From 950336b9600484f4fe587293b2acede7a30d5d30 Mon Sep 17 00:00:00 2001 From: Colin McMillen Date: Thu, 29 Jun 2023 15:10:05 -0400 Subject: [PATCH] initial add. opens a window and puts an image in it --- Program.cs | 278 +++++++++++++++++++++++++++++++++++++++++++++++++++ Totte.csproj | 15 +++ Totte.sln | 25 +++++ 3 files changed, 318 insertions(+) create mode 100644 Program.cs create mode 100644 Totte.csproj create mode 100644 Totte.sln diff --git a/Program.cs b/Program.cs new file mode 100644 index 0000000..24fa33b --- /dev/null +++ b/Program.cs @@ -0,0 +1,278 @@ +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.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) { + Console.WriteLine("GPU Resource leak! Did you forget to call Dispose()?"); + } + } + + 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); + } + +} + +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; + int texture; + 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)); + + // Decode a JPEG image. + //Image image = Image.Load(@"c:\users\colin\pictures\texture.jpg"); + Image image = Image.Load(@"c:\users\colin\pictures\photos\2023\06\27\DSC_0035.jpg"); + 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()]; + image.CopyPixelDataTo(pixelBytes); + image.Dispose(); + + // TODO: put the texture into an actual class. + texture = GL.GenTexture(); + GL.ActiveTexture(TextureUnit.Texture0); + GL.BindTexture(TextureTarget.Texture2D, texture); + 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); + } + + 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, texture); + shader.Use(); + GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); + SwapBuffers(); + } + + protected override void OnResize(ResizeEventArgs e) { + base.OnResize(e); + Console.WriteLine($"OnResize: {e.Width}x{e.Height}"); + windowWidth = e.Width; + windowHeight = e.Height; + + projection = Matrix4.CreateOrthographicOffCenter(0f, windowWidth, windowHeight, 0f, -1f, 1f); + GL.UniformMatrix4(shader.GetUniformLocation("projection"), true, ref projection); + GL.Viewport(0, 0, windowWidth, windowHeight); + } +} + +static class Program { + static void Main(string[] args) { + List monitors = Monitors.GetMonitors(); + MonitorInfo bestMonitor = monitors[0]; + int bestResolution = bestMonitor.HorizontalResolution * bestMonitor.VerticalResolution; + for (int i = 1; i < monitors.Count; i++) { + MonitorInfo monitor = monitors[i]; + int resolution = monitor.HorizontalResolution * monitor.VerticalResolution; + if (resolution > bestResolution) { + bestResolution = resolution; + bestMonitor = monitor; + } + } + Console.WriteLine($"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(); + } + } +} + diff --git a/Totte.csproj b/Totte.csproj new file mode 100644 index 0000000..640d5de --- /dev/null +++ b/Totte.csproj @@ -0,0 +1,15 @@ + + + + Exe + net7.0 + enable + enable + + + + + + + + diff --git a/Totte.sln b/Totte.sln new file mode 100644 index 0000000..d947b57 --- /dev/null +++ b/Totte.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.6.33815.320 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Totte", "Totte.csproj", "{DD5955F2-11CB-471F-9271-2B99267B4E5D}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {DD5955F2-11CB-471F-9271-2B99267B4E5D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {DD5955F2-11CB-471F-9271-2B99267B4E5D}.Debug|Any CPU.Build.0 = Debug|Any CPU + {DD5955F2-11CB-471F-9271-2B99267B4E5D}.Release|Any CPU.ActiveCfg = Release|Any CPU + {DD5955F2-11CB-471F-9271-2B99267B4E5D}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {207645D6-6F33-4FCE-8DC4-4F3C832A8897} + EndGlobalSection +EndGlobal