diff options
| author | jpbruyere <jp.bruyere@hotmail.com> | 2015-03-16 13:36:36 +0100 |
|---|---|---|
| committer | jpbruyere <jp.bruyere@hotmail.com> | 2015-03-16 13:36:36 +0100 |
| commit | 4338402e29d2c448c24f4efe6a788adb84f81785 (patch) | |
| tree | b22d52562f0dadf4532556cbbd93d8567d50ee23 /src | |
| parent | 871f7388f22f642f913ea955662840ce8da2f7ce (diff) | |
OpenGL indirect drawing for ui quad
(shader and vao)
Diffstat (limited to 'src')
| -rw-r--r-- | src/GraphicObjects/Scroller.cs | 52 | ||||
| -rw-r--r-- | src/OpenGL/QuadVAO.cs | 45 | ||||
| -rw-r--r-- | src/OpenGL/Shader.cs | 237 | ||||
| -rw-r--r-- | src/OpenGL/TexturedShader.cs | 65 | ||||
| -rw-r--r-- | src/OpenGL/VertexArrayObject.cs | 94 | ||||
| -rwxr-xr-x | src/OpenTKGameWindow.cs | 136 |
6 files changed, 489 insertions, 140 deletions
diff --git a/src/GraphicObjects/Scroller.cs b/src/GraphicObjects/Scroller.cs index c896f3b4..b24eb784 100644 --- a/src/GraphicObjects/Scroller.cs +++ b/src/GraphicObjects/Scroller.cs @@ -163,57 +163,5 @@ namespace go ctx.Restore();
}
-
-//
-// public override void Paint(ref Cairo.Context ctx, Rectangles clip = null)
-// {
-// if (!Visible)//check if necessary??
-// return;
-//
-// ctx.Save();
-//
-// Rectangle tmp;
-// tmp = Parent.ContextCoordinates(Slot);
-//// ctx.Rectangle(tmp);
-//// ctx.Clip();
-//
-//// if (clip != null)
-//// clip.clip(ctx);
-//
-// if (bmp == null)
-// UpdateGraphic ();
-//
-//
-//
-// int stride = 4 * Slot.Width;
-// using (ImageSurface source = new ImageSurface(bmp, Format.Argb32, tmp.Width, tmp.Height, stride)) {
-// ctx.SetSourceSurface (source, tmp.X, tmp.Y);
-// ctx.Paint ();
-// }
-//
-//
-// //clip to client zone
-//// ctx.Rectangle(Parent.ContextCoordinates(ClientRectangle + Slot.Position));
-//// ctx.Clip();
-//
-// //ctx.Translate (scrollX, scrollY);
-//
-// if (clip != null)
-// clip.Srcoll (this);
-////
-//// //clip.stroke (ctx, Color.Green);
-////
-////// if (scrollY < 0)
-////// Debug.WriteLine ("..");
-//// }
-//
-//
-//
-// if (child != null)
-// child.Paint(ref ctx, clip);
-//
-// ctx.Restore();
-// }
-
}
}
diff --git a/src/OpenGL/QuadVAO.cs b/src/OpenGL/QuadVAO.cs new file mode 100644 index 00000000..374f2f71 --- /dev/null +++ b/src/OpenGL/QuadVAO.cs @@ -0,0 +1,45 @@ +using System; +using OpenTK; + +namespace go +{ + public class QuadVAO : VertexArrayObject + { + public QuadVAO (float x, float y, float width, float height):base( + new Vector2[] { + new Vector2 (x, y), + new Vector2 (x, y + height), + new Vector2 (x + width, y), + new Vector2 (x + width, y + height) + }, + new Vector2[] { + new Vector2 (0, 1), + new Vector2 (0, 0), + new Vector2 (1, 1), + new Vector2 (1, 0) + }, + new int[] { 0, 1, 2, 3 }) + { + + } + public QuadVAO (float x, float y, float width, float height, + float texX, float texY, float texW, float texH):base( + new Vector2[] { + new Vector2 (x, y), + new Vector2 (x, y + height), + new Vector2 (x + width, y), + new Vector2 (x + width, y + height) + }, + new Vector2[] { + new Vector2 (texX, texY+texH), + new Vector2 (texX, texY), + new Vector2 (texX+texW, texY+texH), + new Vector2 (texX+texW, texY) + }, + new int[] { 0, 1, 2, 3 }) + { + + } + } +} + diff --git a/src/OpenGL/Shader.cs b/src/OpenGL/Shader.cs new file mode 100644 index 00000000..cb8fe99c --- /dev/null +++ b/src/OpenGL/Shader.cs @@ -0,0 +1,237 @@ +using System; +using OpenTK.Graphics.OpenGL; +using System.Diagnostics; +using OpenTK; + +namespace go.GLBackend +{ + public class Shader : IDisposable + { + #region CTOR + public Shader () + { + Compile (); + } + #endregion + + + #region Sources + protected string _vertSource = @" + #version 130 + + precision highp float; + + uniform mat4 projection_matrix; + uniform mat4 modelview_matrix; + + in vec2 in_position; + + void main(void) + { + gl_Position = projection_matrix * modelview_matrix * vec4(in_position,0, 1); + }"; + + protected string _fragSource = @" + #version 130 + precision highp float; + + uniform vec4 color; + uniform bool stencilTest; + uniform sampler2D stencil; + uniform vec2 resolution; + + out vec4 out_frag_color; + + void main(void) + { + if (stencilTest) + { + vec2 uv = gl_FragCoord.xy/resolution; + vec4 s = texture( stencil, uv); + if (s.r == 0.0) + discard; + } + out_frag_color = color; + }"; + string _geomSource = ""; + #endregion + + #region Private and protected fields + protected int vsId, fsId, gsId, pgmId, savedPgmId = 0, + modelviewMatrixLocation, + projectionMatrixLocation, + colorLocation,stencilTestLocation,resolutionLocation; + + Matrix4 projectionMatrix, + modelviewMatrix; + #endregion + + + #region Public properties + public virtual string vertSource + { + get { return _vertSource;} + set { _vertSource = value; } + } + public virtual string fragSource + { + get { return _fragSource;} + set { _fragSource = value; } + } + public virtual string geomSource + { + get { return _geomSource; } + set { _geomSource = value; } + } + + public Matrix4 ProjectionMatrix{ + set { + projectionMatrix = value; + GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix); + } + } + public Matrix4 ModelViewMatrix { + set { + modelviewMatrix = value; + GL.UniformMatrix4 (modelviewMatrixLocation, false, ref modelviewMatrix); + } + } + + public Vector4 Color { + set {GL.Uniform4 (colorLocation, value);} + } + + public bool StencilTest { + set { + if (value) + GL.Uniform1 (stencilTestLocation, 1); + else + GL.Uniform1 (stencilTestLocation, 0); + } + } + + public Vector2 Resolution { + set { GL.Uniform2 (resolutionLocation, value); } + } + + #endregion + + #region Public functions + public virtual void Compile() + { + Dispose (); + + pgmId = GL.CreateProgram(); + + if (!string.IsNullOrEmpty(vertSource)) + { + vsId = GL.CreateShader(ShaderType.VertexShader); + compileShader(vsId, vertSource); + } + if (!string.IsNullOrEmpty(fragSource)) + { + fsId = GL.CreateShader(ShaderType.FragmentShader); + compileShader(fsId, fragSource); + + } + if (!string.IsNullOrEmpty(geomSource)) + { + gsId = GL.CreateShader(ShaderType.GeometryShader); + compileShader(gsId,geomSource); + } + + if (vsId != 0) + GL.AttachShader(pgmId, vsId); + if (fsId != 0) + GL.AttachShader(pgmId, fsId); + if (gsId != 0) + GL.AttachShader(pgmId, gsId); + + BindVertexAttributes (); + + GL.LinkProgram(pgmId); + GL.ValidateProgram(pgmId); + + string info; + GL.GetProgramInfoLog(pgmId, out info); + Debug.WriteLine(info); + + Enable (); + + GetUniformLocations (); + BindSamplesSlots (); + + Disable (); + } + protected virtual void BindVertexAttributes() + { + GL.BindAttribLocation(pgmId, 0, "in_position"); + } + protected virtual void GetUniformLocations() + { + projectionMatrixLocation = GL.GetUniformLocation(pgmId, "projection_matrix"); + modelviewMatrixLocation = GL.GetUniformLocation(pgmId, "modelview_matrix"); + colorLocation = GL.GetUniformLocation (pgmId, "color"); + stencilTestLocation = GL.GetUniformLocation (pgmId, "stencilTest"); + resolutionLocation = GL.GetUniformLocation (pgmId, "resolution"); + } + protected virtual void BindSamplesSlots(){ + GL.Uniform1(GL.GetUniformLocation (pgmId, "stencil"),0); + } + + public virtual void Enable(){ + GL.GetInteger (GetPName.CurrentProgram, out savedPgmId); + GL.UseProgram (pgmId); + } + public virtual void Disable(){ + GL.UseProgram (savedPgmId); + } + public static void Enable(Shader s) + { + if (s == null) + return; + s.Enable (); + } + public static void Disable(Shader s) + { + if (s == null) + return; + s.Disable (); + } + #endregion + + void compileShader(int shader, string source) + { + GL.ShaderSource(shader, source); + GL.CompileShader(shader); + + string info; + GL.GetShaderInfoLog(shader, out info); + Debug.WriteLine(info); + + int compileResult; + GL.GetShader(shader, ShaderParameter.CompileStatus, out compileResult); + if (compileResult != 1) + { + Debug.WriteLine("Compile Error!"); + Debug.WriteLine(source); + } + } + + #region IDisposable implementation + public void Dispose () + { + if (GL.IsProgram (pgmId)) + GL.DeleteProgram (pgmId); + + if (GL.IsShader (vsId)) + GL.DeleteShader (vsId); + if (GL.IsShader (fsId)) + GL.DeleteShader (fsId); + if (GL.IsShader (gsId)) + GL.DeleteShader (gsId); + } + #endregion + } +} + diff --git a/src/OpenGL/TexturedShader.cs b/src/OpenGL/TexturedShader.cs new file mode 100644 index 00000000..a410b16e --- /dev/null +++ b/src/OpenGL/TexturedShader.cs @@ -0,0 +1,65 @@ +using System; +using OpenTK.Graphics.OpenGL; + +namespace go.GLBackend +{ + public class TexturedShader : Shader + { + public TexturedShader () + { + vertSource = @" + #version 130 + + precision highp float; + + uniform mat4 projection_matrix; + uniform mat4 modelview_matrix; + + in vec2 in_position; + in vec2 in_tex; + out vec2 texCoord; + + + void main(void) + { + texCoord = in_tex; + gl_Position = projection_matrix * modelview_matrix * vec4(in_position,0, 1); + }"; + + fragSource = @" + #version 130 + precision highp float; + + uniform vec4 color; + uniform sampler2D tex; + uniform sampler2D stencil; + + in vec2 texCoord; + out vec4 out_frag_color; + + void main(void) + { +// vec4 s = texture( stencil, texCoord); +// if (s.r == 0) +// discard; + vec4 t = texture( tex, texCoord); + out_frag_color = t; + }"; + + Compile (); + + } + + protected override void BindVertexAttributes () + { + base.BindVertexAttributes (); + GL.BindAttribLocation(pgmId, 1, "in_tex"); + } + protected override void BindSamplesSlots () + { + GL.Uniform1(GL.GetUniformLocation (pgmId, "tex"),0); + GL.Uniform1(GL.GetUniformLocation (pgmId, "stencil"),1); + } + } +} + diff --git a/src/OpenGL/VertexArrayObject.cs b/src/OpenGL/VertexArrayObject.cs new file mode 100644 index 00000000..9b75af29 --- /dev/null +++ b/src/OpenGL/VertexArrayObject.cs @@ -0,0 +1,94 @@ +using System; +using OpenTK; +using OpenTK.Graphics.OpenGL; + +namespace go +{ + public class VertexArrayObject : IDisposable + { + public int vaoHandle, + positionVboHandle, + texVboHandle, + eboHandle; + + Vector2[] positionVboData; + public int[] indicesVboData; + Vector2[] texVboData; + + public VertexArrayObject (Vector2[] _positions, Vector2[] _texCoord, int[] _indices) + { + positionVboData = _positions; + texVboData = _texCoord; + indicesVboData = _indices; + + CreateVBOs (); + CreateVAOs (); + } + + void deleteVAOs() + { + GL.DeleteBuffer (positionVboHandle); + GL.DeleteBuffer (texVboHandle); + GL.DeleteBuffer (eboHandle); + GL.DeleteVertexArray (vaoHandle); + } + + void CreateVBOs() + { + positionVboHandle = GL.GenBuffer(); + GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle); + GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, + new IntPtr(positionVboData.Length * Vector2.SizeInBytes), + positionVboData, BufferUsageHint.StaticDraw); + + texVboHandle = GL.GenBuffer(); + GL.BindBuffer(BufferTarget.ArrayBuffer, texVboHandle); + GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, + new IntPtr(texVboData.Length * Vector2.SizeInBytes), + texVboData, BufferUsageHint.StaticDraw); + // + eboHandle = GL.GenBuffer(); + GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle); + GL.BufferData(BufferTarget.ElementArrayBuffer, + new IntPtr(sizeof(uint) * indicesVboData.Length), + indicesVboData, BufferUsageHint.StaticDraw); + + GL.BindBuffer(BufferTarget.ArrayBuffer, 0); + GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); + } + + void CreateVAOs() + { + vaoHandle = GL.GenVertexArray(); + GL.BindVertexArray(vaoHandle); + + GL.EnableVertexAttribArray(0); + GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle); + GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, true, Vector2.SizeInBytes, 0); + + GL.EnableVertexAttribArray(1); + GL.BindBuffer(BufferTarget.ArrayBuffer, texVboHandle); + GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, true, Vector2.SizeInBytes, 0); + + GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle); + + GL.BindVertexArray(0); + } + + public void Render(PrimitiveType _primitiveType){ + GL.BindVertexArray(vaoHandle); + GL.DrawElements(_primitiveType, indicesVboData.Length, + DrawElementsType.UnsignedInt, IntPtr.Zero); + GL.BindVertexArray (0); + } + + + #region IDisposable implementation + public void Dispose () + { + deleteVAOs (); + } + #endregion + } +} + diff --git a/src/OpenTKGameWindow.cs b/src/OpenTKGameWindow.cs index e4186dbd..df9cc903 100755 --- a/src/OpenTKGameWindow.cs +++ b/src/OpenTKGameWindow.cs @@ -31,7 +31,11 @@ namespace go // DisplayDevice.Default,
// 3,0,OpenTK.Graphics.GraphicsContextFlags.Default)
public OpenTKGameWindow(int _width, int _height, string _title="golib")
- : base(_width, _height, new OpenTK.Graphics.GraphicsMode(32, 24, 0, 8), _title)
+ : base(_width, _height, new OpenTK.Graphics.GraphicsMode(32, 24, 0, 0),
+ _title,GameWindowFlags.Default,DisplayDevice.Default,
+ 3,2,OpenTK.Graphics.GraphicsContextFlags.Debug|OpenTK.Graphics.GraphicsContextFlags.ForwardCompatible)
+// public OpenTKGameWindow(int _width, int _height, string _title="golib")
+// : base(_width, _height, new OpenTK.Graphics.GraphicsMode(32, 24, 0, 8), _title)
{
VSync = VSyncMode.On;
}
@@ -89,13 +93,32 @@ namespace go #endregion
#region graphic contexte
+ bool recreateContext = true;
+
Context ctx;
Surface surf;
byte[] bmp;
int texID;
- int dispList;
+
+ QuadVAO uiQuad;
+ go.GLBackend.Shader shader;
+ Matrix4 projectionMatrix,
+ modelviewMatrix;
+
Rectangle dirtyZone = Rectangle.Empty;
+ void createContext()
+ {
+ createOpenGLSurface ();
+ if (uiQuad != null)
+ uiQuad.Dispose ();
+ uiQuad = new QuadVAO (0, 0, ClientRectangle.Width, ClientRectangle.Height,0,1,1,-1);
+ projectionMatrix = Matrix4.CreateOrthographicOffCenter
+ (0, ClientRectangle.Width, ClientRectangle.Height, 0, 0, 1);
+ modelviewMatrix = Matrix4.Identity;
+ redrawClip.AddRectangle (ClientRectangle);
+ recreateContext = false;
+ }
void createOpenGLSurface()
{
currentWindow = this;
@@ -103,10 +126,6 @@ namespace go int stride = 4 * ClientRectangle.Width;
int bmpSize = Math.Abs (stride) * ClientRectangle.Height;
bmp = new byte[bmpSize];
- //bmp = Enumerable.Repeat((byte)0, bmpSize).ToArray();
-
- if (dispList > 0)
- GL.DeleteLists (dispList, 1);
//create texture
if (texID > 0)
@@ -126,78 +145,22 @@ namespace go }
void OpenGLDraw()
{
+ shader.Enable ();
+ shader.ProjectionMatrix = projectionMatrix;
+ shader.ModelViewMatrix = modelviewMatrix;
+ shader.Color = new Vector4(1f,1f,1f,1f);
//if (dirtyZone != Rectangle.Empty) {
- GL.BindTexture (TextureTarget.Texture2D, texID);
- GL.TexSubImage2D (TextureTarget.Texture2D, 0,
- 0, 0, ClientRectangle.Width, ClientRectangle.Height,
+ GL.ActiveTexture (TextureUnit.Texture0);
+ GL.BindTexture (TextureTarget.Texture2D, texID);
+ GL.TexSubImage2D (TextureTarget.Texture2D, 0,
+ 0, 0, ClientRectangle.Width, ClientRectangle.Height,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmp);
-// GL.TexSubImage2D (TextureTarget.Texture2D, 0,
-// dirtyZone.X, dirtyZone.Y, ClientRectangle.Width, dirtyZone.Height,
-// OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmp);
- // dirtyZone = Rectangle.Empty;
-// if (dispList > 0)
-// GL.DeleteLists (dispList, 1);
- //surf.WriteToPng (@"/home/jp/test.png");
- //}
-// if (dispList > 0) {
-// GL.CallList (dispList);
-// return;
-// }
-//
-// dispList = GL.GenLists (1);
-// GL.NewList (dispList, ListMode.CompileAndExecute);
-// {
- GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height);
- GL.PushAttrib (AttribMask.EnableBit);
- GL.Color4 (Color.White);
- GL.ActiveTexture (TextureUnit.Texture0);
- GL.BindTexture (TextureTarget.Texture2D, texID);
- GL.Enable (EnableCap.Texture2D);
-
- GL.MatrixMode (MatrixMode.Modelview);
-
- GL.PushMatrix ();
- GL.LoadIdentity ();
-
- GL.MatrixMode (MatrixMode.Projection);
+ uiQuad.Render (PrimitiveType.TriangleStrip);
- GL.PushMatrix ();
- GL.LoadIdentity ();
-
- Matrix4 ortho2D = Matrix4.CreateOrthographicOffCenter
- (ClientRectangle.Left, ClientRectangle.Right, ClientRectangle.Bottom, ClientRectangle.Top, 0, 1);
- GL.LoadMatrix (ref ortho2D);
-
- GL.Disable (EnableCap.Lighting);
- GL.Enable (EnableCap.AlphaTest);
- GL.AlphaFunc (AlphaFunction.Greater, 0.0f);
- GL.Enable (EnableCap.Blend);
- GL.BlendFunc (BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
-
- GL.Begin (PrimitiveType.Quads);
- {
- GL.TexCoord2 (0, 0);
- GL.Vertex2 (ClientRectangle.Left, ClientRectangle.Top);
- GL.TexCoord2 (0, 1);
- GL.Vertex2 (ClientRectangle.Left, ClientRectangle.Bottom);
- GL.TexCoord2 (1, 1);
- GL.Vertex2 (ClientRectangle.Right, ClientRectangle.Bottom);
- GL.TexCoord2 (1, 0);
- GL.Vertex2 (ClientRectangle.Right, ClientRectangle.Top);
- }
- GL.End ();
-
- GL.PopMatrix ();
-
- GL.MatrixMode (MatrixMode.Modelview);
- GL.PopMatrix ();
-
- GL.PopAttrib ();
-
-// }
-// GL.EndList ();
+ GL.BindTexture(TextureTarget.Texture2D, 0);
+ shader.Disable ();
}
#endregion
@@ -312,11 +275,8 @@ namespace go protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
- if (recreateContext) {
- createOpenGLSurface ();
- redrawClip.AddRectangle (ClientRectangle);
- recreateContext = false;
- }
+ if (recreateContext)
+ createContext ();
OpenGLDraw ();
}
protected override void OnLoad(EventArgs e)
@@ -337,19 +297,19 @@ namespace go Console.WriteLine("GLSL version: " + GL.GetString (StringName.ShadingLanguageVersion));
Console.WriteLine("*************************************\n");
- createOpenGLSurface ();
- }
- protected override void OnUnload(EventArgs e)
- {
- if (dispList > 0)
- GL.DeleteLists (dispList, 1);
+ int matl = GL.GetInteger (GetPName.MaxArrayTextureLayers);
+ int mts = GL.GetInteger (GetPName.MaxTextureSize);
+ shader = new go.GLBackend.TexturedShader ();
+ }
+ protected override void OnUnload(EventArgs e)
+ {
if (texID > 0)
GL.DeleteTexture (texID);
//ctx.Dispose ();
- surf.Dispose ();
- }
- bool recreateContext=true;
- protected override void OnResize(EventArgs e)
+ //surf.Dispose ();
+ }
+
+ protected override void OnResize(EventArgs e)
{
base.OnResize (e);
recreateContext = true;
|