A cross-platform UI framework for .NET
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using System;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using Avalonia;
using Avalonia.Controls;
using Avalonia.OpenGL;
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);
}
static OpenGlPageControl()
{
AffectsRender<OpenGlPageControl>(YawProperty, PitchProperty, RollProperty);
}
private int _vertexShader;
private int _fragmentShader;
private int _shaderProgram;
private int _vertexBufferObject;
private int _indexBufferObject;
private int _vertexArrayObject;
private string WithVersion(string shader) =>
$"#version {(DisplayType == GlDisplayType.OpenGl ? 120 : 100)}\n" + shader;
private string WithVersionAndPrecision(string shader, string precision) =>
WithVersion(DisplayType == GlDisplayType.OpenGLES ? $"precision {precision}\n{shader}" : shader);
private string VertexShaderSource => WithVersion(@"
attribute vec3 aPos;
attribute vec3 aNormal;
uniform mat4 uModel;
uniform mat4 uProjection;
uniform mat4 uView;
varying vec3 FragPos;
varying vec3 VecPos;
varying vec3 Normal;
void main()
{
gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
FragPos = vec3(uModel * vec4(aPos, 1.0));
VecPos = aPos;
Normal = normalize(vec3(uModel * vec4(aNormal, 1.0)));
}
");
private string FragmentShaderSource => WithVersionAndPrecision(@"
varying vec3 FragPos;
varying vec3 VecPos;
varying vec3 Normal;
uniform float uMaxY;
uniform float uMinY;
void main()
{
float y = (VecPos.y - uMinY) / (uMaxY - uMinY);
vec3 objectColor = vec3((1 - y), 0.40 + y / 4, y * 0.75+0.25);
//vec3 objectColor = normalize(FragPos);
float ambientStrength = 0.3;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 lightPos = vec3(uMaxY * 2, uMaxY * 2, uMaxY * 2);
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);
}
", "mediump float");
[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)
{
// 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);
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);
fixed (void* pdata = _indices)
GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, new IntPtr(_indices.Length * sizeof(ushort)), new IntPtr(pdata),
GL_STATIC_DRAW);
_vertexArrayObject = GL.GenVertexArray();
GL.BindVertexArray(_vertexArrayObject);
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);
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);
}
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);
GL.BindVertexArray(_vertexArrayObject);
GL.UseProgram(_shaderProgram);
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");
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.DrawElements(GL_TRIANGLES, _indices.Length, GL_UNSIGNED_SHORT, IntPtr.Zero);
CheckError(GL);
}
}
}