rubuild file struct 2
This commit is contained in:
@@ -1,21 +1,23 @@
|
||||
using StgSharp.Geometries;
|
||||
using StgSharp.Graphics;
|
||||
using StgSharp.Graphics.GL;
|
||||
using StgSharp.Logic;
|
||||
using StgSharp.Math;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net;
|
||||
using System.Text;
|
||||
using System.Threading.Channels;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp
|
||||
{
|
||||
public class ParticleStream : glRenderStream
|
||||
{
|
||||
public ParticleStream(RenderStreamConstructArgs args) : base(args)
|
||||
public ParticleStream(RenderStreamConstructArgs args, bool isSharing) : base(args, isSharing)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override string[] InputPortsName => ["input_1"];
|
||||
@@ -33,7 +35,9 @@ namespace StgSharp
|
||||
VertexArray vao;
|
||||
ElementBuffer ebo;
|
||||
|
||||
internal TimeSpanProvider spanProvider;
|
||||
FrameBuffer fbo;
|
||||
|
||||
|
||||
|
||||
internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation)
|
||||
{
|
||||
@@ -48,8 +52,6 @@ namespace StgSharp
|
||||
|
||||
protected override void Init()
|
||||
{
|
||||
spanProvider = new TimeSpanProvider(1 / 60.00f, TimeSpanProvider.DefaultProvider);
|
||||
|
||||
buffer = new PlainInstancingBuffer<ParticleOnPlain>();
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
@@ -59,12 +61,12 @@ namespace StgSharp
|
||||
float at = Scaler.Abs(t - 5.0f);
|
||||
|
||||
ParticleOnPlain p = new ParticleOnPlain(buffer);
|
||||
((IInstancing<ParticleOnPlain>)p).Coord = new vec3d(
|
||||
((IInstancing)p).Coord = new vec3d(
|
||||
(-5 + i) * 0.2f + 0.1f, (-5 + t) * 0.2f + 0.1f, 0);
|
||||
((IInstancing<ParticleOnPlain>)p).Scale =
|
||||
Scaler.MinOf(ai, at) * 0.4f + 0.1f;
|
||||
((IInstancing<ParticleOnPlain>)p).Motion = new GeometryMotion(
|
||||
true,spanProvider,
|
||||
((IInstancing)p).Scale =
|
||||
Scaler.MinOf(i, t) * 0.15f;
|
||||
((IInstancing)p).Motion = new GeometryMotion(
|
||||
true, this.timeProvider,
|
||||
DefaultRotation)
|
||||
;
|
||||
}
|
||||
@@ -73,7 +75,7 @@ namespace StgSharp
|
||||
SetSizeLimit(800, 800, 800, 800);
|
||||
|
||||
FrameSizeCallback =
|
||||
(IntPtr id, uint width, uint height) => GL.Viewport(0, 0, width, height);
|
||||
(IntPtr id, uint width, uint height) => glFunc.Viewport(0, 0, width, height);
|
||||
|
||||
s = CreateShaderProgram();
|
||||
Shader pvs = CreateShaderSegment(ShaderType.Vertex ,1);
|
||||
@@ -97,26 +99,28 @@ namespace StgSharp
|
||||
-0.05f,-0.05f,0.0f,
|
||||
-0.05f,0.05f,0.0f
|
||||
);
|
||||
|
||||
|
||||
vao.Bind(0);
|
||||
vbo.WriteMatrixData(0, rec.vertexMat, BufferUsage.STATIC_DRAW);
|
||||
ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
|
||||
vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float),0);
|
||||
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
|
||||
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
|
||||
VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float),0);
|
||||
|
||||
vbo.WriteVectorData(1, buffer.CoordSpan,BufferUsage.STREAM_DRAW);
|
||||
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);
|
||||
VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
|
||||
VertexArray.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float));
|
||||
|
||||
GL.VertexAttributeDivisor(1, 1);
|
||||
GL.VertexAttributeDivisor(2, 1);
|
||||
glFunc.VertexAttributeDivisor(1, 1);
|
||||
glFunc.VertexAttributeDivisor(2, 1);
|
||||
|
||||
vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
|
||||
VertexArray.SetVertexAttribute(3,1,TypeCode.Single,false,sizeof(float),0);
|
||||
|
||||
glFunc.VertexAttributeDivisor(3, 1);
|
||||
|
||||
vbo.WriteScalerData(2, buffer.ScalingSpan, BufferUsage.STATIC_DRAW);
|
||||
vao.SetVertexAttribute(3,1,TypeCode.Single,false,sizeof(float),0);
|
||||
|
||||
GL.VertexAttributeDivisor(3, 1);
|
||||
|
||||
vbo.Unbind();
|
||||
vao.BindNull();
|
||||
VertexArray.BindNull();
|
||||
|
||||
NativeCameraViewTarget
|
||||
(
|
||||
@@ -124,38 +128,85 @@ namespace StgSharp
|
||||
(0,0,0),
|
||||
(0,1,0)
|
||||
);
|
||||
NativeCameraViewRange(new Degree(1.7f),Vec2d.Zero,(50,50));
|
||||
NativeCameraViewRange(new Degree(1.5f),Vec2d.Zero,(50,50));
|
||||
NativeCameraUniform(s,"Camera");
|
||||
|
||||
s.Use();
|
||||
fbo = CreateFrameBuffer(1);
|
||||
rbo = CreateRenderBuffer(1);
|
||||
|
||||
fbo.Bind(0);
|
||||
rbo.Bind(0);
|
||||
glFunc.SetRenderBufferStorage(
|
||||
RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
|
||||
|
||||
|
||||
t = CreateTexture(1);
|
||||
t.Bind2D(0);
|
||||
glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
|
||||
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
|
||||
|
||||
t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
|
||||
t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
|
||||
|
||||
|
||||
glFunc.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
|
||||
Texture2DTarget.Texture2D,t[0],0);
|
||||
|
||||
glFunc.CombineFrameBufferRenderBuffer(fbo[0], rbo[0]);
|
||||
|
||||
int streamLength = this.Width * this.Height * 4;
|
||||
byte[] imageStream = new byte[streamLength];
|
||||
i = Image.FromMemory(this.Size,4,imageStream);
|
||||
}
|
||||
|
||||
protected override void Main(in Dictionary<string, BlueprintPipeline> input, in Dictionary<string, BlueprintPipeline> output)
|
||||
{
|
||||
TextureGL t;
|
||||
RenderBuffer rbo;
|
||||
Image i;
|
||||
|
||||
protected override void Main(
|
||||
in Dictionary<string, BlueprintPipeline> input,
|
||||
in Dictionary<string, BlueprintPipeline> output)
|
||||
{
|
||||
buffer.UpdateAllParticles();
|
||||
|
||||
GL.ClearColor(0.6f,0.1f,0.3f,1);
|
||||
GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
|
||||
|
||||
fbo.Bind(0);
|
||||
vao.Bind(0);
|
||||
|
||||
|
||||
glFunc.ClearColor(0.6f,0.1f,0.3f,1);
|
||||
glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
|
||||
|
||||
vbo.Bind(1);
|
||||
vbo.WriteVectorData(1, buffer.CoordSpan, BufferUsage.STREAM_DRAW);
|
||||
vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
|
||||
|
||||
s.Use();
|
||||
|
||||
NativeCamera.SetAllUniforms();
|
||||
|
||||
GL.DrawElementsInstanced(
|
||||
glFunc.DrawElementsInstanced(
|
||||
GeometryType.TRIANGLES, 6, TypeCode.UInt32,IntPtr.Zero,100
|
||||
);
|
||||
glFunc.WaitAccomplishment();
|
||||
VertexArray.BindNull();
|
||||
|
||||
vao.BindNull();
|
||||
/**/
|
||||
|
||||
BlueprintPipeline.SkipAll(output);
|
||||
t.Bind2D(0);
|
||||
|
||||
glFunc.GetTextureImage(Texture2DTarget.Texture2D, 0,ImageChannel.WithAlphaChannel,
|
||||
ImageChannelLayout.Byte,ref i.data);
|
||||
|
||||
//Array.Fill<byte>(i.DataStream, 24);
|
||||
output["output_1"].CompleteAndWriteData( new TexturePipeline(i));
|
||||
FrameBuffer.BindNull();
|
||||
/**/
|
||||
|
||||
/*
|
||||
//BlueprintPipeline.SkipAll(output);
|
||||
SwapBuffers();
|
||||
PollEvents();
|
||||
|
||||
/**/
|
||||
}
|
||||
|
||||
protected override void ProcessInput()
|
||||
|
||||
Reference in New Issue
Block a user