File: Picking.cs

package info (click to toggle)
opentk 1.1.4c%2Bdfsg-2.1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye, buster
  • size: 68,640 kB
  • sloc: cs: 525,501; xml: 277,501; ansic: 3,597; makefile: 41
file content (323 lines) | stat: -rw-r--r-- 12,490 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.

using System;
using System.IO;
using System.Drawing;
using System.Diagnostics;

using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;

using Examples.Shapes;

namespace Examples.Tutorial
{
    /// <summary>
    /// This demo shows over which triangle the cursor is, it does so by assigning all 3 vertices of a triangle the same Ids.
    /// Each Id is a uint, split into 4 bytes and used as triangle color. In an extra pass, the screen is cleared to uint.MaxValue,
    /// and then the mesh is drawn using color. Using GL.ReadPixels() the value under the mouse cursor is read and can be converted.
    /// </summary>
    [Example("Picking", ExampleCategory.OpenGL, "1.x", Documentation = "Picking")]
    class Picking : GameWindow
    {
        int mouse_x, mouse_y;

        /// <summary>Creates a 800x600 window with the specified title.</summary>
        public Picking()
            : base(800, 600, GraphicsMode.Default, "Picking", GameWindowFlags.Default, DisplayDevice.Default, 1, 1, GraphicsContextFlags.Default)
        {
            VSync = VSyncMode.On;

            MouseMove += (sender, e) =>
            {
                mouse_x = e.X;
                mouse_y = e.Y;
            };
        }

        struct Byte4
        {
            public byte R, G, B, A;

            public Byte4(byte[] input)
            {
                R = input[0];
                G = input[1];
                B = input[2];
                A = input[3];
            }

            public uint ToUInt32()
            {
                byte[] temp = new byte[] { this.R, this.G, this.B, this.A };
                return BitConverter.ToUInt32(temp, 0);
            }

            public override string ToString()
            {
                return this.R + ", " + this.G + ", " + this.B + ", " + this.A;
            }
        }

        struct Vertex
        {
            public Byte4 Color; // 4 bytes
            public Vector3 Position; // 12 bytes

            public const byte SizeInBytes = 16;
        }

        const TextureTarget Target = TextureTarget.TextureRectangleArb;
        float angle;
        PrimitiveType VBO_PrimMode;
        Vertex[] VBO_Array;
        uint VBO_Handle;

        uint SelectedTriangle;

        // int VertexShaderObject, FragmentShaderObject, ProgramObject;

        /// <summary>Load resources here.</summary>
        /// <param name="e">Not used.</param>
        protected override void OnLoad(EventArgs e)
        {
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.CullFace);

            #region prepare data for VBO from procedural object
            DrawableShape temp_obj = new SierpinskiTetrahedron(3f, SierpinskiTetrahedron.eSubdivisions.Five, false);
            VertexT2fN3fV3f[] temp_VBO;
            uint[] temp_IBO;
            temp_obj.GetArraysforVBO(out VBO_PrimMode, out temp_VBO, out temp_IBO);
            temp_obj.Dispose();
            if (temp_IBO != null)
                throw new Exception("Expected data for GL.DrawArrays, but Element Array is not null.");

            // Convert from temp mesh to final object, copy position and add triangle Ids for the color attribute.
            VBO_Array = new Vertex[temp_VBO.Length];
            int TriangleCounter = -1;
            for (int i = 0; i < temp_VBO.Length; i++)
            {
                // Position
                VBO_Array[i].Position = temp_VBO[i].Position;

                // Index
                if (i % 3 == 0)
                    TriangleCounter++;
                VBO_Array[i].Color = new Byte4(BitConverter.GetBytes(TriangleCounter));
            }
            #endregion prepare data for VBO from procedural object

            #region Setup VBO for drawing
            GL.GenBuffers(1, out VBO_Handle);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VBO_Handle);
            GL.BufferData<Vertex>(BufferTarget.ArrayBuffer, (IntPtr)(VBO_Array.Length * Vertex.SizeInBytes), VBO_Array, BufferUsageHint.StaticDraw);
            GL.InterleavedArrays(InterleavedArrayFormat.C4ubV3f, 0, IntPtr.Zero);

            ErrorCode err = GL.GetError();
            if (err != ErrorCode.NoError)
                Trace.WriteLine("VBO Setup failed (Error: " + err + "). Attempting to continue.");
            #endregion Setup VBO for drawing

            #region Shader
            /*
            // Load&Compile Vertex Shader

            using (StreamReader sr = new StreamReader("Data/Shaders/Picking_VS.glsl"))
            {
                VertexShaderObject = GL.CreateShader(ShaderType.VertexShader);
                GL.ShaderSource(VertexShaderObject, sr.ReadToEnd());
                GL.CompileShader(VertexShaderObject);
            }

            err = GL.GetError();
            if (err != ErrorCode.NoError)
                Trace.WriteLine("Vertex Shader: " + err);

            string LogInfo;
            GL.GetShaderInfoLog(VertexShaderObject, out LogInfo);
            if (LogInfo.Length > 0 && !LogInfo.Contains("hardware"))
                Trace.WriteLine("Vertex Shader failed!\nLog:\n" + LogInfo);
            else
                Trace.WriteLine("Vertex Shader compiled without complaint.");

            // Load&Compile Fragment Shader

            using (StreamReader sr = new StreamReader("Data/Shaders/Picking_FS.glsl"))
            {
                FragmentShaderObject = GL.CreateShader(ShaderType.FragmentShader);
                GL.ShaderSource(FragmentShaderObject, sr.ReadToEnd());
                GL.CompileShader(FragmentShaderObject);
            }
            GL.GetShaderInfoLog(FragmentShaderObject, out LogInfo);

            err = GL.GetError();
            if (err != ErrorCode.NoError)
                Trace.WriteLine("Fragment Shader: " + err);

            if (LogInfo.Length > 0 && !LogInfo.Contains("hardware"))
                Trace.WriteLine("Fragment Shader failed!\nLog:\n" + LogInfo);
            else
                Trace.WriteLine("Fragment Shader compiled without complaint.");

            // Link the Shaders to a usable Program
            ProgramObject = GL.CreateProgram();
            GL.AttachShader(ProgramObject, VertexShaderObject);
            GL.AttachShader(ProgramObject, FragmentShaderObject);

            // link it all together
            GL.LinkProgram(ProgramObject);

            err = GL.GetError();
            if (err != ErrorCode.NoError)
                Trace.WriteLine("LinkProgram: " + err);

            GL.UseProgram(ProgramObject);

            err = GL.GetError();
            if (err != ErrorCode.NoError)
                Trace.WriteLine("UseProgram: " + err);

            // flag ShaderObjects for delete when not used anymore
            GL.DeleteShader(VertexShaderObject);
            GL.DeleteShader(FragmentShaderObject);

            int temp;
            GL.GetProgram(ProgramObject, ProgramParameter.LinkStatus, out temp);
            Trace.WriteLine("Linking Program (" + ProgramObject + ") " + ((temp == 1) ? "succeeded." : "FAILED!"));
            if (temp != 1)
            {
                GL.GetProgramInfoLog(ProgramObject, out LogInfo);
                Trace.WriteLine("Program Log:\n" + LogInfo);
            }

            Trace.WriteLine("End of Shader build. GL Error: " + GL.GetError());

            GL.UseProgram(0);
*/
            #endregion Shader
        }

        protected override void OnUnload(EventArgs e)
        {
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.DeleteBuffers(1, ref VBO_Handle);

            base.OnUnload(e);
        }

        /// <summary>
        /// Called when your window is resized. Set your viewport here. It is also
        /// a good place to set up your projection matrix (which probably changes
        /// along when the aspect ratio of your window).
        /// </summary>
        /// <param name="e">Contains information on the new Width and Size of the GameWindow.</param>
        protected override void OnResize(EventArgs e)
        {
            GL.Viewport(ClientRectangle);

            Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.Width / (float)this.Height, 0.1f, 10.0f);
            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadMatrix(ref projection);
        }

        /// <summary>
        /// Called when it is time to setup the next frame. Add you game logic here.
        /// </summary>
        /// <param name="e">Contains timing information for framerate independent logic.</param>
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            var keyboard = OpenTK.Input.Keyboard.GetState();
            if (keyboard[Key.Escape])
                Exit();
        }

        /// <summary>
        /// Called when it is time to render the next frame. Add your rendering code here.
        /// </summary>
        /// <param name="e">Contains timing information.</param>
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            GL.Color3(Color.White);
            GL.EnableClientState(ArrayCap.ColorArray);

            #region Pass 1: Draw Object and pick Triangle
            GL.ClearColor(1f, 1f, 1f, 1f); // clears to uint.MaxValue
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            Matrix4 modelview = Matrix4.LookAt(Vector3.UnitZ, Vector3.Zero, Vector3.UnitY);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadMatrix(ref modelview);
            GL.Translate(0f, 0f, -3f);
            GL.Rotate(angle, Vector3.UnitX);
            GL.Rotate(angle, Vector3.UnitY);
            angle += (float)e.Time * 3.0f;

            // You may re-enable the shader, but it works perfectly without and will run on intel HW too
            // GL.UseProgram(ProgramObject);
            GL.DrawArrays(VBO_PrimMode, 0, VBO_Array.Length);
            // GL.UseProgram(0);

            // Read Pixel under mouse cursor
            Byte4 Pixel = new Byte4();
            GL.ReadPixels(mouse_x, this.Height - mouse_y, 1, 1, PixelFormat.Rgba, PixelType.UnsignedByte, ref Pixel);
            SelectedTriangle = Pixel.ToUInt32();
            #endregion Pass 1: Draw Object and pick Triangle

            GL.Color3(Color.White);
            GL.DisableClientState(ArrayCap.ColorArray);

            #region Pass 2: Draw Shape
            if (SelectedTriangle == uint.MaxValue)
                GL.ClearColor(.2f, .1f, .3f, 1f); // purple
            else
                GL.ClearColor(0f, .2f, .3f, 1f); // cyan
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            GL.Color3(1f, 1f, 1f);
            GL.DrawArrays(VBO_PrimMode, 0, VBO_Array.Length);

            GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
            GL.Color3(Color.Red);
            GL.DrawArrays(VBO_PrimMode, 0, VBO_Array.Length);
            GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);

            if (SelectedTriangle != uint.MaxValue)
            {
                GL.Disable(EnableCap.DepthTest);
                GL.Color3(Color.Green);
                GL.DrawArrays(VBO_PrimMode, (int)SelectedTriangle * 3, 3);
                GL.Enable(EnableCap.DepthTest);
            }
            #endregion Pass 2: Draw Shape

            this.SwapBuffers();

            ErrorCode err = GL.GetError();
            if (err != ErrorCode.NoError)
                Trace.WriteLine("Error at Swapbuffers: " + err);
        }

        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        [STAThread]
        static void Main()
        {
            // The 'using' idiom guarantees proper resource cleanup.
            // We request 30 UpdateFrame events per second, and unlimited
            // RenderFrame events (as fast as the computer can handle).
            using (Picking example = new Picking())
            {
                // Get the title and category  of this example using reflection.
                ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
                example.Title = String.Format("OpenTK | {0} {1}: {2} (use the mouse to pick)", info.Category, info.Difficulty, info.Title);
                example.Run(30.0);
            }
        }
    }
}