daily update on 20240528 by nitload youmu
This commit is contained in:
@@ -1,34 +1,112 @@
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using StgSharp.Graphics;
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="CollisionTexture.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Data;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.GL;
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using StgSharp.Logic;
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using StgSharp.Math;
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Linq;
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using System.Resources;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Stg
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{
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public class CollisionTexture : glRenderStream
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public class CollisionTextureInput : BlueprintPipelineArgs
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{
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string vertexShader = "";
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string fragmentShader = "";
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public CollisionTexture(RenderStreamConstructArgs args) : base(args)
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#pragma warning disable CS8618
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public CollisionTextureInput()
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#pragma warning restore CS8618
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{
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}
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public new List<IInstancingBuffer> Value
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{
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get; set;
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}
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}
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public class OneDimensionalCollisionTexture2D : glRenderStream
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{
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private const string inputName = "InstanceBufferList";
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private const string outputName = "CollisionTextureOutput";
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private FrameBuffer fbo;
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ShaderProgram generatingShader;
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VertexArray vao;
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VertexBuffer vbo;
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ElementBuffer ebo;
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public OneDimensionalCollisionTexture2D(RenderStreamConstructArgs args) : base(args)
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{
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throw new InvalidOperationException(
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$"Collision TextureGL unit cannot share context with other render stream or set as mainstream of a form,{($"and cannot be inited by {typeof(RenderStreamConstructArgs).Name} as well.")}"
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);
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}
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#pragma warning disable CS8618
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public OneDimensionalCollisionTexture2D(Radius angleStride, string name) :
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#pragma warning restore CS8618
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base(new RenderStreamConstructArgs
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{
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Height = 1,
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Width = (int)((new Radius(Scaler.Pi)) / angleStride),
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UnitCubeSize = (1, 1, 1),
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Name = name
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})
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{
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InternalInit();
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}
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protected override string[] InputPortsName =>
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[
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"InstanceBufferList",
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inputName,
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];
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protected override string[] OutputPortsName =>
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protected override string[] OutputPortsName =>
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[
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""
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outputName,
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];
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protected override void Deinit()
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{
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throw new NotImplementedException();
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@@ -36,19 +114,104 @@ namespace StgSharp.Stg
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protected override void Init()
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{
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throw new NotImplementedException();
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generatingShader = CreateShaderProgram();
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Shader vertexShader = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader fragmentShader = CreateShaderSegment(ShaderType.Fragment, 1);
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vertexShader.Compile(0, InternalIO.CollisionTextureVertexShader);
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fragmentShader.Compile(0, InternalIO.CollisionTextureFragmentShader);
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vertexShader.AttachTo(0, generatingShader);
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fragmentShader.AttachTo(0, generatingShader);
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generatingShader.Link();
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generatingShader.Use();
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vbo = CreateVertexBuffer(3);
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vao = CreateVertexArray(1);
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ebo = CreateElementBuffer(1);
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fbo = CreateFrameBuffer(1);
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RenderBuffer rbo = CreateRenderBuffer(1);
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glFunc.SetRenderBufferStorage(
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RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
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t = CreateTexture(1);
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t.Bind2D(0);
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glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
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(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
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t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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glFunc.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
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Texture2DTarget.Texture2D, t[0], 0);
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glFunc.CombineFrameBufferRenderBuffer(fbo[0], rbo[0]);
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textureOutput = new float[this.Width];
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}
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TextureGL t;
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float[] textureOutput;
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protected override void Main(
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output)
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{
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throw new NotImplementedException();
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if (input == null)
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{
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throw new InvalidOperationException($"Unknown operation lead to null ref of {nameof(input)}");
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}
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if (input[inputName].Args is not CollisionTextureInput inpipeline || inpipeline.Value == null || inpipeline.Value.Count == 0)
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{
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throw new InvalidOperationException();
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}
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List<IInstancingBuffer> bufferList = inpipeline.Value;
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fbo.Bind(0);
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glFunc.ClearColor(0, 0, 0, 1);
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glFunc.Clear(MaskBufferBit.DEPTH|MaskBufferBit.COLOR);
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generatingShader.Use();
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vao.Bind(0);
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foreach (IInstancingBuffer item in bufferList)
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{
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IGeometry g = item.TypicalShape;
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if (!(g is PlainGeometry))
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{
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throw new InvalidOperationException("The current particle buffer contains non-planar geometry,");
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}
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ebo.Bind(0);
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ebo.SetValue<int>(0,g.VertexIndices,BufferUsage.StreamDraw);
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vbo.WriteVectorData<vec4d>(0,item.CoordAndRotationSpan,BufferUsage.StreamDraw);
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VertexArray.SetVertexAttribute(1,3,TypeCode.Single,false, 4 * sizeof(float), 0);
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VertexArray.SetVertexAttribute(2,1, TypeCode.Single,false,4*sizeof(float), 3 * sizeof(float));
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vbo.WriteScalerData<float>(2, item.ScalingSpan, BufferUsage.StreamDraw);
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VertexArray.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
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vbo.WriteVectorData(1,g.VertexStream,BufferUsage.StreamDraw);
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VertexArray.SetVertexAttribute(0,3,TypeCode.Single,false,4*sizeof(float),0);
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glFunc.DrawElementsInstanced(GeometryType.TRIANGLES,(uint)g.VertexIndices.Length / 3,
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TypeCode.UInt32,IntPtr.Zero,(uint)item.ScalingSpan.Length);
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}
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t.Bind2D(0);
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glFunc.GetTextureImage(Texture2DTarget.Texture2D,0,ImageChannel.SingleColor,ImageChannelLayout.Float,ref textureOutput);
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VertexArray.BindNull();
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}
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protected override void ProcessInput()
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{
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throw new NotImplementedException();
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}
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}
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}
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