daily update on 20240828 by nitload youmu, autotexture added

This commit is contained in:
Nitload
2024-08-28 10:58:31 +08:00
parent d082071f2d
commit 1ee4e4a42f
586 changed files with 60910 additions and 123106 deletions
@@ -32,8 +32,9 @@ using StgSharp.Controls;
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Logic;
using StgSharp.Math;
using StgSharp.Timing;
using System;
using System.Collections.Generic;
@@ -46,215 +47,207 @@ namespace StgSharp
public class ParticleRenderStream : glRenderStream
{
ElementBuffer ebo;
ElementBuffer f_ebo;
FrameBuffer fbo;
Image i;
PlainInstancingBuffer<ParticleOnPlain> buffer;
RenderBuffer rbo;
ShaderProgram frameMainShader;
ShaderProgram s;
TextureGL t;
Uniform<int> texUniform;
Uniform<float> time;
VertexArray f_vao;
VertexArray vao;
private ElementBuffer ebo;
private ElementBuffer f_ebo;
private FrameBuffer fbo;
private Image i;
private PlainInstancingBuffer<ParticleOnPlain> buffer;
private RenderBuffer rbo;
private ShaderProgram frameMainShader;
private ShaderProgram s;
VertexBuffer f_vbo;
VertexBuffer vbo;
private AutoTextureGL autoT;
private TextureGL f_t;
private TextureGL t;
private Uniform<int> texUniform;
private Uniform<float> time;
private VertexArray f_vao;
private VertexArray vao;
public ParticleRenderStream()
{
private VertexBuffer f_vbo;
private VertexBuffer vbo;
}
public ParticleRenderStream() { }
public override bool IsContextSharable => true;
public Rectangle ButtonBounding
{
get;
private set;
}
public Rectangle ButtonBounding { get; private set; }
public TextureProvider ButtonTextureProvider { get; private set; }
int temp = 0;
//render a controlling item
public void AnotherMain(IEnumerable<PlainGeometryMesh> items)
public void OtherMain( IEnumerable<PlainGeometryMesh> items )
{
//Console.WriteLine("Render Button Itself");
GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero); //GL.Assert(true);
GL.ClearColor(0.4f, TimePassed % 1.0f, 0f, 1.0f); //GL.Assert(true);
GL.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH/**/); //GL.Assert(true);
GL.BindFrameBuffer( FrameBufferTarget.All, GlHandle.Zero ); //_gl.Assert(true);
GL.ClearColor( 0.4f, TimePassed % 1.0f, 0f, 1.0f ); //_gl.Assert(true);
GL.Clear( MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH/**/ ); //_gl.Assert(true);
f_vao.Bind(0); //GL.Assert(true);
f_vao.Bind( 0 ); //_gl.Assert(true);
foreach (PlainGeometryMesh mesh in items)
foreach( PlainGeometryMesh mesh in items )
{
f_t.LoadTexture(0, mesh.TextureImage);
autoT.SelectTextureAndBind(mesh.TextureImage);
//f_t.LoadTexture( 0, mesh.TextureImage );
//_gl.Assert(true);
frameMainShader.Use(); //_gl.Assert(true);
GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
}
//GL.Assert(true);
frameMainShader.Use(); //GL.Assert(true);
//_gl.Assert(true);
GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
//GL.Assert(true);
//GL.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
//_gl.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
//BlueprintPipeline.SkipAll(output);
SwapBuffers();
}
public void RenderButton(ButtonStatus status, float statusBegin, in TextureProvider provider)
{
provider.UpdateFromImage(i);
}
public void RenderButton(
ButtonStatus status,
float statusBegin,
in TextureProvider provider )
{ provider.UpdateFromImage( i ); }
internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation)
internal static vec3d DefaultRotation( TimeSpanProvider provider, out float rotation )
{
rotation = provider.SpanLengthLowPrecession;
float angle = provider.CurrentSecond * 2;
return (new vec3d(
Scaler.Cos(angle),
Scaler.Sin(angle),
0
)) * provider.SpanLengthLowPrecession;
return ( new vec3d( Scaler.Cos( angle ), Scaler.Sin( angle ), 0 ) ) *
provider.SpanLengthLowPrecession;
}
protected override void CustomizeDeinit()
{
}
protected override void CustomizeDeinit() { }
protected override void CustomizeInit()
{
//GL.ClearError();
//GL.Assert(true);
//_gl.ClearError();
//_gl.Assert(true);
buffer = new PlainInstancingBuffer<ParticleOnPlain>();
for (int i = 0; i < 10; i++)
for( int i = 0; i < 10; i++ )
{
float ai = Scaler.Abs(i - 5.0f);
for (int t = 0; t < 10; t++)
float ai = Scaler.Abs( i - 5.0f );
for( int t = 0; t < 10; t++ )
{
float at = Scaler.Abs(t - 5.0f);
float at = Scaler.Abs( t - 5.0f );
ParticleOnPlain p = new ParticleOnPlain(buffer);
((IInstancing)p).Coord = new vec3d(
(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
((IInstancing)p).Scale =
Scaler.MinOf(i, t) * 0.15f;
((IInstancing)p).Motion = new GeometryMotion(
true, this._timeProvider,
DefaultRotation)
;
ParticleOnPlain p = new ParticleOnPlain( buffer );
( ( IInstancing )p ).Coord = new vec3d(
( ( ( -5 ) + i ) * 0.2f ) + 0.1f, ( ( ( -5 ) + t ) * 0.2f ) + 0.1f, 0 );
( ( IInstancing )p ).Scale =
Scaler.MinOf( i, t ) * 0.15f;
( ( IInstancing )p ).Motion = new GeometryMotion(
true, this._timeProvider, DefaultRotation );
}
}
//GL.Assert(true);
//_gl.Assert(true);
//SetSizeLimit(800, 800, 800, 800);
s = CreateShaderProgram();
frameMainShader = CreateShaderProgram();
Shader pvs = CreateShaderSegment(ShaderType.Vertex, 2);
Shader pfs = CreateShaderSegment(ShaderType.Fragment, 2);
Shader pvs = CreateShaderSegment( ShaderType.Vertex, 2 );
Shader pfs = CreateShaderSegment( ShaderType.Fragment, 2 );
//GL.Assert(true);
pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
//GL.Assert(true);
pvs.AttachTo(0, s);
//GL.Assert(true);
pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag"));
pfs.AttachTo(0, s);
//_gl.Assert(true);
pvs.Compile( 0, Shader.FromCodeFile( "Shader\\particle.vert" ) );
//_gl.Assert(true);
pvs.AttachTo( 0, s );
//_gl.Assert(true);
pfs.Compile( 0, Shader.FromCodeFile( "Shader\\particle.frag" ) );
pfs.AttachTo( 0, s );
s.Link();
//GL.Assert(true);
pvs.Compile(1, Shader.FromCodeFile("Shader\\fbo.vert"));
pvs.AttachTo(1, frameMainShader);
pfs.Compile(1, Shader.FromCodeFile("Shader\\fbo.frag"));
pfs.AttachTo(1, frameMainShader);
//_gl.Assert(true);
pvs.Compile( 1, Shader.FromCodeFile( "Shader\\fbo.vert" ) );
pvs.AttachTo( 1, frameMainShader );
pfs.Compile( 1, Shader.FromCodeFile( "Shader\\fbo.frag" ) );
pfs.AttachTo( 1, frameMainShader );
frameMainShader.Link();
//GL.Assert(true);
vbo = CreateVertexBuffer(3);
vao = CreateVertexArray(1);
ebo = CreateElementBuffer(1);
vbo.Bind(0);
//_gl.Assert(true);
vbo = CreateVertexBuffer( 3 );
vao = CreateVertexArray( 1 );
ebo = CreateElementBuffer( 1 );
vbo.Bind( 0 );
Rectangle rec = new Rectangle
(
0.05f, 0.05f,
0.05f, -0.05f,
-0.05f, -0.05f,
-0.05f, 0.05f
);
Rectangle rec = new Rectangle(
0.05f, 0.05f, 0.05f, -0.05f, -0.05f, -0.05f, -0.05f, 0.05f );
//GL.Assert(true);
vao.Bind(0);
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
//_gl.Assert(true);
vao.Bind( 0 );
vbo.WriteVectorData( 0, rec.VertexStream, BufferUsage.StaticDraw );
ebo.SetValue( 0, rec.VertexIndices, BufferUsage.StaticDraw );
vao.SetVertexAttribute( 0, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
vao.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float));
vbo.WriteVectorData<vec4d>( 1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw );
vao.SetVertexAttribute( 1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
vao.SetVertexAttribute(
2, 1, TypeCode.Single, false, 4 * sizeof( float ), 3 * sizeof( float ) );
GL.VertexAttributeDivisor(1, 1);
GL.VertexAttributeDivisor(2, 1);
GL.VertexAttributeDivisor( 1, 1 );
GL.VertexAttributeDivisor( 2, 1 );
vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
vbo.WriteScalerData<float>( 2, buffer.ScalingSpan, BufferUsage.StaticDraw );
vao.SetVertexAttribute( 3, 1, TypeCode.Single, false, sizeof( float ), 0 );
GL.VertexAttributeDivisor(3, 1);
GL.VertexAttributeDivisor( 3, 1 );
vbo.Unbind();
GL.BindVertexArray(GlHandle.Zero);
GL.BindVertexArray( GlHandle.Zero );
NativeCameraViewTarget
(
(0, 0, -100),
(0, 0, 0),
(0, 1, 0)
);
NativeCameraViewRange(new Degree(1.5f), Vec2d.Zero, (50, 50));
NativeCameraUniform(s, "Camera");
NativeCameraViewTarget( (0, 0, -100), (0, 0, 0), (0, 1, 0) );
NativeCameraViewRange( new Degree( 1.5f ), Vec2d.Zero, (50, 50) );
NativeCameraUniform( s, "Camera" );
s.Use();
fbo = CreateFrameBuffer(1);
rbo = CreateRenderBuffer(1);
fbo = CreateFrameBuffer( 1 );
rbo = CreateRenderBuffer( 1 );
fbo.Bind(0);
rbo.Bind(0);
GL.SetRenderBufferStorage(
RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
fbo.Bind( 0 );
rbo.Bind( 0 );
GL.SetRenderBufferStorage( RenderBufferInternalFormat.Depth24_Stencil8, this.Size );
//GL.Assert(true);
t = CreateTexture(1);
t.Bind2D(0);
GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null);
t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
//_gl.Assert(true);
t = CreateTexture( 1 );
t.Bind2D( 0 );
GL.TextureImage2d<byte>(
Texture2DTarget.Texture2D, 0, ( int )ImageChannel.WithAlphaChannel, ( uint )Width,
( uint )Height, ( int )ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte,
null );
t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
t.Set2dFilterProperty( 0, TextureFilter.Nearest, TextureFilter.Nearest );
//GL.Assert(true);
GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
Texture2DTarget.Texture2D, t[0], 0);
//_gl.Assert(true);
GL.FrameBufferTexture2d(
FrameBufferTarget.All, glAttachment.Color( 0 ), Texture2DTarget.Texture2D, t[ 0 ],
0 );
//GL.Assert(true);
GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.Stencil|FrameBufferAttachment.Depth, rbo[0]);
//_gl.Assert(true);
GL.CombineFrameBufferRenderBuffer(
FrameBufferAttachment.Stencil | FrameBufferAttachment.Depth, rbo[ 0 ] );
Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
Console.WriteLine( GL.CheckFrameBufferStatus( FrameBufferTarget.All ) );
FrameBuffer.BindNull();
//GL.Assert(true);
//_gl.Assert(true);
int streamLength = this.Width * this.Height * 4;
byte[] imageStream = new byte[streamLength];
i = Image.FromMemory(this.Size, ImageChannel.WithAlphaChannel, imageStream);
i = Image.FromMemory( this.Size, ImageChannel.WithAlphaChannel, imageStream );
time = s.GetUniform<float>("time");
time = s.GetUniform<float>( "time" );
vec2d[] buttonTextureCoordArray = {
(0f, 1f),
@@ -262,117 +255,124 @@ namespace StgSharp
(1f, 0f),
(0f, 0f)
};
ButtonBounding = new Rectangle(
-0.9f, 0.9f,
0.9f, 0.9f,
0.9f, -0.9f,
-0.9f, -0.9f
ButtonBounding = new Rectangle( -0.9f, 0.9f, 0.9f, 0.9f, 0.9f, -0.9f, -0.9f, -0.9f );
//_gl.Assert(true);
ButtonTextureProvider = new TextureProvider( i, buttonTextureCoordArray );
f_vao = CreateVertexArray( 1 );
f_vbo = CreateVertexBuffer( 2 );
f_ebo = CreateElementBuffer( 1 );
//_gl.Assert(true);
f_vao.Bind( 0 );
f_ebo.Bind( 0 );
f_ebo.SetValue( 0, ButtonBounding.VertexIndices, BufferUsage.StaticDraw );
//_gl.Assert(true);
f_vbo.Bind( 0 );
f_vbo.WriteVectorData( 0, ButtonBounding.VertexStream, BufferUsage.StaticDraw );
f_vao.SetVertexAttribute( 0, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
//_gl.Assert(true);
f_vbo.Bind( 1 );
f_vbo.WriteVectorData( 1, buttonTextureCoordArray, BufferUsage.StaticDraw );
f_vao.SetVertexAttribute( 1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
//_gl.Assert(true);
autoT = CreateAutoTexture(4);
autoT.DefaultTextureProperty = new TextureProperty(
TextureFilter.Nearest, TextureFilter.Nearest,
TextureWrap.Repeat, TextureWrap.Repeat
);
//GL.Assert(true);
ButtonTextureProvider = new TextureProvider(i, buttonTextureCoordArray);
f_t = CreateTexture( 1 );
f_t.Bind2D( 0 );
f_t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
f_t.Set2dFilterProperty( 0, TextureFilter.Nearest, TextureFilter.Nearest );
f_vao = CreateVertexArray(1);
f_vbo = CreateVertexBuffer(2);
f_ebo = CreateElementBuffer(1);
//_gl.Assert(true);
f_t.ActivateAs( TextureUnit.Unit1 );
//GL.Assert(true);
f_vao.Bind(0);
f_ebo.Bind(0);
f_ebo.SetValue(0, ButtonBounding.VertexIndices, BufferUsage.StaticDraw);
//GL.Assert(true);
f_vbo.Bind(0);
f_vbo.WriteVectorData(0, ButtonBounding.VertexStream, BufferUsage.StaticDraw);
f_vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
//GL.Assert(true);
f_vbo.Bind(1);
f_vbo.WriteVectorData(1, buttonTextureCoordArray, BufferUsage.StaticDraw);
f_vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
//GL.Assert(true);
f_t = CreateTexture(1);
f_t.Bind2D(0);
f_t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
f_t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
//GL.Assert(true);
f_t.ActivateAs(TextureUnit.Unit1);
//GL.Assert(true);
//_gl.Assert(true);
frameMainShader.Use();
texUniform = frameMainShader.GetUniform<int>("tex");
//GL.Assert(true);
GL.SetUniformValue(texUniform, 1);
//GL.Assert(true);
texUniform = frameMainShader.GetUniform<int>( "tex" );
//_gl.Assert(true);
GL.SetUniformValue( texUniform, 1 );
//_gl.Assert(true);
}
TextureGL f_t;
protected override void Main()
{
//GL.ClearError();
temp++;
//_gl.ClearError();
//Console.Clear();
buffer.UpdateAllParticles();
//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
//Console.WriteLine(_gl.CheckFrameBufferStatus(FrameBufferTarget.All));
fbo.Bind(0); //GL.Assert(true);
vao.Bind(0); //GL.Assert(true);
t.Bind2D(0); //GL.Assert(true);
fbo.Bind( 0 ); //_gl.Assert(true);
vao.Bind( 0 ); //_gl.Assert(true);
t.Bind2D( 0 ); //_gl.Assert(true);
/**/
GL.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, new byte[1]);
GL.TextureImage2d(
Texture2DTarget.Texture2D, 0, ( int )ImageChannel.WithAlphaChannel, ( uint )Width,
( uint )Height, ( int )ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte,
new byte[1] );
/**/
//GL.Assert(true);
//_gl.Assert(true);
GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1);
GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
GL.ClearColor( ( 0.6f + TimePassed ) % 1.0f, 0.1f, 0.3f, 1 );
GL.Clear( MaskBufferBit.COLOR | MaskBufferBit.DEPTH );
//GL.Assert(true);
//_gl.Assert(true);
vbo.Bind(1);
vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
vbo.Bind( 1 );
vbo.WriteVectorData<vec4d>( 1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw );
s.Use();
NativeCamera.SetAllUniforms();
GL.SetUniformValue(time, TimePassed);
GL.SetUniformValue( time, TimePassed );
GL.DrawElementsInstanced( GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero,
100 );
GL.DrawElementsInstanced(
GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100
);
//Console.WriteLine(TimePassed);
//GL.Assert(true);
//_gl.Assert(true);
GL.WaitAccomplishment();
GL.BindVertexArray(GlHandle.Zero);
GL.BindVertexArray( GlHandle.Zero );
/**/
//GL.Assert(true);
ImageHelper.Resize(i, Width, Height, ImageMovement.Discard);
//_gl.Assert(true);
//GL.ClearError();
ImageHelper.Resize( i, Width, Height, ImageMovement.Discard );
GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
PixelChannelLayout.Byte, i.PixelBuffer);
//_gl.ClearError();
GL.GetTextureImage(
Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
PixelChannelLayout.Byte, i.PixelBuffer );
/*
for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
{
Console.Write($"{i.PixelBuffer[num]}\t");
}
/**/
//GL.Assert(true);
//_gl.Assert(true);
//Array.Fill<byte>(i.PixelBuffer, 24);
GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
GL.BindFrameBuffer( FrameBufferTarget.All, GlHandle.Zero );
//GL.Assert(true);
//_gl.Assert(true);
/**/
/*