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https://github.com/Ryujinx/Opentk.git
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307 lines
12 KiB
C#
307 lines
12 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.Windows.Forms;
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using System.Diagnostics;
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using System.Drawing;
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using System.Drawing.Imaging;
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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 OpenTK.Input;
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namespace Examples.Tutorial
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{
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/// <summary>
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/// Demonstrates how to render an animated Julia Set in real-time. Quality is sacrificed for speed.
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/// Info about the fractal: http://en.wikipedia.org/wiki/Julia_set
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/// One more major optimization could be applied (exploit the symmetry of the image with RTT), but
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/// that would make the program alot more complicated to follow. You can do this as an exercise.
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/// </summary>
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[Example("Julia Set Fractal", ExampleCategory.OpenGL, "2.x", Documentation = "JuliaSetFractal")]
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public class JuliaSetFractal : GameWindow
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{
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public JuliaSetFractal()
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: base(512, 512)
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{
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}
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#region Private Fields
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// GLSL Objects
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int VertexShaderObject, FragmentShaderObject, ProgramObject;
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int TextureObject;
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// Julia Variables for animation
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float AnimOffsetX = 0.213f; // using non-zero as starting point to make it more interesting
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float AnimOffsetY = 0.63f;
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const double AnimSpeedX = 0.65; // anim speed scaling is solely used to make the anim more interesting
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const double AnimSpeedY = 1.05;
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const double AnimCosinusPercent = 0.85f; // scales the cosinus down to 85% to avoid the (boring) borders
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float UniformScaleFactorX; // fractal horizontal scaling is only affected by window resize
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float UniformScaleFactorY; // fractal vertical scaling is only affected by window resize
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float UniformOffsetX = 1.8f; // fractal horizontal offset
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float UniformOffsetY = 1.8f; // fractal vertical offset
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#endregion private Fields
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#region OnLoad
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/// <summary>
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/// Setup OpenGL and load resources here.
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/// </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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base.OnLoad(e);
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// Check for necessary capabilities:
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Version version = new Version(GL.GetString(StringName.Version).Substring(0, 3));
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Version target = new Version(2, 0);
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if (version < target)
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{
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throw new NotSupportedException(String.Format(
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"OpenGL {0} is required (you only have {1}).", target, version));
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}
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this.VSync = VSyncMode.On;
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GL.Disable(EnableCap.Dither);
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GL.ClearColor(0.2f, 0f, 0.4f, 0f);
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// declare some variables for tracking which shader did compile, and which texture to use
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string[] ShaderFilenames = new string[2];
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ShaderFilenames[0] = "Data/Shaders/JuliaSet_SM3_FS.glsl";
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ShaderFilenames[1] = "Data/Shaders/JuliaSet_SM2_FS.glsl";
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string LogInfo;
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int status = 0;
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#region Shaders
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// Load&Compile Vertex Shader
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using (StreamReader sr = new StreamReader("Data/Shaders/JuliaSet_VS.glsl"))
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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 Log:\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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FragmentShaderObject = GL.CreateShader(ShaderType.FragmentShader);
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foreach (var shader in ShaderFilenames)
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{
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using (StreamReader sr = new StreamReader(shader))
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{
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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.GetShader(FragmentShaderObject, ShaderParameter.CompileStatus, out status);
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if (status != 1)
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{
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GL.GetShaderInfoLog(FragmentShaderObject, out LogInfo);
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Trace.WriteLine("Compiling " + shader + " failed!\nLog:\n" + LogInfo);
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}
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else
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{
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Trace.WriteLine("Fragment Shader compiled without complaint.");
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break;
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}
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}
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if (status != 1)
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{
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MessageBox.Show("Shader compilation failed");
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Exit();
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}
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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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GL.LinkProgram(ProgramObject);
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// make current
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GL.UseProgram(ProgramObject);
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// Flag ShaderObjects for delete when app exits
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GL.DeleteShader(VertexShaderObject);
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GL.DeleteShader(FragmentShaderObject);
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#endregion Shaders
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#region Textures
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// Load&Bind the 1D texture for color lookups
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GL.ActiveTexture(TextureUnit.Texture0); // select TMU0
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GL.GenTextures(1, out TextureObject);
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GL.TexParameter(TextureTarget.Texture1D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture1D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture1D, TextureParameterName.TextureWrapS, (int)(TextureWrapMode)All.ClampToEdge);
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using (Bitmap bitmap = new Bitmap("Data/Textures/JuliaColorTable.bmp"))
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{
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BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly,
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System.Drawing.Imaging.PixelFormat.Format24bppRgb);
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GL.TexImage1D(TextureTarget.Texture1D, 0, PixelInternalFormat.Rgb8, data.Width, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
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PixelType.UnsignedByte, data.Scan0);
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bitmap.UnlockBits(data);
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}
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#endregion Textures
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Keyboard.KeyUp += KeyUp;
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}
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int i = 0;
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void KeyUp(object sender, KeyboardKeyEventArgs e)
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{
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if (e.Key == Key.F12)
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{
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Bitmap bmp = new Bitmap(this.Width, this.Height);
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System.Drawing.Imaging.BitmapData data =
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bmp.LockBits(new System.Drawing.Rectangle(0, 0, this.Width, this.Height),
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System.Drawing.Imaging.ImageLockMode.WriteOnly,
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System.Drawing.Imaging.PixelFormat.Format24bppRgb);
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GL.ReadPixels(0, 0, this.Width, this.Height,
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OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
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OpenTK.Graphics.OpenGL.PixelType.UnsignedByte,
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data.Scan0);
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bmp.UnlockBits(data);
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bmp.RotateFlip(RotateFlipType.RotateNoneFlipY);
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bmp.Save("Screenshot" + (i++).ToString() + ".png", ImageFormat.Png);
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}
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}
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#endregion
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#region OnUnload
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protected override void OnUnload(EventArgs e)
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{
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if (TextureObject != 0)
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GL.DeleteTextures(1, ref TextureObject);
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if (ProgramObject != 0)
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GL.DeleteProgram(ProgramObject); // implies deleting the previously flagged ShaderObjects
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}
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#endregion
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#region OnResize
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/// <summary>
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/// Respond to resize events here.
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/// </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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// Magic numbers so the fractal almost fits inside the window.
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// If changing this, also change the -1.6f offset in the fragment shader accordingly.
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UniformScaleFactorX = Width / (UniformOffsetX * 2f);
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UniformScaleFactorY = Height / (UniformOffsetY * 2f);
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GL.Viewport(0, 0, Width, Height);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 1.0); // 2D setup
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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}
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#endregion
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#region OnUpdateFrame
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/// <summary>
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/// Add your game logic here.
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/// </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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{
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this.Exit();
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}
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}
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#endregion
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#region OnRenderFrame
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/// <summary>
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/// Add your game rendering code here.
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/// </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;
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GL.Clear(ClearBufferMask.ColorBufferBit);
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// First, render the next frame of the Julia fractal.
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GL.UseProgram(ProgramObject);
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// advance the animation by elapsed time, scaling is solely used to make the anim more interesting
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AnimOffsetX += (float)(e.Time * AnimSpeedX);
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AnimOffsetY += (float)(e.Time * AnimSpeedY);
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// pass uniforms into the fragment shader
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// first the texture
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "COLORTABLE"), TextureObject);
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// the rest are floats
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "CETX"), (float)(Math.Cos(AnimOffsetX) * AnimCosinusPercent));
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "CETY"), (float)(Math.Cos(AnimOffsetY) * AnimCosinusPercent));
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "SCALINGX"), UniformScaleFactorX);
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "SCALINGY"), UniformScaleFactorY);
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "OFFSETX"), UniformOffsetX);
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GL.Uniform1(GL.GetUniformLocation(ProgramObject, "OFFSETY"), UniformOffsetY);
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// Fullscreen quad. Using immediate mode, since this app is fragment shader limited anyways.
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GL.Begin(BeginMode.Quads);
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{
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GL.Vertex2(-1.0f, -1.0f);
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GL.Vertex2(1.0f, -1.0f);
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GL.Vertex2(1.0f, 1.0f);
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GL.Vertex2(-1.0f, 1.0f);
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}
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GL.End();
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SwapBuffers();
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}
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#endregion
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#region public static void Main()
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/// <summary>
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/// Entry point of this example.
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/// </summary>
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[STAThread]
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public static void Main()
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{
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using (JuliaSetFractal example = new JuliaSetFractal())
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{
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Utilities.SetWindowTitle(example);
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example.Run(30.0);
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}
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}
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#endregion
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}
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}
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