daily update on 20240513 by nitload youmu, instancing render added

This commit is contained in:
YoumuLiu
2024-05-13 03:39:54 +08:00
parent 56459deec5
commit a3506c96a3
78 changed files with 2562 additions and 1098 deletions
+143
View File
@@ -0,0 +1,143 @@
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp
{
public class ParticleStream : glRenderStream
{
public ParticleStream(RenderStreamConstructArgs args) : base(args)
{
}
protected override string[] InputPortsName => ["input_1"];
protected override string[] OutputPortsName => ["output_1"];
protected override void Deinit()
{
throw new NotImplementedException();
}
ShaderProgram s;
PlainInstancingBuffer<ParticleOnPlain> buffer;
VertexBuffer vbo;
VertexArray vao;
ElementBuffer ebo;
protected override void Init()
{
buffer = new PlainInstancingBuffer<ParticleOnPlain>();
for (int i = 0; i < 10; i++)
{
for (int t = 0; t < 10; t++)
{
ParticleOnPlain p = new ParticleOnPlain(buffer);
((IInstancing<ParticleOnPlain>)p).Coord = new vec3d(
(-5 + i) * 0.2f + 0.1f, (-5 + t) * 0.2f + 0.1f, 0);
((IInstancing<ParticleOnPlain>)p).Scale = Scaler.MinOf(i,t) * 0.2f;
((IInstancing<ParticleOnPlain>)p).Motion = GeometryMotion.DefaultMotion;
}
}
SetSizeLimit(800, 800, 800, 800);
FrameSizeCallback =
(IntPtr id, uint width, uint height) => GL.Viewport(0, 0, width, height);
s = CreateShaderProgram();
Shader pvs = CreateShaderSegment(ShaderType.Vertex ,1);
Shader pfs = CreateShaderSegment(ShaderType.Fragment ,1);
pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
pvs.AttachTo(0,s);
pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag"));
pfs.AttachTo(0,s);
s.Link();
vbo = CreateVertexBuffer(3);
vao = CreateVertexArray(1);
ebo = CreateElementBuffer(1);
vbo.Bind(0);
Rectangle rec = new Rectangle
(
0.05f,0.05f,0.0f,
0.05f,-0.05f,0.0f,
-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(1, buffer.CoordSpan,BufferUsage.STATIC_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));
GL.VertexAttributeDivisor(1, 1);
GL.VertexAttributeDivisor(2, 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();
NativeCameraViewTarget
(
(0,0,-100),
(0,0,0),
(0,1,0)
);
NativeCameraViewRange(new Degree(1.7f),Vec2d.Zero,(50,50));
NativeCameraUniform(s,"Camera");
}
protected override void Main(in Dictionary<string, BlueprintPipeline> input, in Dictionary<string, BlueprintPipeline> output)
{
GL.ClearColor(0.6f,0.1f,0.3f,1);
GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
vao.Bind(0);
s.Use();
NativeCamera.SetAllUniforms();
GL.DrawElementsInstanced(
GeometryType.TRIANGLES, 6, TypeCode.UInt32,IntPtr.Zero,100
);
vao.BindNull();
BlueprintPipeline.SkipAll(output);
SwapBuffers();
PollEvents();
}
protected override void ProcessInput()
{
if (CheckKey(KeyboardKey.ESCAPE) == KeyStatus.PRESS)
{
InternalIO.glfwSetWindowShouldClose(CanvasHandle, 1);
}
}
}
}