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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.OpenGL;
- using static Avalonia.OpenGL.GlConsts;
- // ReSharper disable StringLiteralTypo
- namespace ControlCatalog.Pages.OpenGl;
- internal class OpenGlContent
- {
- private int _vertexShader;
- private int _fragmentShader;
- private int _shaderProgram;
- private int _vertexBufferObject;
- private int _indexBufferObject;
- private int _vertexArrayObject;
- private GlVersion GlVersion;
- 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 OpenGlContent()
- {
- 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 static void CheckError(GlInterface gl)
- {
- int err;
- while ((err = gl.GetError()) != GL_NO_ERROR)
- Console.WriteLine(err);
- }
- public string Info { get; private set; } = string.Empty;
-
- public unsafe void Init(GlInterface GL, GlVersion version)
- {
- GlVersion = version;
- CheckError(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 = GL.GenVertexArray();
- GL.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);
- }
- public void Deinit(GlInterface GL)
- {
- // Unbind everything
- GL.BindBuffer(GL_ARRAY_BUFFER, 0);
- GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- GL.BindVertexArray(0);
- GL.UseProgram(0);
- // Delete all resources.
- GL.DeleteBuffer(_vertexBufferObject);
- GL.DeleteBuffer(_indexBufferObject);
- GL.DeleteVertexArray(_vertexArrayObject);
- GL.DeleteProgram(_shaderProgram);
- GL.DeleteShader(_fragmentShader);
- GL.DeleteShader(_vertexShader);
- }
- static Stopwatch St = Stopwatch.StartNew();
-
- public unsafe void OnOpenGlRender(GlInterface gl, int fb, PixelSize size,
- float yaw, float pitch, float roll, float disco)
- {
- gl.Viewport(0, 0, size.Width, size.Height);
- gl.ClearDepth(1);
- gl.Disable(GL_CULL_FACE);
- gl.Disable(GL_SCISSOR_TEST);
- gl.DepthFunc(GL_LESS);
- gl.DepthMask(1);
-
- gl.ClearColor(0, 0, 0, 0);
- gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- gl.Enable(GL_DEPTH_TEST);
- var GL = gl;
- GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
- GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
- GL.BindVertexArray(_vertexArrayObject);
- GL.UseProgram(_shaderProgram);
- CheckError(GL);
- var projection =
- Matrix4x4.CreatePerspectiveFieldOfView((float)(Math.PI / 4), (float)(size.Width / size.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);
- }
- }
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