HLSF use long as aloloc size
This commit is contained in:
@@ -1,411 +1,411 @@
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="Partical"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Controls;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphic;
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using StgSharp.Timing;
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using System;
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using System.Collections.Generic;
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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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namespace StgSharp
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{
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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 int temp = 0;
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private PlainInstancingBuffer<ParticleOnPlain> buffer;
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private RenderBuffer rbo;
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private ShaderProgram frameMainShader;
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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<int> texUniform;
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private Uniform<float> time;
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private VertexArray f_vao;
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private VertexArray vao;
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private VertexBuffer f_vbo;
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private VertexBuffer vbo;
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public ParticleRenderStream() { }
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public override bool IsContextSharable => true;
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public Rectangle ButtonBounding { get; private set; }
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public TextureProvider ButtonTextureProvider { get; private set; }
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// render a controlling item
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public void ButtonMain(
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IEnumerable<PlainGeometryMesh> items
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)
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{
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// Console.WriteLine("Render Button Itself");
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GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero); /*GL.Assert(true);/**/
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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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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.Assert(true);
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frameMainShader.Use(); //GL.Assert(true);
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GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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}
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// GL.ClearError();
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// GL.Assert(true);
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}
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public void Main()
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{
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temp++;
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// GL.ClearError();
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GL.Viewport(0, 0, Width, Height);
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// Console.Clear();
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buffer.UpdateAllParticles();
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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.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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/**/
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// GL.Assert(false);
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// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1);
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// GL.Assert( false );
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// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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GL.Clear(MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH/**/);
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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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s.Use();
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NativeCamera.SetAllUniforms();
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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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// Console.WriteLine(TimePassed);
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// GL.Assert(true);
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GL.WaitAccomplishment();
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GL.BindVertexArray(GlHandle.Zero);
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/**/
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// GL.Assert(true);
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ImageHelper.Resize(i, Width, Height, ImageMovement.Discard);
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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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/*
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for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
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{
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Console.Write($"{i.PixelBuffer[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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GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
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// GL.Assert(true);
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/**/
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}
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public void NothingMain()
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{
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GL.ClearError();
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// GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
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GL.ClearColor(0.5f, 0.2f, 0.3f, 1.0f);
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GL.Assert(false);
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}
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public void RenderButton(
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ButtonStatus status,
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float statusBegin,
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in TextureProvider provider
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)
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{
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provider.UpdateFromImage(i);
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}
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internal static Vec3 DefaultRotation(
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TimeSpanProvider provider,
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out float rotation
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)
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{
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rotation = 1.0f / 60;
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float angle = (float)provider.CurrentSecond * 2;
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return (new Vec3(Scalar.Cos(angle), Scalar.Sin(angle),
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0)) * rotation;
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}
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protected override void CustomizeDeinit() { }
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protected override void CustomizeInit()
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{
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// GL.ClearError();
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// GL.Assert(true);
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buffer = new PlainInstancingBuffer<ParticleOnPlain>();
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for (int i = 0; i < 10; i++)
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{
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float ai = Scalar.Abs(i - 5.0f);
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for (int t = 0; t < 10; t++)
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{
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float at = Scalar.Abs(t - 5.0f);
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ParticleOnPlain p = new ParticleOnPlain(buffer);
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((IInstancing)p).Coord = new Vec3(
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(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
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((IInstancing)p).Scale =
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Scalar.MinOf(i, t) * 0.15f;
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((IInstancing)p).Motion = new GeometryMotion(
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true, TimeProvider, DefaultRotation);
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}
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}
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// GL.Assert(true);
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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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// GL.Assert(true);
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pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
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// GL.Assert(true);
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pvs.AttachTo(0, s);
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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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// 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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// 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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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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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.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.VertexAttributeDivisor(3, 1);
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vbo.Unbind();
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GL.BindVertexArray(GlHandle.Zero);
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NativeCameraViewTarget([
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0f,
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0f,
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-100f
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], [
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0f,
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0f,
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0f
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], [
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0f,
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1f,
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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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s.Use();
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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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// 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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// GL.Assert(true);
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GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
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Texture2DTarget.Texture2D, t[0], 0);
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GL.SetRenderBufferStorage(RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
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GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.DepthAndStencil, rbo[0]);
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Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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FrameBuffer.BindNull();
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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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time = s.GetUniform<float>("time");
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Vec2[] buttonTextureCoordArray = {
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(0f, 1f),
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(1f, 1f),
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(1f, 0f),
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(0f, 0f)
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};
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ButtonBounding = new Rectangle(-0.9f, 0.9f, 0.9f, 0.9f, 0.9f, -0.9f, -0.9f, -0.9f);
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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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// GL.Assert(true);
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f_vao.Bind(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.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.Assert(true);
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f_vbo.Bind(1);
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f_vbo.WriteVectorData(1, buttonTextureCoordArray, BufferUsage.StaticDraw);
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f_vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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|
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// GL.Assert(true);
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autoT = CreateAutoTexture(4);
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autoT.DefaultTextureProperty = new TextureProperty(TextureFilter.Nearest,
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TextureFilter.Nearest,
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TextureWrap.Repeat,
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TextureWrap.Repeat);
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|
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f_t = CreateTexture(1);
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f_t.Bind2D(0);
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f_t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
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f_t.Set2dFilterProperty(0, TextureFilter.Nearest, TextureFilter.Nearest);
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|
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// GL.Assert(true);
|
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f_t.ActivateAs(TextureUnit.Unit1);
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|
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// GL.Assert(true);
|
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frameMainShader.Use();
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texUniform = frameMainShader.GetUniform<int>("tex");
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|
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// GL.Assert(true);
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GL.SetUniformValue(texUniform, 1);
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// GL.Assert(true);
|
||||
|
||||
GL.ClearError();
|
||||
GL.Assert(true);
|
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}
|
||||
|
||||
}
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
// file="Partical"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload
|
||||
// Copyright (c) Nitload. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
//
|
||||
// -----------------------------------------------------------------------
|
||||
// -----------------------------------------------------------------------
|
||||
using StgSharp.Controls;
|
||||
using StgSharp.Geometries;
|
||||
using StgSharp.Graphics;
|
||||
using StgSharp.Graphics.OpenGL;
|
||||
using StgSharp.Mathematics;
|
||||
using StgSharp.Mathematics.Graphic;
|
||||
using StgSharp.Timing;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp
|
||||
{
|
||||
public class ParticleRenderStream : glRender
|
||||
{
|
||||
|
||||
private AutoTextureGL autoT;
|
||||
|
||||
private ElementBuffer ebo;
|
||||
private ElementBuffer f_ebo;
|
||||
private FrameBuffer fbo;
|
||||
private Image i;
|
||||
|
||||
private int temp = 0;
|
||||
private PlainInstancingBuffer<ParticleOnPlain> buffer;
|
||||
private RenderBuffer rbo;
|
||||
private ShaderProgram frameMainShader;
|
||||
private ShaderProgram s;
|
||||
private TextureGL f_t;
|
||||
private TextureGL t;
|
||||
private Uniform<int> texUniform;
|
||||
private Uniform<float> time;
|
||||
private VertexArray f_vao;
|
||||
private VertexArray vao;
|
||||
|
||||
private VertexBuffer f_vbo;
|
||||
private VertexBuffer vbo;
|
||||
|
||||
public ParticleRenderStream() { }
|
||||
|
||||
public override bool IsContextSharable => true;
|
||||
|
||||
public Rectangle ButtonBounding { get; private set; }
|
||||
|
||||
public TextureProvider ButtonTextureProvider { get; private set; }
|
||||
|
||||
// render a controlling item
|
||||
public void ButtonMain(
|
||||
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);/**/
|
||||
|
||||
f_vao.Bind(0); //GL.Assert(true);
|
||||
|
||||
foreach (PlainGeometryMesh mesh in items)
|
||||
{
|
||||
// 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.ClearError();
|
||||
// GL.Assert(true);
|
||||
}
|
||||
|
||||
public void Main()
|
||||
{
|
||||
temp++;
|
||||
|
||||
// GL.ClearError();
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
|
||||
// Console.Clear();
|
||||
buffer.UpdateAllParticles();
|
||||
|
||||
// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
|
||||
|
||||
fbo.Bind(0); //GL.Assert(true);
|
||||
vao.Bind(0); //GL.Assert(true);
|
||||
t.Bind2D(0); //GL.Assert(false);
|
||||
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
|
||||
/**/
|
||||
|
||||
GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
|
||||
Width, Height, ImageChannel.WithAlphaChannel,
|
||||
PixelChannelLayout.Byte, null);
|
||||
/**/
|
||||
|
||||
// GL.Assert(false);
|
||||
// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
|
||||
|
||||
GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1);
|
||||
|
||||
// GL.Assert( false );
|
||||
|
||||
// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
|
||||
GL.Clear(MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH/**/);
|
||||
|
||||
|
||||
// GL.Assert(false);
|
||||
|
||||
vbo.Bind(1);
|
||||
vbo.WriteVectorData<Vec4>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
|
||||
|
||||
|
||||
s.Use();
|
||||
NativeCamera.SetAllUniforms();
|
||||
GL.SetUniformValue(time, TimePassed);
|
||||
|
||||
GL.DrawElementsInstanced(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100);
|
||||
|
||||
// Console.WriteLine(TimePassed);
|
||||
// GL.Assert(true);
|
||||
|
||||
GL.WaitAccomplishment();
|
||||
GL.BindVertexArray(GlHandle.Zero);
|
||||
/**/
|
||||
|
||||
// GL.Assert(true);
|
||||
|
||||
ImageHelper.Resize(i, Width, Height, ImageMovement.Discard);
|
||||
|
||||
// GL.ClearError();
|
||||
// Console.Write($"Size set to {Height},{Width}");
|
||||
// Console.WriteLine($"Image resized to {i.Height} {i.Width}");
|
||||
GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
|
||||
PixelChannelLayout.Byte, i.PixelBuffer);
|
||||
/*
|
||||
for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
|
||||
{
|
||||
Console.Write($"{i.PixelBuffer[num]}\t");
|
||||
}
|
||||
/**/
|
||||
|
||||
// GL.Assert(true);
|
||||
// Array.Fill<byte>(i.PixelBuffer, 24);
|
||||
|
||||
GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
|
||||
|
||||
// GL.Assert(true);
|
||||
/**/
|
||||
}
|
||||
|
||||
public void NothingMain()
|
||||
{
|
||||
GL.ClearError();
|
||||
|
||||
// GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
|
||||
GL.ClearColor(0.5f, 0.2f, 0.3f, 1.0f);
|
||||
GL.Assert(false);
|
||||
}
|
||||
|
||||
public void RenderButton(
|
||||
ButtonStatus status,
|
||||
float statusBegin,
|
||||
in TextureProvider provider
|
||||
)
|
||||
{
|
||||
provider.UpdateFromImage(i);
|
||||
}
|
||||
|
||||
internal static Vec3 DefaultRotation(
|
||||
TimeSpanProvider provider,
|
||||
out float rotation
|
||||
)
|
||||
{
|
||||
rotation = 1.0f / 60;
|
||||
float angle = (float)provider.CurrentSecond * 2;
|
||||
return (new Vec3(Scalar.Cos(angle), Scalar.Sin(angle),
|
||||
0)) * rotation;
|
||||
}
|
||||
|
||||
protected override void CustomizeDeinit() { }
|
||||
|
||||
protected override void CustomizeInit()
|
||||
{
|
||||
// GL.ClearError();
|
||||
// GL.Assert(true);
|
||||
|
||||
buffer = new PlainInstancingBuffer<ParticleOnPlain>();
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
float ai = Scalar.Abs(i - 5.0f);
|
||||
for (int t = 0; t < 10; t++)
|
||||
{
|
||||
float at = Scalar.Abs(t - 5.0f);
|
||||
|
||||
ParticleOnPlain p = new ParticleOnPlain(buffer);
|
||||
((IInstancing)p).Coord = new Vec3(
|
||||
(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
|
||||
((IInstancing)p).Scale =
|
||||
Scalar.MinOf(i, t) * 0.15f;
|
||||
((IInstancing)p).Motion = new GeometryMotion(
|
||||
true, TimeProvider, DefaultRotation);
|
||||
}
|
||||
}
|
||||
|
||||
// GL.Assert(true);
|
||||
|
||||
// SetSizeLimit(800, 800, 800, 800);
|
||||
|
||||
s = CreateShaderProgram();
|
||||
frameMainShader = CreateShaderProgram();
|
||||
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);
|
||||
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);
|
||||
frameMainShader.Link();
|
||||
|
||||
// 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);
|
||||
|
||||
// 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<Vec4>(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);
|
||||
|
||||
vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
|
||||
vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
|
||||
|
||||
GL.VertexAttributeDivisor(3, 1);
|
||||
|
||||
vbo.Unbind();
|
||||
GL.BindVertexArray(GlHandle.Zero);
|
||||
|
||||
NativeCameraViewTarget([
|
||||
0f,
|
||||
0f,
|
||||
-100f
|
||||
], [
|
||||
0f,
|
||||
0f,
|
||||
0f
|
||||
], [
|
||||
0f,
|
||||
1f,
|
||||
0f
|
||||
]);
|
||||
NativeCameraViewRange(new Degree(1.5f), Vec2.Zero, (50, 50));
|
||||
NativeCameraUniform(s, "Camera");
|
||||
|
||||
s.Use();
|
||||
|
||||
fbo = CreateFrameBuffer(1);
|
||||
rbo = CreateRenderBuffer(1);
|
||||
fbo.Bind(0);
|
||||
rbo.Bind(0);
|
||||
|
||||
// GL.Assert(true);
|
||||
t = CreateTexture(1);
|
||||
t.Bind2D(0);
|
||||
GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
|
||||
Width, Height, ImageChannel.WithAlphaChannel,
|
||||
PixelChannelLayout.Byte, null!);
|
||||
t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
|
||||
t.Set2dFilterProperty(0, TextureFilter.Linear, TextureFilter.Linear);
|
||||
|
||||
// GL.Assert(true);
|
||||
GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
|
||||
Texture2DTarget.Texture2D, t[0], 0);
|
||||
|
||||
GL.SetRenderBufferStorage(RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
|
||||
GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.DepthAndStencil, rbo[0]);
|
||||
|
||||
Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
|
||||
|
||||
FrameBuffer.BindNull();
|
||||
|
||||
// GL.Assert(true);
|
||||
int streamLength = this.Width * this.Height * 4;
|
||||
byte[] imageStream = new byte[streamLength];
|
||||
i = Image.FromMemory(this.Size, ImageChannel.WithAlphaChannel, imageStream);
|
||||
|
||||
|
||||
time = s.GetUniform<float>("time");
|
||||
|
||||
Vec2[] buttonTextureCoordArray = {
|
||||
(0f, 1f),
|
||||
(1f, 1f),
|
||||
(1f, 0f),
|
||||
(0f, 0f)
|
||||
};
|
||||
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);
|
||||
|
||||
f_t = CreateTexture(1);
|
||||
f_t.Bind2D(0);
|
||||
f_t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
|
||||
f_t.Set2dFilterProperty(0, TextureFilter.Nearest, TextureFilter.Nearest);
|
||||
|
||||
// GL.Assert(true);
|
||||
f_t.ActivateAs(TextureUnit.Unit1);
|
||||
|
||||
// GL.Assert(true);
|
||||
frameMainShader.Use();
|
||||
texUniform = frameMainShader.GetUniform<int>("tex");
|
||||
|
||||
// GL.Assert(true);
|
||||
GL.SetUniformValue(texUniform, 1);
|
||||
|
||||
// GL.Assert(true);
|
||||
|
||||
GL.ClearError();
|
||||
GL.Assert(true);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user