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							- using System;
 
- using System.Diagnostics;
 
- using System.IO;
 
- using System.Linq;
 
- using System.Numerics;
 
- using System.Runtime.InteropServices;
 
- using Avalonia;
 
- using Avalonia.Controls;
 
- using Avalonia.OpenGL;
 
- using Avalonia.OpenGL.Controls;
 
- using Avalonia.Platform.Interop;
 
- using Avalonia.Threading;
 
- using static Avalonia.OpenGL.GlConsts;
 
- // ReSharper disable StringLiteralTypo
 
- namespace ControlCatalog.Pages
 
- {
 
-     public class OpenGlPage : UserControl
 
-     {
 
-     }
 
-     public class OpenGlPageControl : OpenGlControlBase
 
-     {
 
-         private float _yaw;
 
-         public static readonly DirectProperty<OpenGlPageControl, float> YawProperty =
 
-             AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Yaw", o => o.Yaw, (o, v) => o.Yaw = v);
 
-         public float Yaw
 
-         {
 
-             get => _yaw;
 
-             set => SetAndRaise(YawProperty, ref _yaw, value);
 
-         }
 
-         private float _pitch;
 
-         public static readonly DirectProperty<OpenGlPageControl, float> PitchProperty =
 
-             AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Pitch", o => o.Pitch, (o, v) => o.Pitch = v);
 
-         public float Pitch
 
-         {
 
-             get => _pitch;
 
-             set => SetAndRaise(PitchProperty, ref _pitch, value);
 
-         }
 
-         private float _roll;
 
-         public static readonly DirectProperty<OpenGlPageControl, float> RollProperty =
 
-             AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Roll", o => o.Roll, (o, v) => o.Roll = v);
 
-         public float Roll
 
-         {
 
-             get => _roll;
 
-             set => SetAndRaise(RollProperty, ref _roll, value);
 
-         }
 
-         private float _disco;
 
-         public static readonly DirectProperty<OpenGlPageControl, float> DiscoProperty =
 
-             AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Disco", o => o.Disco, (o, v) => o.Disco = v);
 
-         public float Disco
 
-         {
 
-             get => _disco;
 
-             set => SetAndRaise(DiscoProperty, ref _disco, value);
 
-         }
 
-         private string _info;
 
-         public static readonly DirectProperty<OpenGlPageControl, string> InfoProperty =
 
-             AvaloniaProperty.RegisterDirect<OpenGlPageControl, string>("Info", o => o.Info, (o, v) => o.Info = v);
 
-         public string Info
 
-         {
 
-             get => _info;
 
-             private set => SetAndRaise(InfoProperty, ref _info, value);
 
-         }
 
-         static OpenGlPageControl()
 
-         {
 
-             AffectsRender<OpenGlPageControl>(YawProperty, PitchProperty, RollProperty, DiscoProperty);
 
-         }
 
-         private int _vertexShader;
 
-         private int _fragmentShader;
 
-         private int _shaderProgram;
 
-         private int _vertexBufferObject;
 
-         private int _indexBufferObject;
 
-         private int _vertexArrayObject;
 
-         private GlExtrasInterface _glExt;
 
-         private string GetShader(bool fragment, string shader)
 
-         {
 
-             var version = (GlVersion.Type == GlProfileType.OpenGL ?
 
-                 RuntimeInformation.IsOSPlatform(OSPlatform.OSX) ? 150 : 120 :
 
-                 100);
 
-             var data = "#version " + version + "\n";
 
-             if (GlVersion.Type == GlProfileType.OpenGLES)
 
-                 data += "precision mediump float;\n";
 
-             if (version >= 150)
 
-             {
 
-                 shader = shader.Replace("attribute", "in");
 
-                 if (fragment)
 
-                     shader = shader
 
-                         .Replace("varying", "in")
 
-                         .Replace("//DECLAREGLFRAG", "out vec4 outFragColor;")
 
-                         .Replace("gl_FragColor", "outFragColor");
 
-                 else
 
-                     shader = shader.Replace("varying", "out");
 
-             }
 
-             data += shader;
 
-             return data;
 
-         }
 
-         private string VertexShaderSource => GetShader(false, @"
 
-         attribute vec3 aPos;
 
-         attribute vec3 aNormal;
 
-         uniform mat4 uModel;
 
-         uniform mat4 uProjection;
 
-         uniform mat4 uView;
 
-         varying vec3 FragPos;
 
-         varying vec3 VecPos;  
 
-         varying vec3 Normal;
 
-         uniform float uTime;
 
-         uniform float uDisco;
 
-         void main()
 
-         {
 
-             float discoScale = sin(uTime * 10.0) / 10.0;
 
-             float distortionX = 1.0 + uDisco * cos(uTime * 20.0) / 10.0;
 
-             
 
-             float scale = 1.0 + uDisco * discoScale;
 
-             
 
-             vec3 scaledPos = aPos;
 
-             scaledPos.x = scaledPos.x * distortionX;
 
-             
 
-             scaledPos *= scale;
 
-             gl_Position = uProjection * uView * uModel * vec4(scaledPos, 1.0);
 
-             FragPos = vec3(uModel * vec4(aPos, 1.0));
 
-             VecPos = aPos;
 
-             Normal = normalize(vec3(uModel * vec4(aNormal, 1.0)));
 
-         }
 
- ");
 
-         private string FragmentShaderSource => GetShader(true, @"
 
-         varying vec3 FragPos; 
 
-         varying vec3 VecPos; 
 
-         varying vec3 Normal;
 
-         uniform float uMaxY;
 
-         uniform float uMinY;
 
-         uniform float uTime;
 
-         uniform float uDisco;
 
-         //DECLAREGLFRAG
 
-         void main()
 
-         {
 
-             float y = (VecPos.y - uMinY) / (uMaxY - uMinY);
 
-             float c = cos(atan(VecPos.x, VecPos.z) * 20.0 + uTime * 40.0 + y * 50.0);
 
-             float s = sin(-atan(VecPos.z, VecPos.x) * 20.0 - uTime * 20.0 - y * 30.0);
 
-             vec3 discoColor = vec3(
 
-                 0.5 + abs(0.5 - y) * cos(uTime * 10.0),
 
-                 0.25 + (smoothstep(0.3, 0.8, y) * (0.5 - c / 4.0)),
 
-                 0.25 + abs((smoothstep(0.1, 0.4, y) * (0.5 - s / 4.0))));
 
-             vec3 objectColor = vec3((1.0 - y), 0.40 +  y / 4.0, y * 0.75 + 0.25);
 
-             objectColor = objectColor * (1.0 - uDisco) + discoColor * uDisco;
 
-             float ambientStrength = 0.3;
 
-             vec3 lightColor = vec3(1.0, 1.0, 1.0);
 
-             vec3 lightPos = vec3(uMaxY * 2.0, uMaxY * 2.0, uMaxY * 2.0);
 
-             vec3 ambient = ambientStrength * lightColor;
 
-             vec3 norm = normalize(Normal);
 
-             vec3 lightDir = normalize(lightPos - FragPos);  
 
-             float diff = max(dot(norm, lightDir), 0.0);
 
-             vec3 diffuse = diff * lightColor;
 
-             vec3 result = (ambient + diffuse) * objectColor;
 
-             gl_FragColor = vec4(result, 1.0);
 
-         }
 
- ");
 
-         [StructLayout(LayoutKind.Sequential, Pack = 4)]
 
-         private struct Vertex
 
-         {
 
-             public Vector3 Position;
 
-             public Vector3 Normal;
 
-         }
 
-         private readonly Vertex[] _points;
 
-         private readonly ushort[] _indices;
 
-         private readonly float _minY;
 
-         private readonly float _maxY;
 
-         public OpenGlPageControl()
 
-         {
 
-             var name = typeof(OpenGlPage).Assembly.GetManifestResourceNames().First(x => x.Contains("teapot.bin"));
 
-             using (var sr = new BinaryReader(typeof(OpenGlPage).Assembly.GetManifestResourceStream(name)))
 
-             {
 
-                 var buf = new byte[sr.ReadInt32()];
 
-                 sr.Read(buf, 0, buf.Length);
 
-                 var points = new float[buf.Length / 4];
 
-                 Buffer.BlockCopy(buf, 0, points, 0, buf.Length);
 
-                 buf = new byte[sr.ReadInt32()];
 
-                 sr.Read(buf, 0, buf.Length);
 
-                 _indices = new ushort[buf.Length / 2];
 
-                 Buffer.BlockCopy(buf, 0, _indices, 0, buf.Length);
 
-                 _points = new Vertex[points.Length / 3];
 
-                 for (var primitive = 0; primitive < points.Length / 3; primitive++)
 
-                 {
 
-                     var srci = primitive * 3;
 
-                     _points[primitive] = new Vertex
 
-                     {
 
-                         Position = new Vector3(points[srci], points[srci + 1], points[srci + 2])
 
-                     };
 
-                 }
 
-                 for (int i = 0; i < _indices.Length; i += 3)
 
-                 {
 
-                     Vector3 a = _points[_indices[i]].Position;
 
-                     Vector3 b = _points[_indices[i + 1]].Position;
 
-                     Vector3 c = _points[_indices[i + 2]].Position;
 
-                     var normal = Vector3.Normalize(Vector3.Cross(c - b, a - b));
 
-                     _points[_indices[i]].Normal += normal;
 
-                     _points[_indices[i + 1]].Normal += normal;
 
-                     _points[_indices[i + 2]].Normal += normal;
 
-                 }
 
-                 for (int i = 0; i < _points.Length; i++)
 
-                 {
 
-                     _points[i].Normal = Vector3.Normalize(_points[i].Normal);
 
-                     _maxY = Math.Max(_maxY, _points[i].Position.Y);
 
-                     _minY = Math.Min(_minY, _points[i].Position.Y);
 
-                 }
 
-             }
 
-         }
 
-         private void CheckError(GlInterface gl)
 
-         {
 
-             int err;
 
-             while ((err = gl.GetError()) != GL_NO_ERROR)
 
-                 Console.WriteLine(err);
 
-         }
 
-         protected unsafe override void OnOpenGlInit(GlInterface GL, int fb)
 
-         {
 
-             CheckError(GL);
 
-             _glExt = new GlExtrasInterface(GL);
 
-             Info = $"Renderer: {GL.GetString(GL_RENDERER)} Version: {GL.GetString(GL_VERSION)}";
 
-             
 
-             // Load the source of the vertex shader and compile it.
 
-             _vertexShader = GL.CreateShader(GL_VERTEX_SHADER);
 
-             Console.WriteLine(GL.CompileShaderAndGetError(_vertexShader, VertexShaderSource));
 
-             // Load the source of the fragment shader and compile it.
 
-             _fragmentShader = GL.CreateShader(GL_FRAGMENT_SHADER);
 
-             Console.WriteLine(GL.CompileShaderAndGetError(_fragmentShader, FragmentShaderSource));
 
-             // Create the shader program, attach the vertex and fragment shaders and link the program.
 
-             _shaderProgram = GL.CreateProgram();
 
-             GL.AttachShader(_shaderProgram, _vertexShader);
 
-             GL.AttachShader(_shaderProgram, _fragmentShader);
 
-             const int positionLocation = 0;
 
-             const int normalLocation = 1;
 
-             GL.BindAttribLocationString(_shaderProgram, positionLocation, "aPos");
 
-             GL.BindAttribLocationString(_shaderProgram, normalLocation, "aNormal");
 
-             Console.WriteLine(GL.LinkProgramAndGetError(_shaderProgram));
 
-             CheckError(GL);
 
-             // Create the vertex buffer object (VBO) for the vertex data.
 
-             _vertexBufferObject = GL.GenBuffer();
 
-             // Bind the VBO and copy the vertex data into it.
 
-             GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
 
-             CheckError(GL);
 
-             var vertexSize = Marshal.SizeOf<Vertex>();
 
-             fixed (void* pdata = _points)
 
-                 GL.BufferData(GL_ARRAY_BUFFER, new IntPtr(_points.Length * vertexSize),
 
-                     new IntPtr(pdata), GL_STATIC_DRAW);
 
-             _indexBufferObject = GL.GenBuffer();
 
-             GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
 
-             CheckError(GL);
 
-             fixed (void* pdata = _indices)
 
-                 GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, new IntPtr(_indices.Length * sizeof(ushort)), new IntPtr(pdata),
 
-                     GL_STATIC_DRAW);
 
-             CheckError(GL);
 
-             _vertexArrayObject = _glExt.GenVertexArray();
 
-             _glExt.BindVertexArray(_vertexArrayObject);
 
-             CheckError(GL);
 
-             GL.VertexAttribPointer(positionLocation, 3, GL_FLOAT,
 
-                 0, vertexSize, IntPtr.Zero);
 
-             GL.VertexAttribPointer(normalLocation, 3, GL_FLOAT,
 
-                 0, vertexSize, new IntPtr(12));
 
-             GL.EnableVertexAttribArray(positionLocation);
 
-             GL.EnableVertexAttribArray(normalLocation);
 
-             CheckError(GL);
 
-         }
 
-         protected override void OnOpenGlDeinit(GlInterface GL, int fb)
 
-         {
 
-             // Unbind everything
 
-             GL.BindBuffer(GL_ARRAY_BUFFER, 0);
 
-             GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 
-             _glExt.BindVertexArray(0);
 
-             GL.UseProgram(0);
 
-             // Delete all resources.
 
-             GL.DeleteBuffers(2, new[] { _vertexBufferObject, _indexBufferObject });
 
-             _glExt.DeleteVertexArrays(1, new[] { _vertexArrayObject });
 
-             GL.DeleteProgram(_shaderProgram);
 
-             GL.DeleteShader(_fragmentShader);
 
-             GL.DeleteShader(_vertexShader);
 
-         }
 
-         static Stopwatch St = Stopwatch.StartNew();
 
-         protected override unsafe void OnOpenGlRender(GlInterface gl, int fb)
 
-         {
 
-             gl.ClearColor(0, 0, 0, 0);
 
-             gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-             gl.Enable(GL_DEPTH_TEST);
 
-             gl.Viewport(0, 0, (int)Bounds.Width, (int)Bounds.Height);
 
-             var GL = gl;
 
-             GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
 
-             GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
 
-             _glExt.BindVertexArray(_vertexArrayObject);
 
-             GL.UseProgram(_shaderProgram);
 
-             CheckError(GL);
 
-             var projection =
 
-                 Matrix4x4.CreatePerspectiveFieldOfView((float)(Math.PI / 4), (float)(Bounds.Width / Bounds.Height),
 
-                     0.01f, 1000);
 
-             var view = Matrix4x4.CreateLookAt(new Vector3(25, 25, 25), new Vector3(), new Vector3(0, -1, 0));
 
-             var model = Matrix4x4.CreateFromYawPitchRoll(_yaw, _pitch, _roll);
 
-             var modelLoc = GL.GetUniformLocationString(_shaderProgram, "uModel");
 
-             var viewLoc = GL.GetUniformLocationString(_shaderProgram, "uView");
 
-             var projectionLoc = GL.GetUniformLocationString(_shaderProgram, "uProjection");
 
-             var maxYLoc = GL.GetUniformLocationString(_shaderProgram, "uMaxY");
 
-             var minYLoc = GL.GetUniformLocationString(_shaderProgram, "uMinY");
 
-             var timeLoc = GL.GetUniformLocationString(_shaderProgram, "uTime");
 
-             var discoLoc = GL.GetUniformLocationString(_shaderProgram, "uDisco");
 
-             GL.UniformMatrix4fv(modelLoc, 1, false, &model);
 
-             GL.UniformMatrix4fv(viewLoc, 1, false, &view);
 
-             GL.UniformMatrix4fv(projectionLoc, 1, false, &projection);
 
-             GL.Uniform1f(maxYLoc, _maxY);
 
-             GL.Uniform1f(minYLoc, _minY);
 
-             GL.Uniform1f(timeLoc, (float)St.Elapsed.TotalSeconds);
 
-             GL.Uniform1f(discoLoc, _disco);
 
-             CheckError(GL);
 
-             GL.DrawElements(GL_TRIANGLES, _indices.Length, GL_UNSIGNED_SHORT, IntPtr.Zero);
 
-             CheckError(GL);
 
-             if (_disco > 0.01)
 
-                 Dispatcher.UIThread.Post(InvalidateVisual, DispatcherPriority.Background);
 
-         }
 
-         class GlExtrasInterface : GlInterfaceBase<GlInterface.GlContextInfo>
 
-         {
 
-             public GlExtrasInterface(GlInterface gl) : base(gl.GetProcAddress, gl.ContextInfo)
 
-             {
 
-             }
 
-             
 
-             public delegate void GlDeleteVertexArrays(int count, int[] buffers);
 
-             [GlMinVersionEntryPoint("glDeleteVertexArrays", 3,0)]
 
-             [GlExtensionEntryPoint("glDeleteVertexArraysOES", "GL_OES_vertex_array_object")]
 
-             public GlDeleteVertexArrays DeleteVertexArrays { get; }
 
-             
 
-             public delegate void GlBindVertexArray(int array);
 
-             [GlMinVersionEntryPoint("glBindVertexArray", 3,0)]
 
-             [GlExtensionEntryPoint("glBindVertexArrayOES", "GL_OES_vertex_array_object")]
 
-             public GlBindVertexArray BindVertexArray { get; }
 
-             public delegate void GlGenVertexArrays(int n, int[] rv);
 
-         
 
-             [GlMinVersionEntryPoint("glGenVertexArrays",3,0)]
 
-             [GlExtensionEntryPoint("glGenVertexArraysOES", "GL_OES_vertex_array_object")]
 
-             public GlGenVertexArrays GenVertexArrays { get; }
 
-             
 
-             public int GenVertexArray()
 
-             {
 
-                 var rv = new int[1];
 
-                 GenVertexArrays(1, rv);
 
-                 return rv[0];
 
-             }
 
-         }
 
-     }
 
- }
 
 
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