resize
    protected override bool OnConfigureEvent(Gdk.EventConfigure evnt)
    {
        bool result = base.OnConfigureEvent(evnt);
        if (GraphicsContext != null) GraphicsContext.Update(WindowInfo);
        return result;
    }

    [SuppressUnmanagedCodeSecurity, DllImport("libgdk-win32-2.0-0.dll")]
    public static extern IntPtr gdk_win32_drawable_get_handle(IntPtr d);

    public enum XVisualClass : int
    {
        StaticGray = 0,
        GrayScale = 1,
        StaticColor = 2,
        PseudoColor = 3,
        TrueColor = 4,
        DirectColor = 5,
    }

    [StructLayout(LayoutKind.Sequential)]
    struct XVisualInfo
    {
        public IntPtr Visual;
        public IntPtr VisualID;
        public int Screen;
        public int Depth;
        public XVisualClass Class;
        public long RedMask;
        public long GreenMask;
        public long blueMask;
        public int ColormapSize;
        public int BitsPerRgb;

        public override string ToString()
        {
            return String.Format("id ({0}), screen ({1}), depth ({2}), class ({3})",
                VisualID, Screen, Depth, Class);
        }
    }

    [Flags]
    internal enum XVisualInfoMask
    {
        No = 0x0,
        ID = 0x1,
        Screen = 0x2,
        Depth = 0x4,
        Class = 0x8,
        Red = 0x10,
        Green = 0x20,
        Blue = 0x40,
        ColormapSize = 0x80,
        BitsPerRGB = 0x100,
        All = 0x1FF,
    }

    [DllImport("libX11", EntryPoint = "XGetVisualInfo")]
    static extern IntPtr XGetVisualInfoInternal(IntPtr display, IntPtr vinfo_mask, ref XVisualInfo template, out int nitems);
    static IntPtr XGetVisualInfo(IntPtr display, XVisualInfoMask vinfo_mask, ref XVisualInfo template, out int nitems)
    {
        return XGetVisualInfoInternal(display, (IntPtr)(int)vinfo_mask, ref template, out nitems);
    }

    const string linux_libx11_name = "libX11.so.6";

    [SuppressUnmanagedCodeSecurity, DllImport(linux_libx11_name)]
    static extern void XFree(IntPtr handle);

    const string linux_libgdk_x11_name = "libgdk-x11-2.0.so.0";

    /// <summary> Returns the X resource (window or pixmap) belonging to a GdkDrawable. </summary>
    /// <remarks> XID gdk_x11_drawable_get_xid(GdkDrawable *drawable); </remarks>
    /// <param name="gdkDisplay"> The GdkDrawable. </param>
    /// <returns> The ID of drawable's X resource. </returns>
    [SuppressUnmanagedCodeSecurity, DllImport(linux_libgdk_x11_name)]
    static extern IntPtr gdk_x11_drawable_get_xid(IntPtr gdkDisplay);

    /// <summary> Returns the X display of a GdkDisplay. </summary>
    /// <remarks> Display* gdk_x11_display_get_xdisplay(GdkDisplay *display); </remarks>
    /// <param name="gdkDisplay"> The GdkDrawable. </param>
    /// <returns> The X Display of the GdkDisplay. </returns>
    [SuppressUnmanagedCodeSecurity, DllImport(linux_libgdk_x11_name)]
    static extern IntPtr gdk_x11_display_get_xdisplay(IntPtr gdkDisplay);

    IntPtr GetVisualInfo(IntPtr display)
    {
        try
        {
            int[] attributes = AttributeList.ToArray();
            return glXChooseVisual(display, Screen.Number, attributes);
        }
        catch (DllNotFoundException e)
        {
            throw new DllNotFoundException("OpenGL dll not found!", e);
        }
        catch (EntryPointNotFoundException enf)
        {
            throw new EntryPointNotFoundException("Glx entry point not found!", enf);
        }
    }

    const int GLX_NONE = 0;
    const int GLX_USE_GL = 1;
    const int GLX_BUFFER_SIZE = 2;
    const int GLX_LEVEL = 3;
    const int GLX_RGBA = 4;
    const int GLX_DOUBLEBUFFER = 5;
    const int GLX_STEREO = 6;
    const int GLX_AUX_BUFFERS = 7;
    const int GLX_RED_SIZE = 8;
    const int GLX_GREEN_SIZE = 9;
    const int GLX_BLUE_SIZE = 10;
    const int GLX_ALPHA_SIZE = 11;
    const int GLX_DEPTH_SIZE = 12;
    const int GLX_STENCIL_SIZE = 13;
    const int GLX_ACCUM_RED_SIZE = 14;
    const int GLX_ACCUM_GREEN_SIZE = 15;
    const int GLX_ACCUM_BLUE_SIZE = 16;
    const int GLX_ACCUM_ALPHA_SIZE = 17;

    List<int> AttributeList
    {
        get
        {
            List<int> attributeList = new List<int>(24);

            attributeList.Add(GLX_RGBA);

            if (!SingleBuffer) attributeList.Add(GLX_DOUBLEBUFFER);

            if (Stereo) attributeList.Add(GLX_STEREO);

            attributeList.Add(GLX_RED_SIZE);
            attributeList.Add(ColorBPP / 4); // TODO support 16-bit

            attributeList.Add(GLX_GREEN_SIZE);
            attributeList.Add(ColorBPP / 4); // TODO support 16-bit

            attributeList.Add(GLX_BLUE_SIZE);
            attributeList.Add(ColorBPP / 4); // TODO support 16-bit

            attributeList.Add(GLX_ALPHA_SIZE);
            attributeList.Add(ColorBPP / 4); // TODO support 16-bit

            attributeList.Add(GLX_DEPTH_SIZE);
            attributeList.Add(DepthBPP);

            attributeList.Add(GLX_STENCIL_SIZE);
            attributeList.Add(StencilBPP);

            //attributeList.Add(GLX_AUX_BUFFERS);
            //attributeList.Add(Buffers);

            attributeList.Add(GLX_ACCUM_RED_SIZE);
            attributeList.Add(AccumulatorBPP / 4);// TODO support 16-bit

            attributeList.Add(GLX_ACCUM_GREEN_SIZE);
            attributeList.Add(AccumulatorBPP / 4);// TODO support 16-bit

            attributeList.Add(GLX_ACCUM_BLUE_SIZE);
            attributeList.Add(AccumulatorBPP / 4);// TODO support 16-bit

            attributeList.Add(GLX_ACCUM_ALPHA_SIZE);
            attributeList.Add(AccumulatorBPP / 4);// TODO support 16-bit

            attributeList.Add(GLX_NONE);

            return attributeList;
        }
    }

    const string linux_libgl_name = "libGL.so.1";

    [SuppressUnmanagedCodeSecurity, DllImport(linux_libgl_name)]
    static extern IntPtr glXChooseVisual(IntPtr display, int screen, int[] attr);
}

Than you can get GLWidget on MainWindow than it looks like GTK sharp version :) XWT / ETO I don't want implement because they look shit. Better only GTK Sharp 3 it works fine for Mac, Linux and Windows 100 %