HLSF use long as aloloc size

This commit is contained in:
Nitload
2026-02-23 12:32:15 +08:00
parent 4bd88ccbca
commit c155cab510
552 changed files with 154266 additions and 154330 deletions
+411 -411
View File
@@ -1,411 +1,411 @@
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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);
}
}
}
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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);
}
}
}