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2022-09-04 13:23:45 +02:00
parent f4a01d6a69
commit 2cdae71f61
109 changed files with 12072 additions and 1 deletions

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using System.Numerics;
using OpenGLTutorial.Rendering.Display;
namespace OpenGLTutorial.Rendering.Cameras {
public class Camera2D {
public Vector2 FocusPosition { get; set; }
public float Zoom { get; set; }
public Camera2D(Vector2 focusPosition, float zoom) {
FocusPosition = focusPosition;
Zoom = zoom;
}
public Matrix4x4 GetProjectionMatrix() {
float left = FocusPosition.X - DisplayManager.WindowSize.Width / 2f;
float right = FocusPosition.X + DisplayManager.WindowSize.Width / 2f;
float top = FocusPosition.Y - DisplayManager.WindowSize.Height / 2f;
float bottom = FocusPosition.Y + DisplayManager.WindowSize.Height / 2f;
Matrix4x4 orthoMatrix = Matrix4x4.CreateOrthographicOffCenter(left, right, bottom, top, 0.01f, 100.0f);
Matrix4x4 zoomMatrix = Matrix4x4.CreateScale(Zoom);
return orthoMatrix * zoomMatrix;
}
}
}

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using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using GLFW;
using OpenGLTutorial.GameLoop;
using StbiSharp;
using static OpenGL.GL;
using Image = GLFW.Image;
namespace OpenGLTutorial.Rendering.Display {
public static class DisplayManager {
public static NativeWindow Window { get; set; }
public static Size WindowSize { get; set; }
public static void CreateWindow(int width, int height, string title, bool vsync) {
WindowSize = new Size(width, height);
Glfw.Init();
Glfw.WindowHint(Hint.ContextVersionMajor, 3);
Glfw.WindowHint(Hint.ContextVersionMinor, 3);
Glfw.WindowHint(Hint.OpenglProfile, Profile.Core);
Glfw.WindowHint(Hint.Focused, true);
Glfw.WindowHint(Hint.Resizable, true);
Window = new NativeWindow(width, height, title);
Window.CenterOnScreen();
Window.MakeCurrent();
Import(Glfw.GetProcAddress);
glViewport(0, 0, width, height);
Glfw.SwapInterval(vsync ? 1 : 0);
Window.SizeChanged += OnResize;
Window.KeyAction += OnKey;
Window.MouseButton += OnMouse;
Window.MouseMoved += OnMouseMove;
Window.MouseScroll += OnMouseScroll;
}
private static void OnResize(object sender, SizeChangeEventArgs e) {
WindowSize = e.Size;
glViewport(0, 0, WindowSize.Width, WindowSize.Height);
}
private static void OnKey(object sender, KeyEventArgs e) => Input.Keys[e.Key] = e.State != InputState.Release;
private static void OnMouse(object sender, MouseButtonEventArgs e) => Input.MouseButtons[e.Button] = e.Action != InputState.Release;
private static void OnMouseMove(object sender, MouseMoveEventArgs e) => Input.MousePosition = e.Position;
private static void OnMouseScroll(object sender, MouseMoveEventArgs e) => Input.MouseScroll = e.Position.Y;
public static unsafe void SetWindowIcon(this NativeWindow window, string file) {
using var stream = File.OpenRead(file);
using var memoryStream = new MemoryStream();
stream.CopyTo(memoryStream);
StbiImage image = Stbi.LoadFromMemory(memoryStream, 0);
fixed (byte* data = &image.Data[0]) {
window.SetIcons(new Image(image.Width, image.Height, new IntPtr(data)));
}
}
}
}

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using System.Drawing;
using static OpenGL.GL;
namespace OpenGLTutorial.Rendering.Display {
public class Shape {
public int Mode { get; set; }
public uint Vao { get; private set; }
private uint Vbo { get; set; }
private float[] Vertices { get; set; }
private bool _loaded = false;
public Shape(float[] vertices, int mode = GL_STATIC_DRAW) {
Vertices = vertices;
Mode = mode;
}
public unsafe void Load() {
if (_loaded || Vertices.Length == 0) return;
_loaded = true;
Vao = glGenVertexArray();
Vbo = glGenBuffer();
glBindVertexArray(Vao);
glBindBuffer(GL_ARRAY_BUFFER, Vbo);
fixed (float* v = &Vertices[0]) {
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * Vertices.Length, v, Mode);
}
glVertexAttribPointer(0, 2, GL_FLOAT, false, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 8 * sizeof(float), (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, false, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
public void Delete() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDeleteBuffer(Vbo);
glDeleteVertexArray(Vao);
}
public unsafe void SetVertices(float[] vertices) {
Vertices = vertices;
if (vertices.Length == 0) return;
glBindVertexArray(Vao);
glBindBuffer(GL_ARRAY_BUFFER, Vbo);
fixed (float* v = &Vertices[0]) {
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * Vertices.Length, v, Mode);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
public int GetVertexCount() => Vertices.Length / 8;
}
public static class Shapes {
public static float[] Rectangle => new[] {
-0.5f, 0.5f, 1f, 1f, 1f, 1f, 0.0f, 1.0f, // top left
0.5f, 0.5f, 1f, 1f, 1f, 1f, 1.0f, 1.0f, // top right
-0.5f, -0.5f, 1f, 1f, 1f, 1f, 0.0f, 0.0f, // bottom left
0.5f, 0.5f, 1f, 1f, 1f, 1f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 1f, 1f, 1f, 1f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 1f, 1f, 1f, 1f, 0.0f, 0.0f, // bottom left
};
public static float[] Triangle => new[] {
0.0f, -0.5f, 1f, 1f, 1f, 1f, 0.5f, 1.0f, // top center
0.5f, 0.5f, 1f, 1f, 1f, 1f, 1.0f, 0.0f, // bottom right
-0.5f, 0.5f, 1f, 1f, 1f, 1f, 0.0f, 0.0f, // bottom left
};
public static float[] CreateRectangle(Dimensions position, Color color, Dimensions uv) => new[] {
position.X, position.MaxY, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.X, uv.MaxY, // top left
position.MaxX, position.MaxY, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.MaxX, uv.MaxY, // top right
position.X, position.Y, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.X, uv.Y, // bottom left
position.MaxX, position.MaxY, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.MaxX, uv.MaxY, // top right
position.MaxX, position.Y, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.MaxX, uv.Y, // bottom right
position.X, position.Y, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.X, uv.Y, // bottom left
};
public static float[] CreateTriangle(Dimensions position, Color color, Dimensions uv) => new[] {
position.CenterX, position.Y, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.CenterX, uv.MaxY, // top center
position.MaxX, position.MaxY, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.MaxX, uv.Y, // bottom right
position.X, position.MaxY, color.GetRed(), color.GetGreen(), color.GetBlue(), color.GetAlpha(), uv.X, uv.Y, // bottom left
};
}
public readonly struct Dimensions {
public static Dimensions Identity => new (0.0f, 0.0f, 1.0f, 1.0f);
public static Dimensions Centered => new (-0.5f, -0.5f, 1.0f, 1.0f);
public float X { get; }
public float Y { get; }
public float Width { get; }
public float Height { get; }
public Dimensions(float x, float y, float width, float height) {
X = x;
Y = y;
Width = width;
Height = height;
}
public float MaxX => X + Width;
public float MaxY => Y + Height;
public float CenterX => X + (Width / 2.0f);
public float CenterY => Y + (Height / 2.0f);
}
public static class ColorExtensions {
private static float Map(float value, float min, float max, float mMin, float mMax) {
float norm = (value - min) / (max - min);
return (mMax - mMin) * norm + mMin;
}
public static float GetRed(this Color color) {
return Map(color.R, 0, 255, 0, 1);
}
public static float GetGreen(this Color color) {
return Map(color.G, 0, 255, 0, 1);
}
public static float GetBlue(this Color color) {
return Map(color.B, 0, 255, 0, 1);
}
public static float GetAlpha(this Color color) {
return Map(color.A, 0, 255, 0, 1);
}
}
}

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using System.IO;
using StbiSharp;
using static OpenGL.GL;
namespace OpenGLTutorial.Rendering.Display {
public class Texture {
public static Texture Empty => new(null);
public int Width { get; private set; }
public int Height { get; private set; }
private uint Address { get; set; }
private string Path { get; }
private bool _loaded = false;
public Texture(string path) {
Path = path;
}
public unsafe void Load() {
if (_loaded) return;
_loaded = true;
Address = glGenTexture();
glBindTexture(GL_TEXTURE_2D, Address);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (string.IsNullOrEmpty(Path)) {
LoadEmpty();
return;
}
using var stream = File.OpenRead(Path);
using var memoryStream = new MemoryStream();
stream.CopyTo(memoryStream);
StbiImage image = Stbi.LoadFromMemory(memoryStream, 0);
int format = image.NumChannels == 3 ? GL_RGB : GL_RGBA;
fixed(byte* data = &image.Data[0])
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, data);
Width = image.Width;
Height = image.Height;
glBindTexture(GL_TEXTURE_2D, 0);
}
private unsafe void LoadEmpty() {
byte[] pixels = {255, 255, 255, 255};
fixed (byte* data = &pixels[0]) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
Width = 1;
Height = 1;
glBindTexture(GL_TEXTURE_2D, 0);
}
public void Use() {
glBindTexture(GL_TEXTURE_2D, Address);
}
public void Delete() {
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTexture(Address);
}
}
}

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namespace OpenGLTutorial.Rendering.Objects.Components {
public interface IComponent {
public void Load(GameObject thisObject);
public void Update(GameObject thisObject);
public void Destroy(GameObject thisObject);
public void Render(GameObject thisObject);
}
}

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#pragma warning disable CA1416
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Drawing.Text;
using System.IO;
using System.Numerics;
using System.Text;
using System.Text.Json;
using OpenGLTutorial.Rendering.Display;
using static OpenGL.GL;
namespace OpenGLTutorial.Rendering.Objects.Components {
[Serializable]
public class TextSettings {
public int GlyphsPerLine { get; set; } = 16;
public int GlyphLineCount { get; set; } = 16;
public int GlyphWidth { get; set; } = 30;
public int GlyphHeight { get; set; } = 48;
public float CharXSpacing { get; set; } = 0.0f;
// Used to offset rendering glyphs to bitmap
public int AtlasOffsetX { get; set; } = -3;
public int AtlasOffsetY { get; set; } = -1;
public int FontSize { get; set; } = 35;
public bool BitmapFont { get; set; } = false;
public float TexCoordOffset { get; set; } = 0.005f;
public void Save(string file) {
string json = JsonSerializer.Serialize(this, new JsonSerializerOptions {WriteIndented = true});
File.WriteAllText(file, json, Encoding.UTF8);
}
public static TextSettings Load(string file) {
string text = File.ReadAllText(file, Encoding.UTF8);
return JsonSerializer.Deserialize<TextSettings>(text);
}
}
public class TextComponent : IComponent {
public static TextSettings CompileFont(string fontNameOrUrl, string output, TextSettings settings = null) {
if (settings is null)
settings = new TextSettings();
int bitmapWidth = settings.GlyphsPerLine * settings.GlyphWidth;
int bitmapHeight = settings.GlyphLineCount * settings.GlyphHeight;
using Bitmap texture = new Bitmap(bitmapWidth, bitmapHeight, PixelFormat.Format32bppArgb);
Font font;
if (File.Exists(fontNameOrUrl))
{
var collection = new PrivateFontCollection();
collection.AddFontFile(fontNameOrUrl);
var fontFamily = new FontFamily(Path.GetFileNameWithoutExtension(fontNameOrUrl), collection);
font = new Font(fontFamily, settings.FontSize);
}
else {
font = new Font(new FontFamily(fontNameOrUrl), settings.FontSize);
}
using (var g = Graphics.FromImage(texture)) {
if (settings.BitmapFont) {
g.SmoothingMode = SmoothingMode.None;
g.TextRenderingHint = TextRenderingHint.SingleBitPerPixel;
}
else {
g.SmoothingMode = SmoothingMode.HighQuality;
g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
}
for (int p = 0; p < settings.GlyphLineCount; p++) {
for (int n = 0; n < settings.GlyphsPerLine; n++) {
char c = (char)(n + p * settings.GlyphsPerLine);
g.DrawString(c.ToString(), font, Brushes.White,
n * settings.GlyphWidth + settings.AtlasOffsetX,
p * settings.GlyphHeight + settings.AtlasOffsetY);
}
}
}
texture.Save(output);
return settings;
}
public string Text { get; set; }
public Vector2 Size { get; private set; }
public Color TextColor { get; set; } = Color.White;
private Shape Shape { get; set; }
private Texture Texture { get; set; }
private TextSettings Settings { get; set; }
private string CurrentText { get; set; }
public TextComponent(string fontImage, string text, TextSettings settings = null, int renderingMode = GL_STATIC_DRAW) {
Texture = new Texture(fontImage);
Shape = new Shape(Shapes.Rectangle, renderingMode);
Settings = settings is not null ? settings : new TextSettings();
}
public void Load(GameObject thisObject) {
Texture.Load();
Shape.Load();
}
public void Update(GameObject thisObject) {
if (CurrentText == Text) return;
CurrentText = Text;
List<float> vertices = new List<float>();
float x = 0;
float y = 0;
float uW = Settings.GlyphWidth / (float)Texture.Width;
float vH = Settings.GlyphHeight / (float)Texture.Height;
float w = Settings.GlyphWidth / (float)Settings.GlyphHeight;
const float h = 1.0f;
for (int n = 0; n < Text.Length; n++) {
char idx = Text[n];
if (idx == '\n') {
y += 1;
x = 0;
continue;
}
if (idx == '\t') {
x += (w + Settings.CharXSpacing) * 4;
continue;
}
float u = (idx % Settings.GlyphsPerLine) * uW + Settings.TexCoordOffset;
float v = (idx / Settings.GlyphsPerLine) * vH + Settings.TexCoordOffset;
vertices.AddRange(new[] {
x, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v + vH,
x + w, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v + vH,
x, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v,
x + w, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v,
x + w, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v + vH,
x, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v
});
x += w + Settings.CharXSpacing;
}
Shape.SetVertices(vertices.ToArray());
Size = new Vector2(x, y);
}
public void Destroy(GameObject thisObject) {
Shape.Delete();
Texture.Delete();
}
public void Render(GameObject thisObject) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Texture.Use();
glBindVertexArray(Shape.Vao);
glDrawArrays(GL_TRIANGLES, 0, Shape.GetVertexCount());
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
}

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using System;
using System.Collections.Generic;
using System.Numerics;
using static OpenGL.GL;
using OpenGLTutorial.Rendering.Cameras;
using OpenGLTutorial.Rendering.Display;
using OpenGLTutorial.Rendering.Objects.Components;
using OpenGLTutorial.Rendering.Shaders;
namespace OpenGLTutorial.Rendering.Objects {
public class GameObject {
public Shader Shader { get; set; }
public Shape Shape { get; set; }
public Texture Texture { get; set; }
public Vector2 Position { get; set; }
public Vector2 Scale { get; set; }
public float Rotation { get; set; }
private List<IComponent> _components;
public GameObject(Shader shader, Shape shape, Texture texture) {
Position = Vector2.Zero;
Scale = Vector2.One;
Rotation = 0;
Shader = shader;
Shape = shape;
Texture = texture;
_components = new List<IComponent>();
}
public void Load() {
Shader?.Load();
Shape?.Load();
Texture?.Load();
_components.ForEach(component => component.Load(this));
}
public void Update() {
_components.ForEach(component => component.Update(this));
}
public void Render(Camera2D cam, int renderMode = GL_TRIANGLES) {
Matrix4x4 trans = Matrix4x4.CreateTranslation(Position.X, -Position.Y, 0);
Matrix4x4 sca = Matrix4x4.CreateScale(Scale.X, Scale.Y, 1);
Matrix4x4 rot = Matrix4x4.CreateRotationZ(Rotation);
Texture?.Use();
Shader?.Use();
Shader?.SetMatrix4X4("model", sca * rot * trans);
Shader?.SetMatrix4X4("projection", cam.GetProjectionMatrix());
if (Shape?.Vao != null) {
glBindVertexArray(Shape.Vao);
glDrawArrays(renderMode, 0, Shape.GetVertexCount());
glBindVertexArray(0);
}
_components.ForEach(component => component.Render(this));
}
public void Destroy() {
_components.ForEach(component => component.Destroy(this));
Shader?.Delete();
Shape?.Delete();
Texture?.Delete();
}
public void AddComponent(IComponent component) => _components.Add(component);
public T GetComponent<T>() {
foreach (var component in _components) {
if (component.GetType() == typeof(T)) return (T)component;
}
throw new NullReferenceException("Object does not contain a component of type " + typeof(T));
}
public void RemoveComponent<T>() {
foreach (var component in _components) {
if (component.GetType() == typeof(T)) {
_components.Remove(component);
return;
}
}
throw new NullReferenceException("Object does not contain a component of type " + typeof(T));
}
}
}

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using System;
using System.IO;
using System.Numerics;
using System.Text;
using System.Text.RegularExpressions;
using static OpenGL.GL;
namespace OpenGLTutorial.Rendering.Shaders {
public class Shader {
private readonly string _vertexCode;
private readonly string _fragmentCode;
private bool _loaded = false;
public uint Program { get; private set; }
public Shader(string vertexPath, string fragmentPath) {
using (var vertexReader = new StreamReader(vertexPath, Encoding.UTF8))
_vertexCode = vertexReader.ReadToEnd();
using (var fragmentReader = new StreamReader(fragmentPath, Encoding.UTF8))
_fragmentCode = fragmentReader.ReadToEnd();
}
public Shader(string shader, bool isFile = true) {
using var reader = isFile ? new StreamReader(shader, Encoding.UTF8) : null;
string source = isFile ? reader.ReadToEnd() : shader;
string[] splitString = Regex.Split(source, "(#type [a-zA-Z]+)");
string firstPattern = splitString[1].Replace("#type ", "").Trim();
string secondPattern = splitString[3].Replace("#type ", "").Trim();
if (firstPattern.ToLower().Equals("vertex"))
_vertexCode = splitString[2];
else if (firstPattern.ToLower().Equals("fragment"))
_fragmentCode = splitString[2];
else throw new IOException("Unexpected token '" + firstPattern + "' in '" + shader + "'");
if (secondPattern.ToLower().Equals("vertex"))
_vertexCode = splitString[4];
else if (secondPattern.ToLower().Equals("fragment"))
_fragmentCode = splitString[4];
else throw new IOException("Unexpected token '" + secondPattern + "' in '" + shader + "'");
}
public void Load() {
if (_loaded) return;
_loaded = true;
uint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, _vertexCode);
glCompileShader(vs);
int[] status = glGetShaderiv(vs, GL_COMPILE_STATUS, 1);
if (status[0] == 0) {
string error = glGetShaderInfoLog(vs);
throw new Exception("Error compiling vertex shader: " + error);
}
uint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, _fragmentCode);
glCompileShader(fs);
status = glGetShaderiv(fs, GL_COMPILE_STATUS, 1);
if (status[0] == 0) {
string error = glGetShaderInfoLog(fs);
throw new Exception("Error compiling fragment shader: " + error);
}
Program = glCreateProgram();
glAttachShader(Program, vs);
glAttachShader(Program, fs);
glLinkProgram(Program);
glDetachShader(Program, vs);
glDetachShader(Program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
}
public void Use() {
glUseProgram(Program);
}
public void Delete() {
glUseProgram(0);
glDeleteProgram(Program);
}
public void SetMatrix4X4(string uniformName, Matrix4x4 matrix) {
int location = glGetUniformLocation(Program, uniformName);
glUniformMatrix4fv(location, 1, false, GetMatrix4X4Values(matrix));
}
private float[] GetMatrix4X4Values(Matrix4x4 m) {
return new [] {
m.M11, m.M12, m.M13, m.M14,
m.M21, m.M22, m.M23, m.M24,
m.M31, m.M32, m.M33, m.M34,
m.M41, m.M42, m.M43, m.M44
};
}
}
}