зеркало из https://github.com/DeGsoft/maui-linux.git
215 строки
6.7 KiB
C#
215 строки
6.7 KiB
C#
using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Xamarin.Forms.ControlGallery.GTK
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{
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public class AdvancedOpenGLApp : Application
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{
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public AdvancedOpenGLApp()
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{
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MainPage = new AdvancedOpenGLView();
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}
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}
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public class AdvancedOpenGLView : ContentPage
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{
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private const string VertexShader = @"
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uniform mat4 uMVPMatrix;
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attribute vec4 vColor;
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attribute vec4 vPosition;
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varying vec4 color;
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void main()
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{
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color = vColor;
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gl_Position = uMVPMatrix * vPosition;
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}";
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private const string FragmentShader = @"
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varying lowp vec4 color;
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void main (void)
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{
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gl_FragColor = color;
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}";
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private bool _initGl = false;
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private int _viewportWidth;
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private int _viewportHeight;
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private Vector4[] _vertices;
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private Vector4[] _colors;
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private uint _mProgramHandle;
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private int _mColorHandle;
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private int _mPositionHandle;
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private int _mMVPMatrixHandle;
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private Matrix4 _mProjectionMatrix;
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private Matrix4 _mViewMatrix;
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private Matrix4 _mModelViewProjectionMatrix;
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private Xamarin.Forms.OpenGLView _openGLView = null;
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public AdvancedOpenGLView()
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{
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Title = "Advanced OpenGLView Sample";
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var titleLabel = new Label
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{
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Text = "OpenGLView",
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FontSize = 36
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};
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_openGLView = new OpenGLView
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{
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HeightRequest = 300,
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WidthRequest = 300,
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HasRenderLoop = true
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};
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_openGLView.OnDisplay = r =>
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{
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if (!_initGl)
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{
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double width_in_pixels = 300;
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double height_in_pixels = 300;
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InitGl((int)width_in_pixels, (int)height_in_pixels);
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}
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Render();
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};
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var stack = new StackLayout
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{
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Padding = new Size(12, 12),
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Children = { titleLabel, _openGLView }
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};
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Content = stack;
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}
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void InitGl(int width, int height)
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{
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_viewportHeight = width;
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_viewportWidth = height;
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_vertices = new Vector4[]
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{
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new Vector4(0.0f, 0.5f, 0.0f, 1.0f),
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new Vector4(0.5f, -0.5f, 0.0f, 1.0f),
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new Vector4(-0.5f, -0.5f, 0.0f, 1.0f)
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};
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_colors = new Vector4[]
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{
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new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
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new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
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new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
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};
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uint vertexShader = CompileShader(VertexShader, ShaderType.VertexShader);
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uint fragmentShader = CompileShader(FragmentShader, ShaderType.FragmentShader);
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_mProgramHandle = (uint)GL.CreateProgram();
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if (_mProgramHandle == 0)
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throw new InvalidOperationException("Unable to create program");
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GL.AttachShader(_mProgramHandle, vertexShader);
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GL.AttachShader(_mProgramHandle, fragmentShader);
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GL.BindAttribLocation(_mProgramHandle, 0, "vPosition");
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GL.LinkProgram(_mProgramHandle);
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GL.Viewport(0, 0, _viewportWidth, _viewportHeight);
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GL.UseProgram(_mProgramHandle);
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_initGl = true;
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}
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public static uint CompileShader(string shaderString, ShaderType shaderType)
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{
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uint shaderHandle = (uint)GL.CreateShader(shaderType);
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GL.ShaderSource((int)shaderHandle, shaderString);
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GL.CompileShader(shaderHandle);
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return shaderHandle;
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}
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public static void UniformMatrix4(int location, Matrix4 value)
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{
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GL.UniformMatrix4(location, 1, false, ref value.Row0.X);
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}
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void Render()
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{
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GL.UseProgram(_mProgramHandle);
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GL.ClearColor(0.7f, 0.7f, 0.7f, 1);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
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float aspectRatio = ((float)Width) / ((float)Height);
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float ratio = ((float)_viewportWidth) / ((float)_viewportHeight);
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_mProjectionMatrix = Matrix4.CreateOrthographicOffCenter(-ratio, ratio, -1, 1, 0.1f, 10.0f);
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_mViewMatrix = Matrix4.LookAt(new Vector3(0, 0, 5), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
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_mModelViewProjectionMatrix = Matrix4.Mult(_mViewMatrix, _mProjectionMatrix);
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Matrix4 mModel = Matrix4.CreateRotationY((float)(Math.PI * 2.0 * ReferenceTime.GetTimeFromReferenceMs() / 5000.0));
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_mModelViewProjectionMatrix = Matrix4.Mult(_mModelViewProjectionMatrix, mModel);
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_mPositionHandle = GL.GetAttribLocation(_mProgramHandle, "vPosition");
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_mColorHandle = GL.GetAttribLocation(_mProgramHandle, "vColor");
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GL.EnableVertexAttribArray(_mPositionHandle);
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GL.EnableVertexAttribArray(_mColorHandle);
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unsafe
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{
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fixed (Vector4* pvertices = _vertices)
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{
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GL.VertexAttribPointer(_mPositionHandle, Vector4.SizeInBytes / 4, VertexAttribPointerType.Float, false, 0, new IntPtr(pvertices));
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}
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fixed (Vector4* pcolors = _colors)
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{
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GL.VertexAttribPointer(_mColorHandle, Vector4.SizeInBytes / 4, VertexAttribPointerType.Float, false, 0, new IntPtr(pcolors));
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}
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}
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_mMVPMatrixHandle = GL.GetUniformLocation(_mProgramHandle, "uMVPMatrix");
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UniformMatrix4(_mMVPMatrixHandle, _mModelViewProjectionMatrix);
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GL.DrawArrays(BeginMode.Triangles, 0, 3);
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GL.Finish();
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GL.DisableVertexAttribArray(_mPositionHandle);
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GL.DisableVertexAttribArray(_mColorHandle);
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}
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}
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public class ReferenceTime
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{
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private static DateTime reference_time;
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private static bool reference_time_set = false;
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public static double GetTimeFromReferenceMs()
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{
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if (!reference_time_set)
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{
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reference_time = DateTime.Now;
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reference_time_set = true;
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return 0.0;
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}
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DateTime actual_time = DateTime.Now;
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TimeSpan ts = new TimeSpan(actual_time.Ticks - reference_time.Ticks);
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return ts.TotalMilliseconds;
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}
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}
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} |