opentk / GLControl

WinForms control for OpenTK 4.x.
https://opentk.net
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OpenTK 4.x WinForms GLControl

This repo contains a WinForms control designed to wrap the OpenTK 4.x APIs into something WinForms can easily use. It is designed and built for .NET Core 3.1+.

Building it

Usage

The new GLControl is reasonably-well documented in its source code. It has a similar (but not identical) API to the 3.x GLControl. In general, you do this to use it:

  1. Add the package to your project so you can use it.

  2. Use the WinForms Designer to add a new GLControl to your form.

  3. Configure the GLControl in the Designer, if necessary, to use the correct OpenGL configuration for your use case: Set API, APIVersion, Flags, and Profile to whatever flavor of OpenGL you need.

    • Note: The WinForms Designer is buggy when handling Version objects: Make sure to type a full four-digit version number: For OpenGL 3.3, for example, you need to type 3.3.0.0; for OpenGL 4.0, you need to type 4.0.0.0.
  4. Bind events on the control that correspond to what you want to do.

    • In general, you probably want to bind Paint and Resize.
    • See below for a simple example.
  5. If necessary, configure the control for EnableNativeInput(). By default, all input is done via WinForms using standard WinForms event handlers. If you need direct keyboard/mouse/joystick access, you can use EnableNativeInput() to get an INativeInput interface that will let you bind those events directly. Note that the control can be in either native-input mode or in WinForms input mode, not both.

Example Resize/Paint handlers

A complete example can be found in OpenTK.GLControl.TestForm, but the basics of implementing Resize and Paint handlers look like this:

public partial class MyForm : Form
{
    public MyForm()
    {
        InitializeComponent();
    }

    protected override void OnLoad(EventArgs e)
    {
        base.OnLoad(e);

        // You can bind the events here or in the Designer.
        MyGLControl.Resize += MyGLControl_Resize;
        MyGLControl.Paint += MyGLControl_Paint;
    }

    private void MyGLControl_Resize(object? sender, EventArgs e)
    {
        MyGLControl.MakeCurrent();    // Tell OpenGL to use MyGLControl.

        // Update OpenGL on the new size of the control.
        GL.Viewport(0, 0, MyGLControl.ClientSize.Width, MyGLControl.ClientSize.Height);

        /*
            Usually you compute projection matrices here too, like this:

            float aspect_ratio = MyGLControl.ClientSize.Width / (float)MyGLControl.ClientSize.Height;
            Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64);

            And then you load that into OpenGL with a call like GL.LoadMatrix() or GL.Uniform().
        */
    }

    private void MyGLControl_Paint(object? sender, PaintEventArgs e)
    {
        MyGLControl.MakeCurrent();    // Tell OpenGL to draw on MyGLControl.
        GL.Clear(...);                // Clear any prior drawing.

        /*
        ... use various other GL.*() calls here to draw stuff ...
        */

        MyGLControl.SwapBuffers();    // Display the result.
    }
}

A note on the Fixed-Function Pipeline (FFP)

The FFP is the "old" way of doing OpenGL that uses calls like GL.Begin() and GL.End(). Modern OpenGL uses shaders instead. Most of the examples you'll find online that use the previous versions of the GLControl use the FFP; but the FFP is not enabled by default in OpenTK 4.

So if you need the FFP because you're running older code or using examples found online, be sure to set

Profile = Profile.Compatability;

either in the Designer or in your form's constructor, or the FFP functions will not work as expected.

Upgrade note on Colors

OpenTK 4 uses different color types than OpenTK 3. When porting code designed for the older GLControl, you will likely have to convert uses of colors to the new types:

License

This is released under the terms of the MIT Open-Source License, just like OpenTK itself.