我是openGL的新手。
我必须使用着色器代码并排显示两个图像。
使用以下代码可以正确显示。但是抛出
内存不足
异常,整个系统挂起。
能否请您检查我的代码以查看可能的原因?
我认为问题在于,我不需要OpenTK纹理后就没有适当地分配内存,因此我正在生成大量图像,但是我不知道如何解决此问题。
public partial class Form7ImageOnly : Form
{
string file = "opentksquare.png";
string file1 = "img_smile.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.Enable(EnableCap.DepthTest);
Application.Idle += Application_Idle;
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.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);
RunShaders();
//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();
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.Violet);
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;
uniform int screenwidth;
varying vec2 vTexCoord;
void main ()
{
if ( vTexCoord.x<0.5 )
gl_FragColor = texture2D (sTexture, vec2(vTexCoord.x*2.0, vTexCoord.y));
else
gl_FragColor = texture2D (sTexture1, vec2(1.0- (vTexCoord.x*2.0-1.0), vTexCoord.y));
}");
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;
}
}