Files
SlaveMatrix-SDL/2DGAMELIB/_2DGAMELIB/WPFImage.cs
2025-05-06 21:11:32 -07:00

297 lines
8.3 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);
}
public GLFW.Window window;
private uint shader_program;
private uint texture;
private uint vertex_buf;
private uint vao;
public GlImage() { }
public void ImageSetting() { }
public System.Drawing.Point GetCursorPoint() {
double x, y;
Glfw.GetCursorPosition(window, out x, out y);
return new System.Drawing.Point((int)x, (int)y);
}
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);
}
}
*/