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