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8dcb8601a2
Hopefully this is the first and last time we have to do this.
371 lines
15 KiB
C#
371 lines
15 KiB
C#
// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using System.IO;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using Examples.TextureLoaders;
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namespace Examples.Tutorial
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{
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/// <summary>Demonstrates Swizzled DXT5 Parallax Mapping
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/// The idea is described in more detail right here: http://www.opentk.com/node/394
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/// </summary>
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[Example("Swizzled Parallax Mapping", ExampleCategory.OpenGL, "2.x", Documentation = "SwizzledParallax")]
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public class T12_GLSL_Parallax: GameWindow
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{
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public T12_GLSL_Parallax( )
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: base( 800, 600 )
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{
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}
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#region internal Fields
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// Shader
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int VertexShaderObject, FragmentShaderObject, ProgramObject;
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const string VertexShaderFilename = "Data/Shaders/Parallax_VS.glsl";
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const string FragmentShaderFilename = "Data/Shaders/Parallax_FS.glsl";
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const int AttribTangent = 5; // slot where to pass tangents to VS, not sure which are reserved besides 0
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Vector3 Tangent = new Vector3( 1f, 0f, 0f );
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Vector3 Normal = new Vector3( 0f, 0f, 1f );
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// Material parameter
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//Vector3 MaterialScaleAndBiasAndShininess = new Vector3( 0.07f, 0.0f, 38.0f ); // for Metal tex
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Vector3 MaterialScaleAndBiasAndShininess = new Vector3( 0.04f, 0.0f, 92.0f ); // for Rock tex
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// Textures
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const TextureUnit TMU0_Unit = TextureUnit.Texture0;
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const int TMU0_UnitInteger = 0;
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const string TMU0_Filename = "Data/Textures/swizzled-rock-diffuse-height.dds";
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uint TMU0_Handle;
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TextureTarget TMU0_Target;
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const TextureUnit TMU1_Unit = TextureUnit.Texture1;
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const int TMU1_UnitInteger = 1;
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const string TMU1_Filename = "Data/Textures/swizzled-rock-normal-gloss.dds";
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uint TMU1_Handle;
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TextureTarget TMU1_Target;
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// Camera
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Vector3 EyePos = new Vector3( 0.0f, 0.0f, 3.0f );
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// Light
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Vector3 LightPosition = new Vector3( 0.0f, 1.0f, 1.0f );
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Vector3 LightDiffuse = new Vector3( 0.5f, 0.5f, 0.5f );
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Vector3 LightSpecular = new Vector3( 1f, 1f, 1f );
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#endregion internal Fields
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/// <summary>Setup OpenGL and load resources here.</summary>
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/// <param name="e">Not used.</param>
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protected override void OnLoad(EventArgs e)
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{
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this.VSync = VSyncMode.Off;
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// Check for necessary capabilities:
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string extensions = GL.GetString(StringName.Extensions);
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if ( !GL.GetString(StringName.Extensions).Contains("GL_ARB_shading_language"))
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{
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throw new NotSupportedException(String.Format("This example requires OpenGL 2.0. Found {0}. Aborting.",
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GL.GetString(StringName.Version).Substring(0, 3)));
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}
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if (!extensions.Contains("GL_ARB_texture_compression") ||
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!extensions.Contains("GL_EXT_texture_compression_s3tc"))
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{
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throw new NotSupportedException("This example requires support for texture compression. Aborting.");
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}
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int[] temp = new int[1];
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GL.GetInteger( GetPName.MaxTextureImageUnits, out temp[0] );
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Trace.WriteLine( temp[0] + " TMU's for Fragment Shaders found. (2 required)" );
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GL.GetInteger( GetPName.MaxVaryingFloats, out temp[0] );
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Trace.WriteLine( temp[0] + " varying floats between VS and FS allowed. (6 required)" );
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GL.GetInteger( GetPName.MaxVertexUniformComponents, out temp[0] );
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Trace.WriteLine( temp[0] + " uniform components allowed in Vertex Shader. (6 required)" );
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GL.GetInteger( GetPName.MaxFragmentUniformComponents, out temp[0] );
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Trace.WriteLine( temp[0] + " uniform components allowed in Fragment Shader. (11 required)" );
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Trace.WriteLine("" );
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#region GL State
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GL.ClearColor( 0.2f, 0f, 0.4f, 0f );
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GL.PointSize( 10f );
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GL.Disable( EnableCap.Dither );
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GL.FrontFace( FrontFaceDirection.Ccw );
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GL.PolygonMode( MaterialFace.Front, PolygonMode.Fill );
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GL.PolygonMode( MaterialFace.Back, PolygonMode.Line );
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#endregion GL State
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#region Shaders
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string LogInfo;
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// Load&Compile Vertex Shader
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using ( StreamReader sr = new StreamReader( VertexShaderFilename ) )
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{
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VertexShaderObject = GL.CreateShader( ShaderType.VertexShader );
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GL.ShaderSource( VertexShaderObject, sr.ReadToEnd( ) );
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GL.CompileShader( VertexShaderObject );
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}
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GL.GetShaderInfoLog( VertexShaderObject, out LogInfo );
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if ( LogInfo.Length > 0 && !LogInfo.Contains( "hardware" ) )
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Trace.WriteLine( "Vertex Shader failed!\nLog:\n" + LogInfo );
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else
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Trace.WriteLine( "Vertex Shader compiled without complaint." );
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// Load&Compile Fragment Shader
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using ( StreamReader sr = new StreamReader( FragmentShaderFilename ) )
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{
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FragmentShaderObject = GL.CreateShader( ShaderType.FragmentShader );
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GL.ShaderSource( FragmentShaderObject, sr.ReadToEnd( ) );
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GL.CompileShader( FragmentShaderObject );
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}
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GL.GetShaderInfoLog( FragmentShaderObject, out LogInfo );
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if ( LogInfo.Length > 0 && !LogInfo.Contains( "hardware" ) )
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Trace.WriteLine( "Fragment Shader failed!\nLog:\n" + LogInfo );
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else
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Trace.WriteLine( "Fragment Shader compiled without complaint." );
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// Link the Shaders to a usable Program
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ProgramObject = GL.CreateProgram( );
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GL.AttachShader( ProgramObject, VertexShaderObject );
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GL.AttachShader( ProgramObject, FragmentShaderObject );
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// must bind the attribute before linking
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GL.BindAttribLocation( ProgramObject, AttribTangent, "AttributeTangent" );
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// link it all together
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GL.LinkProgram( ProgramObject );
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// flag ShaderObjects for delete when not used anymore
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GL.DeleteShader( VertexShaderObject );
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GL.DeleteShader( FragmentShaderObject );
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GL.GetProgram( ProgramObject, ProgramParameter.LinkStatus, out temp[0] );
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Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) );
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if ( temp[0] != 1 )
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{
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GL.GetProgramInfoLog( ProgramObject, out LogInfo );
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Trace.WriteLine( "Program Log:\n" + LogInfo );
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}
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GL.GetProgram( ProgramObject, ProgramParameter.ActiveAttributes, out temp[0] );
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Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" );
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Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) );
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Trace.WriteLine( "End of Shader build. GL Error: " + GL.GetError( ) );
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#endregion Shaders
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#region Textures
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TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear;
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TextureLoaderParameters.MinificationFilter = TextureMinFilter.LinearMipmapLinear;
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TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToBorder;
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TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToBorder;
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TextureLoaderParameters.EnvMode = TextureEnvMode.Modulate;
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ImageDDS.LoadFromDisk( TMU0_Filename, out TMU0_Handle, out TMU0_Target );
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Trace.WriteLine( "Loaded " + TMU0_Filename + " with handle " + TMU0_Handle + " as " + TMU0_Target );
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ImageDDS.LoadFromDisk( TMU1_Filename, out TMU1_Handle, out TMU1_Target );
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Trace.WriteLine( "Loaded " + TMU1_Filename + " with handle " + TMU1_Handle + " as " + TMU1_Target );
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#endregion Textures
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Trace.WriteLine( "End of Texture Loading. GL Error: " + GL.GetError( ) );
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Trace.WriteLine( "");
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}
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protected override void OnUnload(EventArgs e)
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{
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GL.DeleteProgram( ProgramObject );
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GL.DeleteTextures( 1, ref TMU0_Handle );
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GL.DeleteTextures( 1, ref TMU1_Handle );
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base.OnUnload( e );
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}
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/// <summary>Respond to resize events here.</summary>
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/// <param name="e">Contains information on the new GameWindow size.</param>
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnResize( EventArgs e )
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{
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GL.Viewport( 0, 0, Width, Height );
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GL.MatrixMode( MatrixMode.Projection );
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Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 100.0f);
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GL.LoadMatrix(ref p);
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GL.MatrixMode( MatrixMode.Modelview );
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GL.LoadIdentity( );
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base.OnResize( e );
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}
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/// <summary>Add your game logic here.</summary>
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/// <param name="e">Contains timing information.</param>
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnUpdateFrame( FrameEventArgs e )
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{
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base.OnUpdateFrame( e );
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if ( Keyboard[OpenTK.Input.Key.Escape] )
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this.Exit( );
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if ( Keyboard[OpenTK.Input.Key.Space] )
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Trace.WriteLine( "GL: " + GL.GetError( ) );
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if ( Keyboard[OpenTK.Input.Key.Q] )
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{
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MaterialScaleAndBiasAndShininess.X += 0.01f;
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Trace.WriteLine( "Scale: " + MaterialScaleAndBiasAndShininess.X + " Bias: " + MaterialScaleAndBiasAndShininess.Y );
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}
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if ( Keyboard[OpenTK.Input.Key.A] )
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{
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MaterialScaleAndBiasAndShininess.X -= 0.01f;
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Trace.WriteLine( "Scale: " + MaterialScaleAndBiasAndShininess.X + " Bias: " + MaterialScaleAndBiasAndShininess.Y );
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}
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if ( Keyboard[OpenTK.Input.Key.W] )
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{
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MaterialScaleAndBiasAndShininess.Y += 0.01f;
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Trace.WriteLine( "Scale: " + MaterialScaleAndBiasAndShininess.X + " Bias: " + MaterialScaleAndBiasAndShininess.Y );
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}
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if ( Keyboard[OpenTK.Input.Key.S] )
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{
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MaterialScaleAndBiasAndShininess.Y -= 0.01f;
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Trace.WriteLine( "Scale: " + MaterialScaleAndBiasAndShininess.X + " Bias: " + MaterialScaleAndBiasAndShininess.Y );
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}
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if ( Keyboard[OpenTK.Input.Key.E] )
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{
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MaterialScaleAndBiasAndShininess.Z += 1f;
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Trace.WriteLine( "Shininess: " + MaterialScaleAndBiasAndShininess.Z );
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}
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if ( Keyboard[OpenTK.Input.Key.D] )
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{
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MaterialScaleAndBiasAndShininess.Z -= 1f;
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Trace.WriteLine( "Shininess: " + MaterialScaleAndBiasAndShininess.Z );
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}
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LightPosition.X = ( -( this.Width / 2 ) + Mouse.X ) / 100f;
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LightPosition.Y = ( ( this.Height / 2 ) - Mouse.Y ) / 100f;
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EyePos.Y = Mouse.Wheel * 0.5f;
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}
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/// <summary>Add your game rendering code here.</summary>
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/// <param name="e">Contains timing information.</param>
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnRenderFrame( FrameEventArgs e )
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{
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this.Title = "FPS: " + (1 / e.Time).ToString("0.");
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GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
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GL.UseProgram( ProgramObject );
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#region Textures
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GL.ActiveTexture( TMU0_Unit );
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GL.BindTexture( TMU0_Target, TMU0_Handle );
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GL.ActiveTexture( TMU1_Unit );
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GL.BindTexture( TMU1_Target, TMU1_Handle );
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#endregion Textures
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#region Uniforms
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// first Material's uniforms
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GL.Uniform1( GL.GetUniformLocation( ProgramObject, "Material_DiffuseAndHeight" ), TMU0_UnitInteger );
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GL.Uniform1( GL.GetUniformLocation( ProgramObject, "Material_NormalAndGloss" ), TMU1_UnitInteger );
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GL.Uniform3( GL.GetUniformLocation( ProgramObject, "Material_ScaleBiasShininess" ), MaterialScaleAndBiasAndShininess.X, MaterialScaleAndBiasAndShininess.Y, MaterialScaleAndBiasAndShininess.Z );
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// the rest are vectors
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GL.Uniform3( GL.GetUniformLocation( ProgramObject, "Camera_Position" ), EyePos.X, EyePos.Y, EyePos.Z );
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GL.Uniform3( GL.GetUniformLocation( ProgramObject, "Light_Position" ), LightPosition.X, LightPosition.Y, LightPosition.Z );
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GL.Uniform3( GL.GetUniformLocation( ProgramObject, "Light_DiffuseColor" ), LightDiffuse.X, LightDiffuse.Y, LightDiffuse.Z );
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GL.Uniform3( GL.GetUniformLocation( ProgramObject, "Light_SpecularColor" ), LightSpecular.X, LightSpecular.Y, LightSpecular.Z );
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#endregion Uniforms
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GL.PushMatrix( );
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Matrix4 t = Matrix4.LookAt( EyePos, Vector3.Zero, Vector3.UnitY );
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GL.MultMatrix(ref t);
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#region Draw Quad
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GL.Color3( 1f, 1f, 1f );
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GL.Begin( BeginMode.Quads );
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{
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GL.Normal3( Normal );
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GL.VertexAttrib3( AttribTangent, ref Tangent );
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GL.MultiTexCoord2( TextureUnit.Texture0, 0f, 1f );
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GL.Vertex3( -1.0f, 1.0f, 0.0f );
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GL.Normal3( Normal );
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GL.VertexAttrib3( AttribTangent, ref Tangent );
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GL.MultiTexCoord2( TextureUnit.Texture0, 0f, 0f );
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GL.Vertex3( -1.0f, -1.0f, 0.0f );
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GL.Normal3( Normal );
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GL.VertexAttrib3( AttribTangent, ref Tangent );
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GL.MultiTexCoord2( TextureUnit.Texture0, 1f, 0f );
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GL.Vertex3( 1.0f, -1.0f, 0.0f );
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GL.Normal3( Normal );
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GL.VertexAttrib3( AttribTangent, ref Tangent );
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GL.MultiTexCoord2( TextureUnit.Texture0, 1f, 1f );
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GL.Vertex3( 1.0f, 1.0f, 0.0f );
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}
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GL.End( );
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#endregion Draw Quad
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GL.UseProgram( 0 );
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// visualize the light position 'somehow'
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GL.Begin( BeginMode.Points );
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{
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GL.Color3( LightSpecular );
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GL.Vertex3( LightPosition );
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}
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GL.End( );
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GL.PopMatrix( );
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this.SwapBuffers( );
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}
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/// <summary>Entry point</summary>
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[STAThread]
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public static void Main( )
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{
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using ( T12_GLSL_Parallax example = new T12_GLSL_Parallax( ) )
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{
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Utilities.SetWindowTitle( example );
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example.Run( 30.0, 0.0 );
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}
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}
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}
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}
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