290 lines
8.1 KiB
C#
290 lines
8.1 KiB
C#
using GLFW;
|
|
using OpenGL;
|
|
using System;
|
|
using System.Drawing;
|
|
using System.Drawing.Imaging;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Runtime.InteropServices;
|
|
using System.Text;
|
|
using System.Windows;
|
|
using System.Windows.Controls;
|
|
using System.Windows.Forms.Integration;
|
|
using System.Windows.Media;
|
|
using System.Windows.Media.Imaging;
|
|
|
|
namespace _2DGAMELIB;
|
|
|
|
public class GlImage
|
|
{
|
|
|
|
//yeah this is a little bit sketchy
|
|
public static unsafe GLFW.Window PtrToWindow(IntPtr source)
|
|
{
|
|
var sourceRef = __makeref(source);
|
|
var dest = default(GLFW.Window);
|
|
var destRef = __makeref(dest);
|
|
*(IntPtr*)&destRef = *(IntPtr*)&sourceRef;
|
|
return __refvalue(destRef, GLFW.Window);
|
|
}
|
|
|
|
private GLFW.Window window;
|
|
uint shader_program;
|
|
uint texture;
|
|
uint vertex_buf;
|
|
uint vao;
|
|
|
|
|
|
public GlImage() { }
|
|
|
|
public void ImageSetting() { }
|
|
|
|
public delegate void ShouldCloseCallback();
|
|
|
|
public ShouldCloseCallback Closing = delegate () { };
|
|
public MouseButtonCallback Click = delegate (IntPtr window, MouseButton button, InputState state, ModifierKeys modifiers) { };
|
|
public MouseCallback Move = delegate (IntPtr window, double x, double y) { };
|
|
public SizeCallback Resize = delegate (IntPtr window, int width, int height) { };
|
|
public MouseCallback Scroll = delegate (IntPtr window, double x, double y) { };
|
|
public MouseEnterCallback Leave = delegate (IntPtr window, bool entered) { };
|
|
|
|
public void PollEvents() {
|
|
Glfw.PollEvents();
|
|
if (Glfw.WindowShouldClose(window))
|
|
Closing();
|
|
}
|
|
public void SetBitmap(Bitmap bmp)
|
|
{
|
|
Gl.UseProgram(shader_program);
|
|
Gl.Viewport(0, 0, bmp.Width, bmp.Height);
|
|
|
|
Gl.ActiveTexture(TextureUnit.Texture0);
|
|
Gl.BindTexture(TextureTarget.Texture2d, texture);
|
|
|
|
BitmapData data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
|
Gl.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgba8, bmp.Width, bmp.Height, 0, OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
|
|
bmp.UnlockBits(data);
|
|
|
|
int res_pos = Gl.GetUniformLocation(shader_program, "res");
|
|
Gl.Uniform2(res_pos, (float)bmp.Width, (float)bmp.Height);
|
|
|
|
Gl.BindBuffer(BufferTarget.ArrayBuffer, vertex_buf);
|
|
uint vert_pos = (uint)Gl.GetAttribLocation(shader_program, "vertPos");
|
|
Gl.EnableVertexAttribArray(vert_pos);
|
|
|
|
Gl.BindVertexArray(vao);
|
|
Gl.VertexAttribPointer(
|
|
vert_pos,
|
|
2,
|
|
VertexAttribType.Float,
|
|
false,
|
|
0,
|
|
IntPtr.Zero
|
|
);
|
|
|
|
Gl.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
Glfw.SwapBuffers(window);
|
|
}
|
|
|
|
public void BitmapSetting(Bitmap bmp)
|
|
{
|
|
Glfw.WindowHint(Hint.ClientApi, ClientApi.OpenGL);
|
|
Glfw.WindowHint(Hint.ContextVersionMajor, 3);
|
|
Glfw.WindowHint(Hint.ContextVersionMinor, 3);
|
|
Glfw.WindowHint(Hint.OpenglProfile, Profile.Core);
|
|
Glfw.WindowHint(Hint.Doublebuffer, true);
|
|
Glfw.WindowHint(Hint.Decorated, true);
|
|
Glfw.WindowHint(Hint.OpenglForwardCompatible, true);
|
|
|
|
window = Glfw.CreateWindow(bmp.Width, bmp.Height, "yayy", Monitor.None, GLFW.Window.None);
|
|
|
|
Glfw.SetWindowSizeCallback(window, Resize);
|
|
Glfw.SetMouseButtonCallback(window, Click);
|
|
Glfw.SetCursorPositionCallback(window, Move);
|
|
Glfw.SetScrollCallback(window, Scroll);
|
|
Glfw.SetCursorEnterCallback(window, Leave);
|
|
|
|
GCHandle handle = GCHandle.Alloc(this);
|
|
Glfw.SetWindowUserPointer(window, GCHandle.ToIntPtr(handle));
|
|
|
|
Gl.Initialize();
|
|
Glfw.MakeContextCurrent(window);
|
|
|
|
|
|
string[] vertexShaderSource = {
|
|
@"
|
|
#version 100
|
|
precision mediump float;
|
|
|
|
attribute vec2 vertPos;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = vec4(vertPos, 0.0, 1.0);
|
|
}
|
|
"
|
|
};
|
|
|
|
string[] fragmentShaderSource = {
|
|
@"
|
|
#version 100
|
|
precision mediump float;
|
|
|
|
uniform sampler2D sTexture;
|
|
uniform vec2 res;
|
|
|
|
void main()
|
|
{
|
|
vec2 tc = gl_FragCoord.xy / res;
|
|
tc.y = 1.0 - tc.y;
|
|
|
|
gl_FragColor = texture2D(sTexture, tc);
|
|
}
|
|
"
|
|
};
|
|
|
|
uint vertexShader = Gl.CreateShader(ShaderType.VertexShader);
|
|
Gl.ShaderSource(vertexShader, vertexShaderSource);
|
|
Gl.CompileShader(vertexShader);
|
|
|
|
uint fragmentShader = Gl.CreateShader(ShaderType.FragmentShader);
|
|
Gl.ShaderSource(fragmentShader, fragmentShaderSource);
|
|
Gl.CompileShader(fragmentShader);
|
|
|
|
shader_program = Gl.CreateProgram();
|
|
Gl.AttachShader(shader_program, vertexShader);
|
|
Gl.AttachShader(shader_program, fragmentShader);
|
|
Gl.LinkProgram(shader_program);
|
|
|
|
int length;
|
|
StringBuilder stringBuilder = new StringBuilder(10000);
|
|
Gl.GetShaderInfoLog(fragmentShader, 10000, out length, stringBuilder);
|
|
System.Diagnostics.Debug.WriteLine(stringBuilder);
|
|
stringBuilder.Clear();
|
|
Gl.GetShaderInfoLog(vertexShader, 10000, out length, stringBuilder);
|
|
System.Diagnostics.Debug.WriteLine(stringBuilder);
|
|
stringBuilder.Clear();
|
|
Gl.GetProgramInfoLog(shader_program, 10000, out length, stringBuilder);
|
|
System.Diagnostics.Debug.WriteLine(stringBuilder);
|
|
stringBuilder.Clear();
|
|
|
|
Gl.UseProgram(shader_program);
|
|
|
|
Gl.Uniform1(Gl.GetUniformLocation(shader_program, "sTexture"), 0);
|
|
|
|
|
|
texture = Gl.GenTexture();
|
|
|
|
Gl.ActiveTexture(TextureUnit.Texture0);
|
|
Gl.BindTexture(TextureTarget.Texture2d, texture);
|
|
Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.ClampToEdge);
|
|
Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.ClampToEdge);
|
|
Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Nearest);
|
|
Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMagFilter.Nearest);
|
|
|
|
|
|
float[] buf = { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
|
|
vertex_buf = Gl.GenBuffer();
|
|
Gl.BindBuffer(BufferTarget.ArrayBuffer, vertex_buf);
|
|
Gl.BufferData(BufferTarget.ArrayBuffer, (uint)(sizeof(float) * buf.Length), buf, BufferUsage.StaticDraw);
|
|
|
|
vao = Gl.GenVertexArray();
|
|
}
|
|
}
|
|
|
|
public class WPFImage : ElementHost
|
|
{
|
|
public GlImage gl_img;
|
|
|
|
private int ByteSize;
|
|
|
|
private Rectangle rect1;
|
|
|
|
private Int32Rect rect2;
|
|
|
|
private BitmapData data;
|
|
|
|
public WriteableBitmap wb;
|
|
|
|
private bool HighQuality;
|
|
|
|
private string ConfigPath = Directory.GetCurrentDirectory() + "\\Config.ini";
|
|
|
|
public System.Windows.Controls.Image Image => (System.Windows.Controls.Image)base.Child;
|
|
|
|
public WPFImage()
|
|
{
|
|
System.Windows.Controls.Image child = new System.Windows.Controls.Image
|
|
{
|
|
Stretch = Stretch.Uniform
|
|
};
|
|
base.Child = child;
|
|
|
|
gl_img = new GlImage();
|
|
}
|
|
|
|
public void PollEvents() {
|
|
gl_img.PollEvents();
|
|
}
|
|
|
|
public void ImageSetting()
|
|
{
|
|
try
|
|
{
|
|
if (!File.Exists(ConfigPath))
|
|
{
|
|
HighQuality = false;
|
|
}
|
|
else
|
|
{
|
|
string[] source = ConfigPath.ReadLines();
|
|
HighQuality = source.First((string s) => s.StartsWith("AntiAliasing:")).Last() == '1';
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
HighQuality = false;
|
|
}
|
|
if (HighQuality)
|
|
{
|
|
RenderOptions.SetBitmapScalingMode(Image, BitmapScalingMode.LowQuality);
|
|
}
|
|
else
|
|
{
|
|
RenderOptions.SetBitmapScalingMode(Image, BitmapScalingMode.NearestNeighbor);
|
|
}
|
|
RenderOptions.SetEdgeMode(Image, EdgeMode.Aliased);
|
|
}
|
|
|
|
[DllImport("Kernel32.dll")]
|
|
public static extern void CopyMemory(IntPtr Destination, IntPtr Source, int ByteSize);
|
|
|
|
|
|
//the guy that gets called to update a frame
|
|
public void SetBitmap(Bitmap bmp)
|
|
{
|
|
data = bmp.LockBits(rect1, ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
|
wb.Lock();
|
|
CopyMemory(wb.BackBuffer, data.Scan0, ByteSize);
|
|
wb.AddDirtyRect(rect2);
|
|
wb.Unlock();
|
|
bmp.UnlockBits(data);
|
|
|
|
gl_img.SetBitmap(bmp);
|
|
}
|
|
|
|
public void BitmapSetting(Bitmap bmp)
|
|
{
|
|
int pixelWidth = bmp.Width;
|
|
int num = bmp.Height;
|
|
rect1 = new Rectangle(0, 0, pixelWidth, num);
|
|
rect2 = new Int32Rect(0, 0, pixelWidth, num);
|
|
wb = new WriteableBitmap(pixelWidth, num, bmp.HorizontalResolution, bmp.VerticalResolution, PixelFormats.Bgra32, null);
|
|
ByteSize = wb.BackBufferStride * num;
|
|
Image.Source = wb;
|
|
|
|
gl_img.BitmapSetting(bmp);
|
|
}
|
|
|
|
}
|