C# 在winforms中显示OpenTk.GLControl

C# 在winforms中显示OpenTk.GLControl,c#,winforms,opengl,graphics,opentk,C#,Winforms,Opengl,Graphics,Opentk,我一直在尝试用C#winforms显示OpenGl图形,我偶然发现了一个非常有用的名为OpenTK的NuGet软件包。我遵循上的介绍性教程,能够渲染一些简单的形状。本教程非常有帮助,但它是基于在游戏窗口中显示OpengGL图形(与主窗体分离)的。我发现,通过使用OpenTK.GLControl控件,可以在主窗体中直接显示OpenGL图形。为了更好地工作,我安装了额外的NuGet包OpenTK.GLControl。我在Form1.Designer.cs文件中添加了控件,并在Form1.cs中定义了

我一直在尝试用C#winforms显示OpenGl图形,我偶然发现了一个非常有用的名为OpenTK的NuGet软件包。我遵循上的介绍性教程,能够渲染一些简单的形状。本教程非常有帮助,但它是基于在游戏窗口中显示OpengGL图形(与主窗体分离)的。我发现,通过使用OpenTK.GLControl控件,可以在主窗体中直接显示OpenGL图形。为了更好地工作,我安装了额外的NuGet包OpenTK.GLControl。我在Form1.Designer.cs文件中添加了控件,并在Form1.cs中定义了其必要的方法。但是,我无法看到GLC控件

我是否缺少代码中的一个关键步骤,或者包/dll文件有问题

表格1.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;
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();
    }
Shader.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);
    }
}
shader.vert:

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

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

#version 330 core
out vec4 FragColor;

void main()
{
    FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}

您没有将控件添加到表单:

this.Controls.Add(this.gLControl);

对不起,我找不到任何明显的问题。代码似乎运行良好。我已经与其他人的代码进行了交叉检查,这也是我的想法。我也只有一个必要的nuget软件包的副本。在哪里创建控件(
this.gLControl=new OpenTK.gLControl();
)以及在哪里将控件添加到表单(
this.Controls.add(this.gLControl);
)@rabbi76我所要做的就是将控件添加到表单中,谢谢。IDE通常会为我添加设计器代码,所以我没有注意到