make new opengl source generator
This commit is contained in:
@@ -14,6 +14,7 @@ using StgSharp.Timing;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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@@ -23,12 +24,10 @@ namespace StgSharp
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public class ParticleRenderStream : glRender
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{
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private AutoTextureGL autoT;
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private ElementBuffer ebo;
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private ElementBuffer f_ebo;
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private FrameBuffer fbo;
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private Image i;
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private Image<Rgba8> i;
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private int temp = 0;
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private PlainInstancingBuffer<ParticleOnPlain> buffer;
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@@ -37,6 +36,7 @@ namespace StgSharp
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private ShaderProgram s;
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private TextureGL f_t;
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private TextureGL t;
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private Uniform<GraphicsMatrix> cameraUniform;
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private Uniform<int> texUniform;
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private Uniform<float> time;
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private VertexArray f_vao;
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@@ -64,16 +64,21 @@ namespace StgSharp
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GL.ClearColor(0.4f, TimePassed % 1.0f, 0f, 1.0f); /*GL.Assert(true);/**/
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GL.Clear(MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH/**/); /*GL.Assert(true);/**/
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f_vao.Bind(0); //GL.Assert(true);
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GL.BindVertexArray(f_vao[0]); //GL.Assert(true);
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foreach (PlainGeometryMesh mesh in items)
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{
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// autoT.SelectTextureAndBind(mesh.TextureImage);
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f_t.LoadTexture(0, mesh.TextureImage);
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GL.ActiveTextureUnit((uint)TextureUnit.Unit1);
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GL.BindTexture(glConst.TEXTURE_2D, f_t[0]);
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GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8,
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mesh.TextureImage.Width, mesh.TextureImage.Height,
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FrameBufferChannel.RGBA, PixelChannelLayout.UByte,
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mesh.TextureImage.ReadOnlyPixels);
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GL.GenerateMipmap(glConst.TEXTURE_2D);
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// GL.Assert(true);
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frameMainShader.Use(); //GL.Assert(true);
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GL.UseProgram(frameMainShader.Handle); //GL.Assert(true);
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GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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}
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@@ -94,17 +99,17 @@ namespace StgSharp
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// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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fbo.Bind(0); //GL.Assert(true);
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vao.Bind(0); //GL.Assert(true);
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t.Bind2D(0); //GL.Assert(false);
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GL.BindFrameBuffer(FrameBufferTarget.All, fbo[0]); //GL.Assert(true);
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GL.BindVertexArray(vao[0]); //GL.Assert(true);
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GL.ActiveTextureUnit((uint)TextureUnit.Unit0);
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GL.BindTexture(glConst.TEXTURE_2D, t[0]); //GL.Assert(false);
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GL.Viewport(0, 0, Width, Height);
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/**/
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GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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Width, Height, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, null);
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GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, Width, Height,
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FrameBufferChannel.RGBA, PixelChannelLayout.UByte);
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/**/
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// GL.Assert(false);
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@@ -120,12 +125,13 @@ namespace StgSharp
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// GL.Assert(false);
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vbo.Bind(1);
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vbo.WriteVectorData<Vec4>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
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GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]);
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GL.SetBufferData<Vec4>(BufferType.ArrayBuffer, buffer.CoordAndRotationSpan,
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BufferUsage.StreamDraw);
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s.Use();
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NativeCamera.SetAllUniforms();
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GL.UseProgram(s.Handle);
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GL.SetUniformValue(cameraUniform, NativeCamera.CameraMatrix());
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GL.SetUniformValue(time, TimePassed);
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GL.DrawElementsInstanced(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100);
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@@ -139,22 +145,26 @@ namespace StgSharp
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// GL.Assert(true);
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ImageHelper.Resize(i, Width, Height, ImageMovement.Discard);
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if (i.Size != (Width, Height))
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{
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i = new Image<Rgba8>(Width, Height);
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ButtonTextureProvider.Image = i;
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}
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// GL.ClearError();
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// Console.Write($"Size set to {Height},{Width}");
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// Console.WriteLine($"Image resized to {i.Height} {i.Width}");
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GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, i.PixelBuffer);
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GL.GetTextureImage(Texture2DTarget.Texture2D, 0, FrameBufferChannel.RGBA,
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PixelChannelLayout.UByte, i.Bytes);
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/*
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for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
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for (int num = 0; num < i.Bytes.Length; num+=10000)
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{
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Console.Write($"{i.PixelBuffer[num]}\t");
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Console.Write($"{i.Bytes[num]}\t");
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}
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/**/
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// GL.Assert(true);
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// Array.Fill<byte>(i.PixelBuffer, 24);
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// i.Bytes.Fill(24);
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GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
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@@ -192,7 +202,114 @@ namespace StgSharp
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0)) * rotation;
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}
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protected override void CustomizeDeinit() { }
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private Shader CreateShaderSet(
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ShaderType type,
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int count
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)
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{
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GlHandle[] handles = new GlHandle[count];
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for (int index = 0; index < handles.Length; index++) {
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handles[index] = GL.CreateShader((uint)type);
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}
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return new Shader(handles, type);
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}
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private void CompileShaderFromFile(
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GlHandle shader,
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string path
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)
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{
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byte[] source = File.ReadAllBytes(path);
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if (source.Length == 0) {
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throw new InvalidOperationException($"Shader source is empty: {path}");
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}
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GL.ShaderSource(shader, source);
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GL.CompileShader(shader);
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Span<int> status = stackalloc int[1];
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GL.GetShaderiv(shader, glConst.COMPILE_STATUS, status);
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if (status[0] != 0) {
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return;
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}
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throw new InvalidOperationException(
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$"Failed to compile shader '{path}'.{Environment.NewLine}{GetShaderInfoLog(shader)}");
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}
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private void LinkShaderProgram(
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GlHandle program
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)
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{
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GL.LinkProgram(program);
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Span<int> status = stackalloc int[1];
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GL.GetProgramiv(program, glConst.LINK_STATUS, status);
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if (status[0] != 0) {
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return;
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}
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throw new InvalidOperationException(
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$"Failed to link shader program.{Environment.NewLine}{GetProgramInfoLog(program)}");
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}
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private string GetShaderInfoLog(
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GlHandle shader
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)
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{
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Span<int> requiredLength = stackalloc int[1];
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GL.GetShaderiv(shader, glConst.INFO_LOG_LENGTH, requiredLength);
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if (requiredLength[0] <= 1) {
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return "OpenGL did not provide a shader info log.";
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}
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byte[] bytes = new byte[requiredLength[0]];
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GL.GetShaderInfoLog(shader, out int written, bytes);
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return Encoding.UTF8.GetString(bytes, 0, Math.Clamp(written, 0, bytes.Length))
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.TrimEnd('\0');
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}
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private string GetProgramInfoLog(
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GlHandle program
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)
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{
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Span<int> requiredLength = stackalloc int[1];
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GL.GetProgramiv(program, glConst.INFO_LOG_LENGTH, requiredLength);
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if (requiredLength[0] <= 1) {
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return "OpenGL did not provide a program info log.";
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}
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byte[] bytes = new byte[requiredLength[0]];
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GL.GetProgramInfoLog(program, out int written, bytes);
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return Encoding.UTF8.GetString(bytes, 0, Math.Clamp(written, 0, bytes.Length))
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.TrimEnd('\0');
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}
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private void DeleteShaderSet(
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Shader shaderSet
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)
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{
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for (int index = 0; index < shaderSet.Count; index++) {
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GL.DeleteShader(shaderSet[index]);
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}
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}
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protected override void CustomizeDeinit()
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{
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GL.DeleteProgram(s.Handle);
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GL.DeleteProgram(frameMainShader.Handle);
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GL.DeleteBuffers(vbo.Handles);
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GL.DeleteBuffers(ebo.Handles);
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GL.DeleteBuffers(f_vbo.Handles);
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GL.DeleteBuffers(f_ebo.Handles);
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GL.DeleteVertexArrays(vao.Handles);
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GL.DeleteVertexArrays(f_vao.Handles);
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GL.DeleteFramebuffers(fbo.Handles);
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GL.DeleteRenderbuffers(rbo.Handles);
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GL.DeleteTextures(t.Handles);
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GL.DeleteTextures(f_t.Handles);
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}
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protected override void CustomizeInit()
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{
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@@ -221,59 +338,69 @@ namespace StgSharp
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// SetSizeLimit(800, 800, 800, 800);
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s = CreateShaderProgram();
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frameMainShader = CreateShaderProgram();
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Shader pvs = CreateShaderSegment(ShaderType.Vertex, 2);
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Shader pfs = CreateShaderSegment(ShaderType.Fragment, 2);
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s = new ShaderProgram(GL.CreateProgram());
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frameMainShader = new ShaderProgram(GL.CreateProgram());
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Shader pvs = CreateShaderSet(ShaderType.Vertex, 2);
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Shader pfs = CreateShaderSet(ShaderType.Fragment, 2);
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// GL.Assert(true);
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pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
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CompileShaderFromFile(pvs[0], Path.Combine("Shader", "particle.vert"));
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// GL.Assert(true);
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pvs.AttachTo(0, s);
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GL.AttachShader(s.Handle, pvs[0]);
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// GL.Assert(true);
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pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag"));
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pfs.AttachTo(0, s);
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s.Link();
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CompileShaderFromFile(pfs[0], Path.Combine("Shader", "particle.frag"));
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GL.AttachShader(s.Handle, pfs[0]);
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LinkShaderProgram(s.Handle);
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// GL.Assert(true);
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pvs.Compile(1, Shader.FromCodeFile("Shader\\fbo.vert"));
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pvs.AttachTo(1, frameMainShader);
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pfs.Compile(1, Shader.FromCodeFile("Shader\\fbo.frag"));
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pfs.AttachTo(1, frameMainShader);
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frameMainShader.Link();
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CompileShaderFromFile(pvs[1], Path.Combine("Shader", "fbo.vert"));
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GL.AttachShader(frameMainShader.Handle, pvs[1]);
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CompileShaderFromFile(pfs[1], Path.Combine("Shader", "fbo.frag"));
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GL.AttachShader(frameMainShader.Handle, pfs[1]);
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LinkShaderProgram(frameMainShader.Handle);
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DeleteShaderSet(pvs);
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DeleteShaderSet(pfs);
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// GL.Assert(true);
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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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vbo.Bind(0);
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vbo = new VertexBuffer(GL.GenBuffers(3));
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vao = new VertexArray(GL.GenVertexArrays(1));
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ebo = new ElementBuffer(GL.GenBuffers(1));
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GL.BindBuffer(BufferType.ArrayBuffer, vbo[0]);
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Rectangle rec = new Rectangle(0.05f, 0.05f, 0.05f, -0.05f, -0.05f, -0.05f, -0.05f,
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0.05f);
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// GL.Assert(true);
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vao.Bind(0);
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vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
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ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
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vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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GL.BindVertexArray(vao[0]);
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GL.BindBuffer(BufferType.ArrayBuffer, vbo[0]);
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GL.SetBufferData(BufferType.ArrayBuffer, rec.VertexStream, BufferUsage.StaticDraw);
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GL.BindBuffer(BufferType.ElementArrayBuffer, ebo[0]);
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GL.SetBufferData(BufferType.ElementArrayBuffer, rec.VertexIndices,
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BufferUsage.StaticDraw);
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GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.WriteVectorData<Vec4>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
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vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vao.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float),
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3 * sizeof(float));
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GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]);
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GL.SetBufferData<Vec4>(BufferType.ArrayBuffer, buffer.CoordAndRotationSpan,
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BufferUsage.StreamDraw);
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GL.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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GL.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float),
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3 * sizeof(float));
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GL.VertexAttributeDivisor(1, 1);
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GL.VertexAttributeDivisor(2, 1);
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vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
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vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
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GL.BindBuffer(BufferType.ArrayBuffer, vbo[2]);
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GL.SetBufferData<float>(BufferType.ArrayBuffer, buffer.ScalingSpan,
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BufferUsage.StaticDraw);
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GL.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
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GL.VertexAttributeDivisor(3, 1);
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vbo.Unbind();
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GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero);
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GL.BindVertexArray(GlHandle.Zero);
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NativeCameraViewTarget([
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@@ -290,23 +417,31 @@ namespace StgSharp
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0f
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]);
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NativeCameraViewRange(new Degree(1.5f), Vec2.Zero, (50, 50));
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NativeCameraUniform(s, "Camera");
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cameraUniform = GL.GetUniform<GraphicsMatrix>(s.Handle, "Camera");
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s.Use();
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GL.UseProgram(s.Handle);
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fbo = CreateFrameBuffer(1);
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rbo = CreateRenderBuffer(1);
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fbo.Bind(0);
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rbo.Bind(0);
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GlHandle[] frameBufferHandles = new GlHandle[1];
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GL.GenFrameBuffers(frameBufferHandles);
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fbo = new FrameBuffer(frameBufferHandles);
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rbo = new RenderBuffer(GL.GenRenderBuffer(1));
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GL.BindFrameBuffer(FrameBufferTarget.All, fbo[0]);
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GL.BindRenderBuffer(rbo[0]);
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// GL.Assert(true);
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t = CreateTexture(1);
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t.Bind2D(0);
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GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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Width, Height, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, null!);
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t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
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t.Set2dFilterProperty(0, TextureFilter.Linear, TextureFilter.Linear);
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t = new TextureGL(GL.GenTextures(1));
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GL.ActiveTextureUnit((uint)TextureUnit.Unit0);
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GL.BindTexture(glConst.TEXTURE_2D, t[0]);
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GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, Width, Height,
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FrameBufferChannel.RGBA, PixelChannelLayout.UByte);
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GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S,
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(int)TextureWrap.Repeat);
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GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T,
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(int)TextureWrap.Repeat);
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GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER,
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(int)TextureFilter.Linear);
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GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER,
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(int)TextureFilter.Linear);
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// GL.Assert(true);
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GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
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@@ -317,15 +452,13 @@ namespace StgSharp
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Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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FrameBuffer.BindNull();
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GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
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// GL.Assert(true);
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int streamLength = this.Width * this.Height * 4;
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byte[] imageStream = new byte[streamLength];
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i = Image.FromMemory(this.Size, ImageChannel.WithAlphaChannel, imageStream);
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i = new Image<Rgba8>(this.Size);
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time = s.GetUniform<float>("time");
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time = GL.GetUniform<float>(s.Handle, "time");
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Vec2[] buttonTextureCoordArray = {
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(0f, 1f),
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@@ -338,45 +471,46 @@ namespace StgSharp
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// GL.Assert(true);
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ButtonTextureProvider = new TextureProvider(i, buttonTextureCoordArray);
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f_vao = CreateVertexArray(1);
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f_vbo = CreateVertexBuffer(2);
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f_ebo = CreateElementBuffer(1);
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f_vao = new VertexArray(GL.GenVertexArrays(1));
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f_vbo = new VertexBuffer(GL.GenBuffers(2));
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f_ebo = new ElementBuffer(GL.GenBuffers(1));
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// GL.Assert(true);
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f_vao.Bind(0);
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GL.BindVertexArray(f_vao[0]);
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f_ebo.Bind(0);
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f_ebo.SetValue(0, ButtonBounding.VertexIndices, BufferUsage.StaticDraw);
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GL.BindBuffer(BufferType.ElementArrayBuffer, f_ebo[0]);
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GL.SetBufferData(BufferType.ElementArrayBuffer, ButtonBounding.VertexIndices,
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BufferUsage.StaticDraw);
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// GL.Assert(true);
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f_vbo.Bind(0);
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f_vbo.WriteVectorData(0, ButtonBounding.VertexStream, BufferUsage.StaticDraw);
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f_vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[0]);
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GL.SetBufferData(BufferType.ArrayBuffer, ButtonBounding.VertexStream,
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BufferUsage.StaticDraw);
|
||||
GL.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.BindBuffer(BufferType.ArrayBuffer, f_vbo[1]);
|
||||
GL.SetBufferData(BufferType.ArrayBuffer, buttonTextureCoordArray,
|
||||
BufferUsage.StaticDraw);
|
||||
GL.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);
|
||||
|
||||
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_t = new TextureGL(GL.GenTextures(1));
|
||||
GL.ActiveTextureUnit((uint)TextureUnit.Unit1);
|
||||
GL.BindTexture(glConst.TEXTURE_2D, f_t[0]);
|
||||
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S,
|
||||
(int)TextureWrap.Repeat);
|
||||
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T,
|
||||
(int)TextureWrap.Repeat);
|
||||
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER,
|
||||
(int)TextureFilter.Nearest);
|
||||
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER,
|
||||
(int)TextureFilter.Nearest);
|
||||
|
||||
// GL.Assert(true);
|
||||
f_t.ActivateAs(TextureUnit.Unit1);
|
||||
|
||||
// GL.Assert(true);
|
||||
frameMainShader.Use();
|
||||
texUniform = frameMainShader.GetUniform<int>("tex");
|
||||
GL.UseProgram(frameMainShader.Handle);
|
||||
texUniform = GL.GetUniform<int>(frameMainShader.Handle, "tex");
|
||||
|
||||
// GL.Assert(true);
|
||||
GL.SetUniformValue(texUniform, 1);
|
||||
|
||||
@@ -20,7 +20,6 @@ namespace StgSharp
|
||||
|
||||
public static void TestRender()
|
||||
{
|
||||
// World.InitGL(4, 6);
|
||||
World.GlobalSetting.VSyncActivated = false;
|
||||
|
||||
ViewPort vp = new ViewPort(800, 600, "Hello StgSharp!", IntPtr.Zero);
|
||||
|
||||
Reference in New Issue
Block a user