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// Configure window options
using System.Buffers.Binary;
using System.Numerics;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;
public static class Program
{
private static string vertexShaderSource = @"
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 uMVP;
void main()
{
gl_Position = uMVP * vec4(aPos, 1.0);
gl_PointSize = 8.0;
}
";
private static string fragmentShaderSource = @"
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0, 1.0, 1.0, 1.0); // White points
}
";
private static IWindow? window;
private static GL? gl = null;
private static uint shaderProgram = uint.MaxValue;
private static uint vao = uint.MaxValue;
private static uint vbo = uint.MaxValue;
private static Matrix4x4 mvp = new Matrix4x4();
private static float[] points = [];
public static void Main(string[] args)
{
var path = "C:\\ParkanUnpacked\\Land.msh\\2_03 00 00 00_Land.bin";
var bytes = File.ReadAllBytes(path);
points = new float[bytes.Length / 4];
for (int i = 0; i < bytes.Length / 4; i++)
{
points[i] = BinaryPrimitives.ReadSingleBigEndian(bytes.AsSpan()[(i * 4)..]);
}
var options = WindowOptions.Default;
options.API = new GraphicsAPI(ContextAPI.OpenGL, new APIVersion(3, 3));
options.Title = "3D Points with Silk.NET";
window = Window.Create(options);
window.Load += OnLoad;
window.Render += OnRender;
window.Run();
}
unsafe static void OnLoad()
{
gl = window.CreateOpenGL();
// Compile shaders
uint vertexShader = gl.CreateShader(ShaderType.VertexShader);
gl.ShaderSource(vertexShader, vertexShaderSource);
gl.CompileShader(vertexShader);
CheckShaderCompile(vertexShader);
uint fragmentShader = gl.CreateShader(ShaderType.FragmentShader);
gl.ShaderSource(fragmentShader, fragmentShaderSource);
gl.CompileShader(fragmentShader);
CheckShaderCompile(fragmentShader);
// Create shader program
shaderProgram = gl.CreateProgram();
gl.AttachShader(shaderProgram, vertexShader);
gl.AttachShader(shaderProgram, fragmentShader);
gl.LinkProgram(shaderProgram);
CheckProgramLink(shaderProgram);
gl.DeleteShader(vertexShader);
gl.DeleteShader(fragmentShader);
// Create VAO and VBO
vao = gl.GenVertexArray();
gl.BindVertexArray(vao);
vbo = gl.GenBuffer();
gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
unsafe
{
fixed (float* ptr = points)
{
gl.BufferData(
BufferTargetARB.ArrayBuffer,
(nuint) (points.Length * sizeof(float)),
ptr,
BufferUsageARB.StaticDraw
);
}
}
gl.VertexAttribPointer(
0,
3,
VertexAttribPointerType.Float,
false,
3 * sizeof(float),
(void*) 0
);
gl.EnableVertexAttribArray(0);
gl.BindVertexArray(0); // Unbind VAO
gl.Enable(EnableCap.DepthTest);
}
unsafe static void OnRender(double dt)
{
gl.ClearColor(
0.1f,
0.1f,
0.1f,
1.0f
);
gl.Clear((uint) (ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
// Set up MVP matrix
Matrix4x4 view = Matrix4x4.CreateLookAt(
new Vector3(100, 100, 40), // Camera position
Vector3.Zero, // Look at origin
Vector3.UnitY
); // Up direction
Matrix4x4 projection = Matrix4x4.CreatePerspectiveFieldOfView(
(float) Math.PI / 4f, // 45 degrees
(float) window.Size.X / window.Size.Y,
0.1f,
100f
);
mvp = view * projection;
gl.UseProgram(shaderProgram);
// Set MVP matrix (transpose=true for column-major format)
int mvpLocation = gl.GetUniformLocation(shaderProgram, "uMVP");
fixed (Matrix4x4* ptr = &mvp)
{
gl.UniformMatrix4(
mvpLocation,
1,
true,
(float*) ptr
);
}
gl.BindVertexArray(vao);
gl.DrawArrays(PrimitiveType.Points, 0, (uint) (points.Length / 3));
}
// Error checking methods
static void CheckShaderCompile(uint shader)
{
gl.GetShader(shader, ShaderParameterName.CompileStatus, out int success);
if (success == 0)
Console.WriteLine(gl.GetShaderInfoLog(shader));
}
static void CheckProgramLink(uint program)
{
gl.GetProgram(program, ProgramPropertyARB.LinkStatus, out int success);
if (success == 0)
Console.WriteLine(gl.GetProgramInfoLog(program));
}
}