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// 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.Windows.Forms;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
namespace Examples.Tutorial
{
/// <summary>
/// Demonstrates how to render an animated Julia Set in real-time. Quality is sacrificed for speed.
/// Info about the fractal: http://en.wikipedia.org/wiki/Julia_set
/// One more major optimization could be applied (exploit the symmetry of the image with RTT), but
/// that would make the program alot more complicated to follow. You can do this as an exercise.
/// </summary>
[Example("Julia Set Fractal", ExampleCategory.OpenGL, "2.x", Documentation = "JuliaSetFractal")]
public class JuliaSetFractal : GameWindow
{
public JuliaSetFractal()
: base(512, 512)
{
}
#region Private Fields
// GLSL Objects
int VertexShaderObject, FragmentShaderObject, ProgramObject;
int TextureObject;
// Julia Variables for animation
float AnimOffsetX = 0.213f; // using non-zero as starting point to make it more interesting
float AnimOffsetY = 0.63f;
const double AnimSpeedX = 0.65; // anim speed scaling is solely used to make the anim more interesting
const double AnimSpeedY = 1.05;
const double AnimCosinusPercent = 0.85f; // scales the cosinus down to 85% to avoid the (boring) borders
float UniformScaleFactorX; // fractal horizontal scaling is only affected by window resize
float UniformScaleFactorY; // fractal vertical scaling is only affected by window resize
float UniformOffsetX = 1.8f; // fractal horizontal offset
float UniformOffsetY = 1.8f; // fractal vertical offset
#endregion private Fields
#region OnLoad
/// <summary>
/// Setup OpenGL and load resources here.
/// </summary>
/// <param name="e">Not used.</param>
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
// Check for necessary capabilities:
Version version = new Version(GL.GetString(StringName.Version).Substring(0, 3));
Version target = new Version(2, 0);
if (version < target)
{
throw new NotSupportedException(String.Format(
"OpenGL {0} is required (you only have {1}).", target, version));
}
this.VSync = VSyncMode.On;
GL.Disable(EnableCap.Dither);
GL.ClearColor(0.2f, 0f, 0.4f, 0f);
// declare some variables for tracking which shader did compile, and which texture to use
string[] ShaderFilenames = new string[2];
ShaderFilenames[0] = "Data/Shaders/JuliaSet_SM3_FS.glsl";
ShaderFilenames[1] = "Data/Shaders/JuliaSet_SM2_FS.glsl";
string LogInfo;
int status = 0;
#region Shaders
// Load&Compile Vertex Shader
using (StreamReader sr = new StreamReader("Data/Shaders/JuliaSet_VS.glsl"))
{
VertexShaderObject = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(VertexShaderObject, sr.ReadToEnd());
GL.CompileShader(VertexShaderObject);
}
GL.GetShaderInfoLog(VertexShaderObject, out LogInfo);
if (LogInfo.Length > 0 && !LogInfo.Contains("hardware"))
Trace.WriteLine("Vertex Shader Log:\n" + LogInfo);
else
Trace.WriteLine("Vertex Shader compiled without complaint.");
// Load&Compile Fragment Shader
FragmentShaderObject = GL.CreateShader(ShaderType.FragmentShader);
foreach (var shader in ShaderFilenames)
{
using (StreamReader sr = new StreamReader(shader))
{
GL.ShaderSource(FragmentShaderObject, sr.ReadToEnd());
GL.CompileShader(FragmentShaderObject);
}
GL.GetShader(FragmentShaderObject, ShaderParameter.CompileStatus, out status);
if (status != 1)
{
GL.GetShaderInfoLog(FragmentShaderObject, out LogInfo);
Trace.WriteLine("Compiling " + shader + " failed!\nLog:\n" + LogInfo);
}
else
{
Trace.WriteLine("Fragment Shader compiled without complaint.");
break;
}
}
if (status != 1)
{
MessageBox.Show("Shader compilation failed");
Exit();
}
// Link the Shaders to a usable Program
ProgramObject = GL.CreateProgram();
GL.AttachShader(ProgramObject, VertexShaderObject);
GL.AttachShader(ProgramObject, FragmentShaderObject);
GL.LinkProgram(ProgramObject);
// make current
GL.UseProgram(ProgramObject);
// Flag ShaderObjects for delete when app exits
GL.DeleteShader(VertexShaderObject);
GL.DeleteShader(FragmentShaderObject);
#endregion Shaders
#region Textures
// Load&Bind the 1D texture for color lookups
GL.ActiveTexture(TextureUnit.Texture0); // select TMU0
GL.GenTextures(1, out TextureObject);
GL.TexParameter(TextureTarget.Texture1D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture1D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture1D, TextureParameterName.TextureWrapS, (int)(TextureWrapMode)All.ClampToEdge);
using (Bitmap bitmap = new Bitmap("Data/Textures/JuliaColorTable.bmp"))
{
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format24bppRgb);
GL.TexImage1D(TextureTarget.Texture1D, 0, PixelInternalFormat.Rgb8, data.Width, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
}
#endregion Textures
KeyUp += Keyboard_KeyUp;
}
int i = 0;
void Keyboard_KeyUp(object sender, KeyboardKeyEventArgs e)
{
if (e.Key == Key.F12)
{
Bitmap bmp = new Bitmap(this.Width, this.Height);
System.Drawing.Imaging.BitmapData data =
bmp.LockBits(new System.Drawing.Rectangle(0, 0, this.Width, this.Height),
System.Drawing.Imaging.ImageLockMode.WriteOnly,
System.Drawing.Imaging.PixelFormat.Format24bppRgb);
GL.ReadPixels(0, 0, this.Width, this.Height,
OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
OpenTK.Graphics.OpenGL.PixelType.UnsignedByte,
data.Scan0);
bmp.UnlockBits(data);
bmp.RotateFlip(RotateFlipType.RotateNoneFlipY);
bmp.Save("Screenshot" + (i++).ToString() + ".png", ImageFormat.Png);
}
}
#endregion
#region OnUnload
protected override void OnUnload(EventArgs e)
{
if (TextureObject != 0)
GL.DeleteTextures(1, ref TextureObject);
if (ProgramObject != 0)
GL.DeleteProgram(ProgramObject); // implies deleting the previously flagged ShaderObjects
}
#endregion
#region OnResize
/// <summary>
/// Respond to resize events here.
/// </summary>
/// <param name="e">Contains information on the new GameWindow size.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnResize(EventArgs e)
{
// Magic numbers so the fractal almost fits inside the window.
// If changing this, also change the -1.6f offset in the fragment shader accordingly.
UniformScaleFactorX = Width / (UniformOffsetX * 2f);
UniformScaleFactorY = Height / (UniformOffsetY * 2f);
GL.Viewport(0, 0, Width, Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 1.0); // 2D setup
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadIdentity();
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Add your game logic here.
/// </summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
var keyboard = OpenTK.Input.Keyboard.GetState();
if (keyboard[OpenTK.Input.Key.Escape])
{
this.Exit();
}
}
#endregion
#region OnRenderFrame
/// <summary>
/// Add your game rendering code here.
/// </summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnRenderFrame(FrameEventArgs e)
{
//this.Title = "FPS: " + 1 / e.Time;
GL.Clear(ClearBufferMask.ColorBufferBit);
// First, render the next frame of the Julia fractal.
GL.UseProgram(ProgramObject);
// advance the animation by elapsed time, scaling is solely used to make the anim more interesting
AnimOffsetX += (float)(e.Time * AnimSpeedX);
AnimOffsetY += (float)(e.Time * AnimSpeedY);
// pass uniforms into the fragment shader
// first the texture
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "COLORTABLE"), TextureObject);
// the rest are floats
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "CETX"), (float)(Math.Cos(AnimOffsetX) * AnimCosinusPercent));
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "CETY"), (float)(Math.Cos(AnimOffsetY) * AnimCosinusPercent));
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "SCALINGX"), UniformScaleFactorX);
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "SCALINGY"), UniformScaleFactorY);
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "OFFSETX"), UniformOffsetX);
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "OFFSETY"), UniformOffsetY);
// Fullscreen quad. Using immediate mode, since this app is fragment shader limited anyways.
GL.Begin(PrimitiveType.Quads);
{
GL.Vertex2(-1.0f, -1.0f);
GL.Vertex2(1.0f, -1.0f);
GL.Vertex2(1.0f, 1.0f);
GL.Vertex2(-1.0f, 1.0f);
}
GL.End();
SwapBuffers();
}
#endregion
#region public static void Main()
/// <summary>
/// Entry point of this example.
/// </summary>
[STAThread]
public static void Main()
{
using (JuliaSetFractal example = new JuliaSetFractal())
{
Utilities.SetWindowTitle(example);
example.Run(30.0);
}
}
#endregion
}
}
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