/// <summary> /// Tries to post a tweet with the given status and attached media a given amount of times. Returns whether successfull. /// </summary> /// <param name="status">Tweet status</param> /// <param name="mediaPath">Path to the media in this computer's file system</param> /// <param name="tries">How many times to try before returning false</param> public bool PostStatusWithMedia(String status, String mediaPath, int tries) { #if LOG_DATA DataLogger.Log(String.Concat("[TwitterService] Posting status with media: Status=\"", status, "\", Media=\"", mediaPath, "\", Tries: ", tries), LoggingMode.Message); #endif FileStream stream = new FileStream(mediaPath, FileMode.Open, FileAccess.Read); for (int i = 0; i < tries; i++) { #if LOG_DATA DataLogger.Log(String.Concat("[TwitterService] Attempting to post (", i.ToString(), ")"), LoggingMode.Message); #endif stream.Seek(0, SeekOrigin.Begin); try { Dictionary <String, Stream> imgsDict = new Dictionary <string, Stream>(1); imgsDict.Add("0", stream); TwitterStatus s = service.SendTweetWithMedia(new SendTweetWithMediaOptions { Status = status, Images = imgsDict }); if (s != null) { #if LOG_DATA DataLogger.Log(String.Concat("[TwitterService] Successfully posted status with media on attempt ", i.ToString()), LoggingMode.Success); #endif stream.Close(); stream.Dispose(); return(true); } } catch { } } #if LOG_DATA DataLogger.Log("[TwitterService] Posting failed enough times. Giving up on all forms of life.", LoggingMode.Error); #endif return(false); }
/// <summary> /// Creates the image on an OpenGL 2D texture and returns it's OpenGL handle. /// This function creates and destroys all the OpenGL objects it uses except the texture and framebuffer. /// </summary> /// <param name="singular">The singular form of the word</param> /// <param name="plural">The plural form of the word</param> /// <param name="imagePath">The path to the image showing the word to use</param> /// <param name="fbo">The framebuffer object that was used to render to the returned texture, still with the texture attached in color0</param> /// <param name="WIDTH">The width of the texture</param> /// <param name="HEIGHT">The height of the texture</param> static int MakeAllImage(String singular, String plural, String imagePath, out int fbo, out int WIDTH, out int HEIGHT) { #if LOG_DATA DataLogger.Log("[ImageManager] MakeAllImage was called", LoggingMode.Message); #endif WIDTH = 800; GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusDstAlpha); #if LOG_DATA DataLogger.Log(String.Concat("[ImageManager] Loading bitmap from \"", imagePath, "\""), LoggingMode.Message); #endif Bitmap bitmap = new Bitmap(imagePath); #region CalculateTextColor #if LOG_DATA DataLogger.Log("[ImageManager] Calculating text color", LoggingMode.Message); #endif //calculate whether to make the *noise text* black or white based on the colors on the image. float diffX = bitmap.Width / (float)COLOR_CALCULATOR_SAMPLE_FREQ; float diffY = bitmap.Height / (float)COLOR_CALCULATOR_SAMPLE_FREQ; int grayscaleTotal = 0; for (float x = (bitmap.Width - bitmap.Width / COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ) / 2f; x < bitmap.Width; x += diffX) { for (float y = (bitmap.Height - bitmap.Height / COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ) / 2f; y < bitmap.Height; y += diffY) { Color c = bitmap.GetPixel((int)x, (int)y); grayscaleTotal += c.R; grayscaleTotal += c.G; grayscaleTotal += c.B; } } bool isBlack = grayscaleTotal / (COLOR_CALCULATOR_SAMPLE_FREQ * COLOR_CALCULATOR_SAMPLE_FREQ * 3) > 127; #if LOG_DATA DataLogger.Log("[ImageManager] Text color: " + (isBlack ? "black" : "white"), LoggingMode.Message); #endif #endregion #region LoadQFont #if LOG_DATA DataLogger.Log("[ImageManager] Loading QFont data", LoggingMode.Message); #endif QFontShadowConfiguration shadowConfig = new QFontShadowConfiguration() { Type = ShadowType.Expanded, BlurRadius = 2, }; QFontBuilderConfiguration qconfig = new QFontBuilderConfiguration(true) { SuperSampleLevels = 4, TextGenerationRenderHint = TextGenerationRenderHint.AntiAlias, }; QFont qfont = new QFont(new FreeTypeFont(FONT_LOCATION, 144, FontStyle.Regular), qconfig); QFontDrawing qdraw = new QFontDrawing(); QFontRenderOptions opts = new QFontRenderOptions() { CharacterSpacing = 0.06f, Colour = Color.Black, }; ProcessedText text = QFontDrawingPrimitive.ProcessText(qfont, opts, plural + " be like", new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Left); SizeF topTextSize = qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts); qdraw.RefreshBuffers(); #endregion int topHeight = 40 + (int)(topTextSize.Height + 0.5f); HEIGHT = WIDTH * bitmap.Height / bitmap.Width + topHeight; #if LOG_DATA DataLogger.Log(String.Concat("[ImageManager] WIDTH=", WIDTH, " HEIGHT=", HEIGHT, " topHeight=", topHeight), LoggingMode.Message); #endif #region GenVBO #if LOG_DATA DataLogger.Log("[ImageManager] Generating VBO and VAO", LoggingMode.Message); #endif float[] vboData = new float[] { 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 0 }; int vbo = GL.GenBuffer(); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BufferData(BufferTarget.ArrayBuffer, vboData.Length * 4, vboData, BufferUsageHint.StaticDraw); int vao = GL.GenVertexArray(); GL.BindVertexArray(vao); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 20, 0); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 20, 12); GL.EnableVertexAttribArray(1); #endregion #region LoadTexture #if LOG_DATA DataLogger.Log("[ImageManager] Generating texture for image", LoggingMode.Message); #endif int tex = GL.GenTexture(); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex); #if LOG_DATA DataLogger.Log("[ImageManager] Loading texture pixels from bitmap", LoggingMode.Message); #endif BitmapData bits = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bitmap.Width, bitmap.Height, 0, OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte, bits.Scan0); bitmap.UnlockBits(bits); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); #endregion #region LoadShaderProgram #if LOG_DATA DataLogger.Log("[ImageManager] Creating shaders", LoggingMode.Message); #endif int vs = GL.CreateShader(ShaderType.VertexShader); #if LOG_DATA DataLogger.Log("[ImageManager] Loading vertex shader from " + VERTEX_SHADER_LOCATION, LoggingMode.Message); #endif GL.ShaderSource(vs, File.ReadAllText(VERTEX_SHADER_LOCATION)); GL.CompileShader(vs); int tmp; GL.GetShader(vs, ShaderParameter.CompileStatus, out tmp); #if LOG_DATA if (tmp != 1) { DataLogger.Log("[ImageManager] Vertex shader compilation failed", LoggingMode.Error); } DataLogger.Log("[ImageManager] Vertex Shader Info Log: ", LoggingMode.Message); DataLogger.Log(GL.GetShaderInfoLog(vs), LoggingMode.RawData); DataLogger.Log("[ImageManager] [END OF VERTEX SHADER INFO LOG]", LoggingMode.Message); #endif if (tmp != 1) { throw new Exception("Vertex Shader compilation failed. Process can't continue."); } int fs = GL.CreateShader(ShaderType.FragmentShader); #if LOG_DATA DataLogger.Log("[ImageManager] Loading fragment shader from " + FRAGMENT_SHADER_LOCATION, LoggingMode.Message); #endif GL.ShaderSource(fs, File.ReadAllText(FRAGMENT_SHADER_LOCATION)); GL.CompileShader(fs); GL.GetShader(fs, ShaderParameter.CompileStatus, out tmp); #if LOG_DATA if (tmp != 1) { DataLogger.Log("[ImageManager] Fragment shader compilation failed", LoggingMode.Error); } DataLogger.Log("[ImageManager] Fragment Shader Info Log: ", LoggingMode.Message); DataLogger.Log(GL.GetShaderInfoLog(fs), LoggingMode.RawData); DataLogger.Log("[ImageManager] [END OF FRAGMENT SHADER INFO LOG]", LoggingMode.Message); #endif if (tmp != 1) { throw new Exception("Fragment Shader compilation failed. Process can't continue."); } #if LOG_DATA DataLogger.Log("[ImageManager] Performing OpenGL program creation commands", LoggingMode.Message); #endif int program = GL.CreateProgram(); GL.AttachShader(program, vs); GL.AttachShader(program, fs); GL.BindAttribLocation(program, 0, "vPosition"); GL.BindAttribLocation(program, 1, "vTexCoords"); GL.LinkProgram(program); GL.DetachShader(program, vs); GL.DetachShader(program, fs); GL.DeleteProgram(vs); GL.DeleteProgram(fs); int texUniformLoc = GL.GetUniformLocation(program, "tex"); int projUniformLoc = GL.GetUniformLocation(program, "Proj"); GL.UseProgram(program); GL.GetProgram(program, GetProgramParameterName.LinkStatus, out tmp); #if LOG_DATA if (tmp != 1) { DataLogger.Log("[ImageManager] GL Program linking failed", LoggingMode.Error); } DataLogger.Log("[ImageManager] GL Program Info Log: ", LoggingMode.Message); DataLogger.Log(GL.GetProgramInfoLog(program), LoggingMode.RawData); DataLogger.Log("[ImageManager] [END OF GL PROGRAM INFO LOG]", LoggingMode.Message); DataLogger.Log("[ImageManager] Just a friendly reminder that GL PROGRAM refers to a OpenGL Shader Program with attached shaders", LoggingMode.Message); #endif if (tmp != 1) { throw new Exception("Program linking failed. Process can't continue."); } #endregion #region MakeResultTextureFramebuffer #if LOG_DATA DataLogger.Log("[ImageManager] Generating Framebuffer & Texture for rendering", LoggingMode.Message); #endif int resultTex = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, resultTex); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, WIDTH, HEIGHT, 0, OpenTK.Graphics.OpenGL4.PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); fbo = GL.GenFramebuffer(); GL.BindFramebuffer(FramebufferTarget.Framebuffer, fbo); GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, resultTex, 0); if (GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete) { //error #if LOG_DATA DataLogger.Log("[ImageManager] Framebuffer creation failed", LoggingMode.Error); #endif throw new Exception("Framebuffer creation failed. Process can't continue."); } #endregion #region Drawing #if LOG_DATA DataLogger.Log("[ImageManager] Performing OpenGL draw commands", LoggingMode.Message); #endif GL.BindFramebuffer(FramebufferTarget.Framebuffer, fbo); GL.ClearColor(1f, 1f, 1f, 1f); GL.Clear(ClearBufferMask.ColorBufferBit); GL.UseProgram(program); Matrix4 mat = Matrix4.CreateOrthographicOffCenter(0, 1, 0, 1, -1, 1); GL.UniformMatrix4(projUniformLoc, false, ref mat); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex); GL.Uniform1(texUniformLoc, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindVertexArray(vao); GL.Viewport(0, 0, WIDTH, HEIGHT - topHeight); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); GL.Viewport(0, HEIGHT - topHeight, WIDTH, topHeight); qdraw.ProjectionMatrix = Matrix4.CreateTranslation(TEXT_BORDER_SPACE, topTextSize.Height + TEXT_BORDER_SPACE, 0) * Matrix4.CreateOrthographicOffCenter(0, WIDTH, 0, topHeight, -1, 1); qdraw.Draw(); GL.Viewport(0, 0, WIDTH, HEIGHT - topHeight); opts.DropShadowActive = true; opts.DropShadowColour = Color.White; opts.DropShadowOffset = Vector2.Zero;//new Vector2(-0.12f, 0.12f); text = QFontDrawingPrimitive.ProcessText(qfont, opts, String.Concat("*", singular, " noises*"), new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Centre); SizeF noiseTextSize = qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts); float textScale = Math.Min((WIDTH - TEXT_BORDER_SPACE * 4) / noiseTextSize.Width, (HEIGHT - TEXT_BORDER_SPACE * 4) / noiseTextSize.Height); #if LOG_DATA DataLogger.Log("[ImageManager] Updating QFont size (disposing and reloading)", LoggingMode.Message); #endif qfont.Dispose(); qconfig.ShadowConfig = shadowConfig; qfont = new QFont(new FreeTypeFont(FONT_LOCATION, 144 * textScale, FontStyle.Regular), qconfig); qdraw.DrawingPrimitives.Clear(); opts.Colour = isBlack ? Color.Black : Color.White; opts.DropShadowColour = isBlack ? Color.White : Color.Black; text = QFontDrawingPrimitive.ProcessText(qfont, opts, String.Concat("*", singular, " noises*"), new SizeF(WIDTH - TEXT_BORDER_SPACE * 2, 99999f), QFontAlignment.Centre); qdraw.Print(qfont, text, new Vector3(0, 0, 0), opts); qdraw.ProjectionMatrix = Matrix4.CreateTranslation(WIDTH / 2f, noiseTextSize.Height * textScale / 2f + (HEIGHT - topHeight) / 2f, 0f) * Matrix4.CreateOrthographicOffCenter(0, WIDTH, 0, HEIGHT - topHeight, -1, 1); qdraw.RefreshBuffers(); qdraw.Draw(); #if LOG_DATA DataLogger.Log("[ImageManager] Done drawing", LoggingMode.Success); #endif #endregion #region Disposing #if LOG_DATA DataLogger.Log("[ImageManager] Disposing MakeAllImage resources", LoggingMode.Message); #endif bitmap.Dispose(); qfont.Dispose(); qdraw.Dispose(); GL.DeleteProgram(program); GL.DeleteTexture(tex); GL.DeleteBuffer(vbo); GL.DeleteVertexArray(vao); #endregion #if LOG_DATA DataLogger.Log("[ImageManager] MakeAllImage is done. Returning texture and framebuffer data", LoggingMode.Message); #endif return(resultTex); }