using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using OpenTK; using OpenTK.Input; using OpenTK.Graphics.OpenGL; using bbiwarg.InputProviders; using bbiwarg.Utility; namespace bbiwarg.Graphics { class OutputWindow : GameWindow { private InputHandler inputHandler; private InputProvider inputProvider; private uint textureID; public OutputWindow(InputProvider inputProvider, InputHandler inputHandler) : base((int)(Constants.OutputScaleFactor * Math.Max(1, Math.Min(Constants.OutputNumImagesPerRow, Constants.OutputNumImages)) * inputProvider.ImageWidth), (int)(Constants.OutputScaleFactor * (1 + (Constants.OutputNumImages - 1) / Constants.OutputNumImagesPerRow) * inputProvider.ImageHeight)) { this.inputProvider = inputProvider; this.inputHandler = inputHandler; } protected override void OnLoad(EventArgs e) { base.OnLoad(e); Title = Constants.OutputTitle; GL.ClearColor(Color.Black); // transparency GL.Enable(EnableCap.Blend); GL.BlendEquation(BlendEquationMode.Max); // Depth Test GL.Enable(EnableCap.DepthTest); // Texture GL.Enable(EnableCap.Texture2D); GL.GenTextures(1, out textureID); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); // video controls if (inputProvider is VideoInputProvider) { Keyboard.KeyRepeat = true; Keyboard.KeyDown += HandleKeyDown; Logger.log("video controls enabled (space=pause, right=nextFrame, left=previousFrame)", LogSubject.VideoControls); } VSync = VSyncMode.Off; } protected override void OnResize(EventArgs e) { base.OnResize(e); int screenWidth = ClientRectangle.Width; int screenHeight = ClientRectangle.Height; int imageWidth = inputProvider.ImageWidth; int imageHeight = inputProvider.ImageHeight; float imageAspectRatio = (float)imageWidth / (float)imageHeight; int numRows = 1 + (Constants.OutputNumImages - 1) / Constants.OutputNumImagesPerRow; int numCols = Math.Min(Constants.OutputNumImages, Constants.OutputNumImagesPerRow); int heightForWidth = (int)((float)screenWidth / ((float)numCols * imageAspectRatio) * (float)numRows); GL.Viewport(0, (screenHeight - heightForWidth) / 2, screenWidth, heightForWidth); // top left at (0,0) every image from (i, j) to (i + 1, j + 1) Matrix4 projection = Matrix4.CreateOrthographicOffCenter(0, numCols, numRows, 0, 0.001f, 10f); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref projection); } protected override void OnRenderFrame(FrameEventArgs e) { Timer.start("onRenderFrame"); base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); inputHandler.updateFrame(); Title = Constants.OutputTitle + " (Frame: " + inputProvider.CurrentFrameID + ")"; Timer.start("buildTextures"); GL.Enable(EnableCap.Texture2D); int imageIndex = 0; foreach (OutputImage image in inputHandler.OutputImages) { int x = imageIndex % Constants.OutputNumImagesPerRow; int y = imageIndex / Constants.OutputNumImagesPerRow; GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, inputProvider.ImageWidth, inputProvider.ImageHeight, 0, PixelFormat.Rgb, PixelType.UnsignedByte, image.Image.MIplImage.imageData); GL.Begin(PrimitiveType.Quads); GL.Color3(1.0, 1.0, 1.0); GL.TexCoord2(0, 0); GL.Vertex3(0 + x, 0 + y, -1); GL.TexCoord2(1, 0); GL.Vertex3(1 + x, 0 + y, -1); GL.TexCoord2(1, 1); GL.Vertex3(1 + x, 1 + y, -1); GL.TexCoord2(0, 1); GL.Vertex3(0 + x, 1 + y, -1); GL.End(); ++imageIndex; } Timer.stop("buildTextures"); Timer.start("swapBuffers"); SwapBuffers(); Timer.stop("swapBuffers"); Timer.stop("buildTextures"); Timer.stop("onRenderFrame"); Timer.outputAll(); } private void HandleKeyDown(object sender, KeyboardKeyEventArgs e) { VideoInputProvider vip = (VideoInputProvider)inputProvider; switch (e.Key) { case Key.Space: if (vip.IsPaused) vip.play(); else vip.pause(); break; case Key.Right: if (vip.IsPaused) { vip.nextFrame(); inputHandler.updateFrame(); } break; case Key.Left: if (vip.IsPaused) { vip.previousFrame(); inputHandler.updateFrame(); } break; } } } }