totte/Program.cs

313 lines
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C#
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using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.GraphicsLibraryFramework;
// https://docs.sixlabors.com/api/ImageSharp/SixLabors.ImageSharp.Image.html
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Metadata.Profiles.Exif;
using System.IO;
using System.Reflection.Metadata;
using System.Runtime.CompilerServices;
using static System.Runtime.InteropServices.JavaScript.JSType;
using System.Xml.Linq;
using Image = SixLabors.ImageSharp.Image;
namespace SemiColinGames;
public class Shader : IDisposable {
int Handle;
public Shader() {
int VertexShader;
int FragmentShader;
string VertexShaderSource = @"
#version 330
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec2 aTexCoord;
out vec2 texCoord;
uniform mat4 projection;
void main(void) {
texCoord = aTexCoord;
gl_Position = vec4(aPosition, 1.0) * projection;
}";
string FragmentShaderSource = @"
#version 330
out vec4 outputColor;
in vec2 texCoord;
uniform sampler2D texture0;
void main() {
outputColor = texture(texture0, texCoord);
}";
VertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(VertexShader, VertexShaderSource);
FragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(FragmentShader, FragmentShaderSource);
GL.CompileShader(VertexShader);
int success;
GL.GetShader(VertexShader, ShaderParameter.CompileStatus, out success);
if (success == 0) {
string infoLog = GL.GetShaderInfoLog(VertexShader);
Console.WriteLine(infoLog);
}
GL.CompileShader(FragmentShader);
GL.GetShader(FragmentShader, ShaderParameter.CompileStatus, out success);
if (success == 0) {
string infoLog = GL.GetShaderInfoLog(FragmentShader);
Console.WriteLine(infoLog);
}
Handle = GL.CreateProgram();
GL.AttachShader(Handle, VertexShader);
GL.AttachShader(Handle, FragmentShader);
GL.LinkProgram(Handle);
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out success);
if (success == 0) {
string infoLog = GL.GetProgramInfoLog(Handle);
Console.WriteLine(infoLog);
}
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() {
if (disposedValue == false) {
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Console.WriteLine("~Shader(): resource leak? Dispose() should be called manually.");
}
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
public int GetAttribLocation(string name) {
return GL.GetAttribLocation(Handle, name);
}
public int GetUniformLocation(string name) {
return GL.GetUniformLocation(Handle, name);
}
}
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public class Texture : IDisposable {
public int Handle;
public Texture(string path) {
Image<Rgba32> image = Image.Load<Rgba32>(path);
Console.WriteLine($"{image.Width}x{image.Height}");
//foreach (IExifValue exif in image.Metadata.ExifProfile.Values) {
// Console.WriteLine($"{exif.Tag} : {exif.GetValue()}");
//}
byte[] pixelBytes = new byte[image.Width * image.Height * Unsafe.SizeOf<Rgba32>()];
image.CopyPixelDataTo(pixelBytes);
image.Dispose();
Handle = GL.GenTexture();
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, Handle);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); // FIXME: is this right?
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder);
float[] borderColor = { 0.0f, 0.0f, 0.0f, 1.0f };
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor);
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing) {
if (!disposedValue) {
GL.DeleteTexture(Handle);
disposedValue = true;
}
}
~Texture() {
if (!disposedValue) {
Console.WriteLine("~Texture(): resource leak? Dispose() should be called manually.");
}
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
}
public class Game : GameWindow {
public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : base(gwSettings, nwSettings) { }
int frameCount;
int windowWidth;
int windowHeight;
float[] vertices = {
// Position Texture coordinates
0f, 0f, 0.0f, 0.0f, 0.0f, // top left
2560f, 0f, 0.0f, 1.0f, 0.0f, // top right
2560f, 1440f, 0.0f, 1.0f, 1.0f, // bottom right
0f, 1440f, 0.0f, 0.0f, 1.0f, // bottom left
};
uint[] indices = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
int VertexBufferObject;
int ElementBufferObject;
int VertexArrayObject;
List<Texture> textures;
int textureIndex = 0;
Shader shader;
Matrix4 projection;
protected override void OnUpdateFrame(FrameEventArgs e) {
base.OnUpdateFrame(e);
KeyboardState input = KeyboardState;
if (input.IsKeyDown(Keys.Escape)) {
Close();
}
}
protected override void OnLoad() {
base.OnLoad();
GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
VertexArrayObject = GL.GenVertexArray();
GL.BindVertexArray(VertexArrayObject);
VertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
ElementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.StaticDraw);
shader = new Shader();
shader.Use();
// Because there's now 5 floats between the start of the first vertex and the start of the second,
// we modify the stride from 3 * sizeof(float) to 5 * sizeof(float).
// This will now pass the new vertex array to the buffer.
var vertexLocation = shader.GetAttribLocation("aPosition");
GL.EnableVertexAttribArray(vertexLocation);
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);
// Next, we also setup texture coordinates. It works in much the same way.
// We add an offset of 3, since the texture coordinates comes after the position data.
// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
var texCoordLocation = shader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texCoordLocation);
GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
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// Load textures from JPEGs.
string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\06\27\");
textures = new List<Texture>();
foreach (string file in files) {
if (file.ToLower().EndsWith(".jpg")) {
textures.Add(new Texture(file));
}
}
}
protected override void OnUnload() {
base.OnUnload();
}
protected override void OnRenderFrame(FrameEventArgs e) {
base.OnRenderFrame(e);
frameCount++;
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.BindVertexArray(VertexArrayObject);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, textures[textureIndex].Handle);
shader.Use();
GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
SwapBuffers();
}
protected override void OnResize(ResizeEventArgs e) {
base.OnResize(e);
Console.WriteLine($"OnResize: {e.Width}x{e.Height}");
windowWidth = e.Width;
windowHeight = e.Height;
projection = Matrix4.CreateOrthographicOffCenter(0f, windowWidth, windowHeight, 0f, -1f, 1f);
GL.UniformMatrix4(shader.GetUniformLocation("projection"), true, ref projection);
GL.Viewport(0, 0, windowWidth, windowHeight);
}
}
static class Program {
static void Main(string[] args) {
List<MonitorInfo> monitors = Monitors.GetMonitors();
MonitorInfo bestMonitor = monitors[0];
int bestResolution = bestMonitor.HorizontalResolution * bestMonitor.VerticalResolution;
for (int i = 1; i < monitors.Count; i++) {
MonitorInfo monitor = monitors[i];
int resolution = monitor.HorizontalResolution * monitor.VerticalResolution;
if (resolution > bestResolution) {
bestResolution = resolution;
bestMonitor = monitor;
}
}
Console.WriteLine($"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}");
Console.WriteLine($"{bestMonitor.ClientArea}, {bestMonitor.WorkArea}");
GameWindowSettings gwSettings = new GameWindowSettings();
gwSettings.RenderFrequency = 60.0;
NativeWindowSettings nwSettings = new NativeWindowSettings();
nwSettings.WindowState = WindowState.Normal;
nwSettings.CurrentMonitor = bestMonitor.Handle;
nwSettings.Location = new Vector2i(bestMonitor.WorkArea.Min.X + 1, bestMonitor.WorkArea.Min.Y + 31);
nwSettings.Size = new Vector2i(bestMonitor.WorkArea.Size.X - 2, bestMonitor.WorkArea.Size.Y - 32);
nwSettings.Title = "Totte";
// FIXME: nwSettings.Icon = ...
using (Game game = new Game(gwSettings, nwSettings)) {
game.Run();
}
}
}