GLWidget/GLWidgetTestGTK3/MainWindow.cs
Emmanuel 522678c94d wip
2020-09-09 15:47:45 +00:00

601 lines
17 KiB
C#

//
// MainWindow.cs
//
// Author:
// Jarl Gullberg <jarl.gullberg@gmail.com>
//
// Copyright (c) 2016 Jarl Gullberg
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using Gdk;
using GLWidgetTestGTK3.Data;
using GLWidgetTestGTK3.Debug;
using GLWidgetTestGTK3.World;
using Gtk;
using UI = Gtk.Builder.ObjectAttribute;
using OpenTK;
using OpenTK.Mathematics;
using OpenTK.Graphics.OpenGL;
using KeyPressEventArgs = Gtk.KeyPressEventArgs;
using OpenTK.Graphics;
namespace GLWidgetTestGTK3
{
public partial class MainWindow : Gtk.Window
{
[UI] readonly Box MainBox;
[UI] readonly MenuBar MainMenuBar;
[UI] readonly Alignment GLWidgetAlignment;
[UI] readonly GLWidget MainGLWidget;
private bool GLInit;
private Scene Scene;
private uint VertexArrayID;
private uint ColourBufferID;
private int ShaderProgramID;
/* Default camera positions */
private Vector3 cameraPosition;
private Vector3 cameraLookDirection;
private Vector3 cameraRightVector;
private Vector3 cameraUpVector;
private float horizontalViewAngle;
private float verticalViewAngle;
private const float defaultFOV = 45.0f;
private const float defaultMovementSpeed = 10.0f;
private const float defaultCameraSpeed = 0.5f;
// Other variables
private bool wantsToMove = false;
private float deltaTime;
private int mouseXLastFrame;
private int mouseYLastFrame;
private float rightAxis;
private float forwardAxis;
private static readonly float[] cubeColourBufferData =
{
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
public static MainWindow Create()
{
Builder builder = new Builder(null, "GLWidgetTestGTK3.interfaces.MainWindow.glade", null);
return new MainWindow(builder, builder.GetObject("MainWindow").Handle);
}
protected MainWindow(Builder builder, IntPtr handle)
: base(handle)
{
builder.Autoconnect(this);
DeleteEvent += OnDeleteEvent;
this.GLInit = false;
ResetCamera();
this.MainGLWidget = new GLWidget(GraphicsMode.Default)
{
CanFocus = true,
SingleBuffer = false,
ColorBPP = 24,
DepthBPP = 24,
Samples = 4,
GLVersionMajor = 3,
GLVersionMinor = 3,
GraphicsContextFlags = GraphicsContextFlags.Default
};
this.MainGLWidget.Events |=
EventMask.ButtonPressMask |
EventMask.ButtonReleaseMask |
EventMask.KeyPressMask |
EventMask.KeyReleaseMask;
this.MainGLWidget.Initialized += OnViewportInitialized;
this.MainGLWidget.ButtonPressEvent += OnViewportButtonPressed;
this.MainGLWidget.ButtonReleaseEvent += OnViewportButtonReleased;
this.MainGLWidget.KeyPressEvent += OnViewportKeyPressed;
this.MainGLWidget.KeyReleaseEvent += OnViewportKeyReleased;
// Add the GL widget to the UI
this.GLWidgetAlignment.Add(this.MainGLWidget);
this.GLWidgetAlignment.ShowAll();
}
private List<Vertex> FloatArrayToVertexList(float[] vertexPositions)
{
if ((vertexPositions.Length % 3) != 0)
{
throw new ArgumentException("The input array must be of a 3-multiple length. Incomplete entries are not allowed.", nameof(vertexPositions));
}
List<Vertex> convertedVertices = new List<Vertex>();
for (int i = 0; i < vertexPositions.Length; i += 3)
{
Vector3 Position = new Vector3(vertexPositions[i], vertexPositions[i + 1], vertexPositions[i + 2]);
Vertex vertex = new Vertex(Position);
convertedVertices.Add(vertex);
}
return convertedVertices;
}
private void OnViewportKeyReleased(object o, KeyReleaseEventArgs args)
{
if (args.Event.Type == EventType.KeyRelease)
{
if( args.Event.Key == Gdk.Key.w || args.Event.Key == Gdk.Key.W)
{
forwardAxis = 0.0f;
}
else if( args.Event.Key == Gdk.Key.s || args.Event.Key == Gdk.Key.S)
{
forwardAxis = 0.0f;
}
if( args.Event.Key == Gdk.Key.d || args.Event.Key == Gdk.Key.D)
{
rightAxis = 0.0f;
}
else if( args.Event.Key == Gdk.Key.a || args.Event.Key == Gdk.Key.A)
{
rightAxis = 0.0f;
}
}
}
private void OnViewportKeyPressed(object o, KeyPressEventArgs args)
{
if (args.Event.Type == EventType.KeyPress)
{
if( args.Event.Key == Gdk.Key.w || args.Event.Key == Gdk.Key.W)
{
forwardAxis = 1.0f;
}
else if( args.Event.Key == Gdk.Key.s || args.Event.Key == Gdk.Key.S)
{
forwardAxis = -1.0f;
}
if( args.Event.Key == Gdk.Key.d || args.Event.Key == Gdk.Key.D)
{
rightAxis = 1.0f;
}
else if( args.Event.Key == Gdk.Key.a || args.Event.Key == Gdk.Key.A)
{
rightAxis = -1.0f;
}
if( args.Event.Key == Gdk.Key.r || args.Event.Key == Gdk.Key.R)
{
if (wantsToMove)
{
ResetCamera();
}
}
if (args.Event.Key == Gdk.Key.Escape)
{
Application.Quit();
}
}
}
private void ResetCamera()
{
this.cameraPosition = new Vector3(0.0f, 0.0f, 5.0f);
this.horizontalViewAngle = MathHelper.DegreesToRadians(180.0f);
this.verticalViewAngle = MathHelper.DegreesToRadians(0.0f);
this.cameraLookDirection = new Vector3(
(float)(Math.Cos(this.verticalViewAngle) * Math.Sin(this.horizontalViewAngle)),
(float)Math.Sin(this.verticalViewAngle),
(float)(Math.Cos(this.verticalViewAngle) * Math.Cos(this.horizontalViewAngle)));
this.cameraRightVector = new Vector3(
(float)Math.Sin(horizontalViewAngle - MathHelper.PiOver2),
0,
(float)Math.Cos(horizontalViewAngle - MathHelper.PiOver2));
this.cameraUpVector = Vector3.Cross(cameraRightVector, cameraLookDirection);
}
[GLib.ConnectBefore]
private void OnViewportButtonReleased(object o, ButtonReleaseEventArgs args)
{
// Right click is released
if (args.Event.Type == EventType.ButtonRelease && args.Event.Button == 3)
{
// Return the mouse pointer
this.Window.Cursor = new Cursor(CursorType.Arrow);
this.GrabFocus();
this.wantsToMove = false;
}
}
[GLib.ConnectBefore]
private void OnViewportButtonPressed(object o, ButtonPressEventArgs args)
{
// Right click is pressed
if (args.Event.Type == EventType.ButtonPress && args.Event.Button == 3)
{
// Hide the mouse pointer
this.Window.Cursor = new Cursor(CursorType.BlankCursor);
this.MainGLWidget.GrabFocus();
this.wantsToMove = true;
this.MainGLWidget.GetPointer(out this.mouseXLastFrame, out this.mouseYLastFrame);
}
}
protected virtual void OnViewportInitialized(object sender, EventArgs e)
{
var version = GL.GetString(StringName.Version);
this.Scene = new Scene();
// Create the cube actor
Actor cubeActor = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
Actor cubeActor1 = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
Actor cubeActor2 = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
Actor cubeActor3 = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedCube)));
// Translate the cube actor
cubeActor.Transform.Translation = new Vector3(4.0f, 0.0f, 0.0f);
cubeActor1.Transform.Translation = new Vector3(0.0f, 4.0f, 0.0f);
cubeActor2.Transform.Translation = new Vector3(0.0f, -4.0f, 0.0f);
cubeActor3.Transform.Translation = new Vector3(-4.0f, 0.0f, 0.0f);
Actor triangleActor = new Actor(new Mesh(FloatArrayToVertexList(Shapes.UnindexedTriangle)));
this.Scene.Actors.Add(cubeActor);
this.Scene.Actors.Add(cubeActor1);
this.Scene.Actors.Add(cubeActor2);
this.Scene.Actors.Add(cubeActor3);
this.Scene.Actors.Add(triangleActor);
// Generate the colour buffer
GL.GenBuffers(1, out ColourBufferID);
// Upload the colour data
GL.BindBuffer(BufferTarget.ArrayBuffer, ColourBufferID);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(cubeColourBufferData.Length * sizeof(float)), cubeColourBufferData, BufferUsageHint.StaticDraw);
// Make sure we use the depth buffer when drawing
GL.Enable(EnableCap.DepthTest);
//GL.DepthFunc(DepthFunction.Less);
// Enable backface culling for performance reasons
//GL.Enable(EnableCap.CullFace);
// Render wireframe
//GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
// Initialize the viewport
int widgetWidth = this.GLWidgetAlignment.AllocatedWidth;
int widgetHeight = this.GLWidgetAlignment.AllocatedHeight;
GL.Viewport(0, 0, widgetWidth, widgetHeight);
GL.ClearColor(0.522f, 0.573f, 0.678f, 1.0f);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// Load the shaders
ShaderProgramID = LoadShaders();
// Add idle event handler to process rendering whenever and as long as time is available.
GLInit = true;
//GLib.Idle.Add(OnIdleProcessMain);
System.Threading.Thread thread = new System.Threading.Thread(Start);
thread.Start();
}
protected void RenderFrame()
{
MainGLWidget.MakeCurrent();
// Make sure the viewport is accurate for the current widget size on screen
int widgetWidth = this.GLWidgetAlignment.AllocatedWidth;
int widgetHeight = this.GLWidgetAlignment.AllocatedHeight;
var error = GL.GetError();
GL.Viewport(0, 0, widgetWidth, widgetHeight);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// Activate the shaders
GL.UseProgram(ShaderProgramID);
// See if there's any movement to compute
if (wantsToMove)
{
int mouseX;
int mouseY;
this.MainGLWidget.GetPointer(out mouseX, out mouseY);
this.horizontalViewAngle += defaultCameraSpeed * this.deltaTime * (float)(mouseXLastFrame - mouseX);
this.verticalViewAngle += defaultCameraSpeed * this.deltaTime * (float)(mouseYLastFrame - mouseY);
if (verticalViewAngle > MathHelper.DegreesToRadians(90.0f))
{
verticalViewAngle = MathHelper.DegreesToRadians(90.0f);
}
else if (verticalViewAngle < MathHelper.DegreesToRadians(-90.0f))
{
verticalViewAngle = MathHelper.DegreesToRadians(-90.0f);
}
mouseXLastFrame = mouseX;
mouseYLastFrame = mouseY;
// Compute the look direction
this.cameraLookDirection = new Vector3(
(float)(Math.Cos(this.verticalViewAngle) * Math.Sin(this.horizontalViewAngle)),
(float)Math.Sin(this.verticalViewAngle),
(float)(Math.Cos(this.verticalViewAngle) * Math.Cos(this.horizontalViewAngle)));
this.cameraRightVector = new Vector3(
(float)Math.Sin(this.horizontalViewAngle - MathHelper.PiOver2),
0,
(float)Math.Cos(this.horizontalViewAngle - MathHelper.PiOver2));
this.cameraUpVector = Vector3.Cross(this.cameraRightVector, this.cameraLookDirection);
// Perform any movement
if (forwardAxis > 0)
{
this.cameraPosition += this.cameraLookDirection * deltaTime * defaultMovementSpeed;
}
if (forwardAxis < 0)
{
this.cameraPosition -= this.cameraLookDirection * deltaTime * defaultMovementSpeed;
}
if (rightAxis > 0)
{
this.cameraPosition += this.cameraRightVector * deltaTime * defaultMovementSpeed;
}
if (rightAxis < 0)
{
this.cameraPosition -= this.cameraRightVector * deltaTime * defaultMovementSpeed;
}
}
// Calculate the relative viewpoint
float aspectRatio = (float)widgetWidth / (float)widgetHeight;
Matrix4 Projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(defaultFOV), aspectRatio, 0.1f, 1000.0f);
Matrix4 View = Matrix4.LookAt(
cameraPosition,
cameraPosition + cameraLookDirection,
cameraUpVector
);
// Enable the colour array
GL.EnableVertexAttribArray(1);
GL.BindBuffer(BufferTarget.ArrayBuffer, ColourBufferID);
GL.VertexAttribPointer(
1,
3,
VertexAttribPointerType.Float,
false,
0,
0);
// Tick the actors before any rendering is done
this.Scene.Tick(deltaTime);
foreach (Actor actor in this.Scene.Actors)
{
actor.Render(ShaderProgramID, View, Projection);
}
// Release the arrays
GL.DisableVertexAttribArray(1);
//swap
MainGLWidget.Swapbuffers();
MainGLWidget.ClearCurrent();
}
public void Start()
{
System.Threading.Thread.Sleep(1000);
while (true)
{
RenderFrame();
System.Threading.Thread.Sleep(5);
}
}
protected bool OnIdleProcessMain()
{
if (!GLInit)
return false;
else
{
// Start deltaTime calculation
Stopwatch deltaTimeWatcher = new Stopwatch();
deltaTimeWatcher.Start();
//System.Threading.Tasks.Task.Run(RenderFrame).Wait();
RenderFrame();
// End delta time calculation
deltaTimeWatcher.Stop();
this.deltaTime = (float)(deltaTimeWatcher.ElapsedMilliseconds * 0.001f);
return true;
}
}
private int LoadShaders()
{
int VertexShaderID = GL.CreateShader(ShaderType.VertexShader);
int FragmentShaderID = GL.CreateShader(ShaderType.FragmentShader);
string vertexShaderSourceCode;
using (Stream shaderStream =
Assembly.GetExecutingAssembly().GetManifestResourceStream("GLWidgetTestGTK3.Shaders.VertexShader.glsl"))
{
using (StreamReader sr = new StreamReader(shaderStream))
{
vertexShaderSourceCode = sr.ReadToEnd();
}
}
string fragmentShaderSourceCode;
using (Stream shaderStream =
Assembly.GetExecutingAssembly().GetManifestResourceStream("GLWidgetTestGTK3.Shaders.FragmentShader.glsl"))
{
using (StreamReader sr = new StreamReader(shaderStream))
{
fragmentShaderSourceCode = sr.ReadToEnd();
}
}
int result = 0;
int compilationLogLength;
Console.WriteLine("Compiling vertex shader...");
GL.ShaderSource(VertexShaderID, vertexShaderSourceCode);
GL.CompileShader(VertexShaderID);
GL.GetShader(VertexShaderID, ShaderParameter.CompileStatus, out result);
GL.GetShader(VertexShaderID, ShaderParameter.InfoLogLength, out compilationLogLength);
if (compilationLogLength > 0)
{
string compilationLog;
GL.GetShaderInfoLog(VertexShaderID, out compilationLog);
Console.WriteLine(compilationLog);
}
Console.WriteLine("Compiling fragment shader...");
GL.ShaderSource(FragmentShaderID, fragmentShaderSourceCode);
GL.CompileShader(FragmentShaderID);
GL.GetShader(FragmentShaderID, ShaderParameter.CompileStatus, out result);
GL.GetShader(FragmentShaderID, ShaderParameter.InfoLogLength, out compilationLogLength);
if (compilationLogLength > 0)
{
string compilationLog;
GL.GetShaderInfoLog(FragmentShaderID, out compilationLog);
Console.WriteLine(compilationLog);
}
Console.WriteLine("Linking shader program...");
int shaderProgramID = GL.CreateProgram();
GL.AttachShader(shaderProgramID, VertexShaderID);
GL.AttachShader(shaderProgramID, FragmentShaderID);
GL.LinkProgram(shaderProgramID);
GL.GetProgram(shaderProgramID, ProgramParameter.LinkStatus, out result);
GL.GetProgram(shaderProgramID, ProgramParameter.InfoLogLength, out compilationLogLength);
if (compilationLogLength > 0)
{
string compilationLog;
GL.GetProgramInfoLog(shaderProgramID, out compilationLog);
Console.WriteLine(compilationLog);
}
// Clean up the shader source code and unlinked object files from graphics memory
GL.DetachShader(shaderProgramID, VertexShaderID);
GL.DetachShader(shaderProgramID, FragmentShaderID);
GL.DeleteShader(VertexShaderID);
GL.DeleteShader(FragmentShaderID);
return shaderProgramID;
}
/// <summary>
/// Handles application shutdown procedures - terminating render threads, cleaning
/// up the UI, etc.
/// </summary>
/// <param name="sender">Sender.</param>
/// <param name="a">The deletion arguments.</param>
protected void OnDeleteEvent(object sender, DeleteEventArgs a)
{
Application.Quit();
a.RetVal = true;
}
}
}