Colin McMillen
10 months ago
3 changed files with 318 additions and 0 deletions
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278Program.cs
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15Totte.csproj
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25Totte.sln
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using OpenTK.Graphics.OpenGL4; |
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using OpenTK.Mathematics; |
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using OpenTK.Windowing.Common; |
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using OpenTK.Windowing.Desktop; |
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using OpenTK.Windowing.GraphicsLibraryFramework; |
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// https://docs.sixlabors.com/api/ImageSharp/SixLabors.ImageSharp.Image.html
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using SixLabors.ImageSharp; |
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using SixLabors.ImageSharp.Metadata.Profiles.Exif; |
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using System.Reflection.Metadata; |
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using System.Runtime.CompilerServices; |
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using static System.Runtime.InteropServices.JavaScript.JSType; |
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using System.Xml.Linq; |
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using Image = SixLabors.ImageSharp.Image; |
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namespace SemiColinGames; |
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public class Shader : IDisposable { |
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int Handle; |
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public Shader() { |
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int VertexShader; |
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int FragmentShader; |
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string VertexShaderSource = @"
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#version 330 |
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layout(location = 0) in vec3 aPosition; |
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layout(location = 1) in vec2 aTexCoord; |
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out vec2 texCoord; |
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uniform mat4 projection; |
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void main(void) { |
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texCoord = aTexCoord; |
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gl_Position = vec4(aPosition, 1.0) * projection; |
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}";
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string FragmentShaderSource = @"
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#version 330 |
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out vec4 outputColor; |
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in vec2 texCoord; |
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uniform sampler2D texture0; |
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void main() { |
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outputColor = texture(texture0, texCoord); |
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}";
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VertexShader = GL.CreateShader(ShaderType.VertexShader); |
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GL.ShaderSource(VertexShader, VertexShaderSource); |
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FragmentShader = GL.CreateShader(ShaderType.FragmentShader); |
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GL.ShaderSource(FragmentShader, FragmentShaderSource); |
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GL.CompileShader(VertexShader); |
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int success; |
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GL.GetShader(VertexShader, ShaderParameter.CompileStatus, out success); |
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if (success == 0) { |
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string infoLog = GL.GetShaderInfoLog(VertexShader); |
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Console.WriteLine(infoLog); |
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} |
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GL.CompileShader(FragmentShader); |
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GL.GetShader(FragmentShader, ShaderParameter.CompileStatus, out success); |
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if (success == 0) { |
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string infoLog = GL.GetShaderInfoLog(FragmentShader); |
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Console.WriteLine(infoLog); |
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} |
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Handle = GL.CreateProgram(); |
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GL.AttachShader(Handle, VertexShader); |
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GL.AttachShader(Handle, FragmentShader); |
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GL.LinkProgram(Handle); |
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out success); |
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if (success == 0) { |
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string infoLog = GL.GetProgramInfoLog(Handle); |
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Console.WriteLine(infoLog); |
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} |
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GL.DetachShader(Handle, VertexShader); |
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GL.DetachShader(Handle, FragmentShader); |
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GL.DeleteShader(FragmentShader); |
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GL.DeleteShader(VertexShader); |
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} |
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public void Use() { |
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GL.UseProgram(Handle); |
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} |
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private bool disposedValue = false; |
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protected virtual void Dispose(bool disposing) { |
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if (!disposedValue) { |
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GL.DeleteProgram(Handle); |
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disposedValue = true; |
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} |
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} |
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~Shader() { |
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if (disposedValue == false) { |
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Console.WriteLine("GPU Resource leak! Did you forget to call Dispose()?"); |
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} |
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} |
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public void Dispose() { |
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Dispose(true); |
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GC.SuppressFinalize(this); |
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} |
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public int GetAttribLocation(string name) { |
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return GL.GetAttribLocation(Handle, name); |
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} |
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public int GetUniformLocation(string name) { |
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return GL.GetUniformLocation(Handle, name); |
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} |
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} |
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public class Game : GameWindow { |
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public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : base(gwSettings, nwSettings) { } |
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int frameCount; |
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int windowWidth; |
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int windowHeight; |
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float[] vertices = { |
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// Position Texture coordinates
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0f, 0f, 0.0f, 0.0f, 0.0f, // top left
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2560f, 0f, 0.0f, 1.0f, 0.0f, // top right
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2560f, 1440f, 0.0f, 1.0f, 1.0f, // bottom right
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0f, 1440f, 0.0f, 0.0f, 1.0f, // bottom left
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}; |
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uint[] indices = { |
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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}; |
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int VertexBufferObject; |
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int ElementBufferObject; |
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int VertexArrayObject; |
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int texture; |
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Shader shader; |
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Matrix4 projection; |
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protected override void OnUpdateFrame(FrameEventArgs e) { |
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base.OnUpdateFrame(e); |
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KeyboardState input = KeyboardState; |
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if (input.IsKeyDown(Keys.Escape)) { |
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Close(); |
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} |
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} |
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protected override void OnLoad() { |
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base.OnLoad(); |
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GL.ClearColor(0.2f, 0.3f, 0.3f, 1.0f); |
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VertexArrayObject = GL.GenVertexArray(); |
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GL.BindVertexArray(VertexArrayObject); |
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VertexBufferObject = GL.GenBuffer(); |
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GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject); |
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw); |
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ElementBufferObject = GL.GenBuffer(); |
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject); |
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.StaticDraw); |
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shader = new Shader(); |
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shader.Use(); |
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// Because there's now 5 floats between the start of the first vertex and the start of the second,
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// we modify the stride from 3 * sizeof(float) to 5 * sizeof(float).
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// This will now pass the new vertex array to the buffer.
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var vertexLocation = shader.GetAttribLocation("aPosition"); |
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GL.EnableVertexAttribArray(vertexLocation); |
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0); |
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// Next, we also setup texture coordinates. It works in much the same way.
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// We add an offset of 3, since the texture coordinates comes after the position data.
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// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
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var texCoordLocation = shader.GetAttribLocation("aTexCoord"); |
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GL.EnableVertexAttribArray(texCoordLocation); |
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GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float)); |
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// Decode a JPEG image.
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//Image<Rgba32> image = Image.Load<Rgba32>(@"c:\users\colin\pictures\texture.jpg");
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Image<Rgba32> image = Image.Load<Rgba32>(@"c:\users\colin\pictures\photos\2023\06\27\DSC_0035.jpg"); |
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Console.WriteLine($"{image.Width}x{image.Height}"); |
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//foreach (IExifValue exif in image.Metadata.ExifProfile.Values) {
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// Console.WriteLine($"{exif.Tag} : {exif.GetValue()}");
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//}
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byte[] pixelBytes = new byte[image.Width * image.Height * Unsafe.SizeOf<Rgba32>()]; |
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image.CopyPixelDataTo(pixelBytes); |
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image.Dispose(); |
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// TODO: put the texture into an actual class.
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texture = GL.GenTexture(); |
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GL.ActiveTexture(TextureUnit.Texture0); |
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GL.BindTexture(TextureTarget.Texture2D, texture); |
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); // FIXME: is this right?
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder); |
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float[] borderColor = { 0.0f, 0.0f, 0.0f, 1.0f }; |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor); |
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GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); |
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} |
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protected override void OnUnload() { |
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base.OnUnload(); |
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} |
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protected override void OnRenderFrame(FrameEventArgs e) { |
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base.OnRenderFrame(e); |
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frameCount++; |
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GL.Clear(ClearBufferMask.ColorBufferBit); |
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GL.BindVertexArray(VertexArrayObject); |
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GL.ActiveTexture(TextureUnit.Texture0); |
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GL.BindTexture(TextureTarget.Texture2D, texture); |
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shader.Use(); |
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); |
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SwapBuffers(); |
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} |
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protected override void OnResize(ResizeEventArgs e) { |
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base.OnResize(e); |
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Console.WriteLine($"OnResize: {e.Width}x{e.Height}"); |
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windowWidth = e.Width; |
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windowHeight = e.Height; |
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projection = Matrix4.CreateOrthographicOffCenter(0f, windowWidth, windowHeight, 0f, -1f, 1f); |
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GL.UniformMatrix4(shader.GetUniformLocation("projection"), true, ref projection); |
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GL.Viewport(0, 0, windowWidth, windowHeight); |
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} |
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} |
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static class Program { |
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static void Main(string[] args) { |
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List<MonitorInfo> monitors = Monitors.GetMonitors(); |
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MonitorInfo bestMonitor = monitors[0]; |
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int bestResolution = bestMonitor.HorizontalResolution * bestMonitor.VerticalResolution; |
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for (int i = 1; i < monitors.Count; i++) { |
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MonitorInfo monitor = monitors[i]; |
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int resolution = monitor.HorizontalResolution * monitor.VerticalResolution; |
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if (resolution > bestResolution) { |
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bestResolution = resolution; |
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bestMonitor = monitor; |
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} |
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} |
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Console.WriteLine($"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}"); |
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Console.WriteLine($"{bestMonitor.ClientArea}, {bestMonitor.WorkArea}"); |
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GameWindowSettings gwSettings = new GameWindowSettings(); |
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gwSettings.RenderFrequency = 60.0; |
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NativeWindowSettings nwSettings = new NativeWindowSettings(); |
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nwSettings.WindowState = WindowState.Normal; |
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nwSettings.CurrentMonitor = bestMonitor.Handle; |
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nwSettings.Location = new Vector2i(bestMonitor.WorkArea.Min.X + 1, bestMonitor.WorkArea.Min.Y + 31); |
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nwSettings.Size = new Vector2i(bestMonitor.WorkArea.Size.X - 2, bestMonitor.WorkArea.Size.Y - 32); |
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nwSettings.Title = "Totte"; |
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// FIXME: nwSettings.Icon = ...
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using (Game game = new Game(gwSettings, nwSettings)) { |
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game.Run(); |
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} |
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} |
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} |
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@ -0,0 +1,15 @@ |
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<Project Sdk="Microsoft.NET.Sdk"> |
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<PropertyGroup> |
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<OutputType>Exe</OutputType> |
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<TargetFramework>net7.0</TargetFramework> |
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<ImplicitUsings>enable</ImplicitUsings> |
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<Nullable>enable</Nullable> |
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</PropertyGroup> |
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<ItemGroup> |
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<PackageReference Include="OpenTK" Version="4.7.7" /> |
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<PackageReference Include="SixLabors.ImageSharp" Version="3.0.1" /> |
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</ItemGroup> |
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</Project> |
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Microsoft Visual Studio Solution File, Format Version 12.00 |
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# Visual Studio Version 17 |
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VisualStudioVersion = 17.6.33815.320 |
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MinimumVisualStudioVersion = 10.0.40219.1 |
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Totte", "Totte.csproj", "{DD5955F2-11CB-471F-9271-2B99267B4E5D}" |
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EndProject |
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Global |
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GlobalSection(SolutionConfigurationPlatforms) = preSolution |
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Debug|Any CPU = Debug|Any CPU |
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Release|Any CPU = Release|Any CPU |
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EndGlobalSection |
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GlobalSection(ProjectConfigurationPlatforms) = postSolution |
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{DD5955F2-11CB-471F-9271-2B99267B4E5D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU |
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{DD5955F2-11CB-471F-9271-2B99267B4E5D}.Debug|Any CPU.Build.0 = Debug|Any CPU |
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{DD5955F2-11CB-471F-9271-2B99267B4E5D}.Release|Any CPU.ActiveCfg = Release|Any CPU |
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{DD5955F2-11CB-471F-9271-2B99267B4E5D}.Release|Any CPU.Build.0 = Release|Any CPU |
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EndGlobalSection |
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GlobalSection(SolutionProperties) = preSolution |
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HideSolutionNode = FALSE |
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EndGlobalSection |
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GlobalSection(ExtensibilityGlobals) = postSolution |
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SolutionGuid = {207645D6-6F33-4FCE-8DC4-4F3C832A8897} |
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EndGlobalSection |
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EndGlobal |
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