Daily update on 20250618-051714 by Nitload Youmu. Additional Message : Brief support to collection operation in EXPRESS. A collection type added in core lib and compilestack.
Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
This commit is contained in:
@@ -28,10 +28,10 @@
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharp.Internal;
|
||||
using StgSharp.Geometries;
|
||||
using StgSharp.Graphics;
|
||||
using StgSharp.Graphics.OpenGL;
|
||||
using StgSharp.Internal;
|
||||
|
||||
using StgSharp.Math;
|
||||
using StgSharp.MVVM;
|
||||
@@ -72,8 +72,7 @@ namespace StgSharp.Stg
|
||||
|
||||
public override bool IsContextSharable => false;
|
||||
|
||||
public void GenerateCollisionTexture(
|
||||
IEnumerable<IInstancingBuffer> bufferEnumeration )
|
||||
public void GenerateCollisionTexture( IEnumerable<IInstancingBuffer> bufferEnumeration )
|
||||
{
|
||||
fbo.Bind( 0 );
|
||||
GL.ClearColor( 0, 0, 0, 1 );
|
||||
@@ -81,7 +80,8 @@ namespace StgSharp.Stg
|
||||
generatingShader.Use();
|
||||
vao.Bind( 0 );
|
||||
|
||||
foreach( IInstancingBuffer item in bufferEnumeration ) {
|
||||
foreach( IInstancingBuffer item in bufferEnumeration )
|
||||
{
|
||||
IGeometry g = item.TypicalShape;
|
||||
|
||||
if( !( g is PlainGeometry ) ) {
|
||||
@@ -92,42 +92,33 @@ namespace StgSharp.Stg
|
||||
ebo.Bind( 0 );
|
||||
ebo.SetValue<int>( 0, g.VertexIndices, BufferUsage.StreamDraw );
|
||||
|
||||
vbo.WriteVectorData<Vec4>(
|
||||
0, item.CoordAndRotationSpan, BufferUsage.StreamDraw );
|
||||
vbo.WriteVectorData<Vec4>( 0, item.CoordAndRotationSpan, BufferUsage.StreamDraw );
|
||||
vao.SetVertexAttribute( 1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
|
||||
vao.SetVertexAttribute(
|
||||
1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
|
||||
vao.SetVertexAttribute(
|
||||
2, 1, TypeCode.Single, false, 4 * sizeof( float ),
|
||||
3 * sizeof( float ) );
|
||||
2, 1, TypeCode.Single, false, 4 * sizeof( float ), 3 * sizeof( float ) );
|
||||
|
||||
vbo.WriteScalerData<float>(
|
||||
2, item.ScalingSpan, BufferUsage.StreamDraw );
|
||||
vao.SetVertexAttribute(
|
||||
3, 1, TypeCode.Single, false, sizeof( float ), 0 );
|
||||
vbo.WriteScalerData<float>( 2, item.ScalingSpan, BufferUsage.StreamDraw );
|
||||
vao.SetVertexAttribute( 3, 1, TypeCode.Single, false, sizeof( float ), 0 );
|
||||
|
||||
vbo.WriteVectorData( 1, g.VertexStream,
|
||||
BufferUsage.StreamDraw );
|
||||
vao.SetVertexAttribute(
|
||||
0, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
|
||||
vbo.WriteVectorData( 1, g.VertexStream, BufferUsage.StreamDraw );
|
||||
vao.SetVertexAttribute( 0, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
|
||||
|
||||
GL.DrawElementsInstanced(
|
||||
GeometryType.TRIANGLES,
|
||||
( ( uint )g.VertexIndices.Length ) / 3, TypeCode.UInt32,
|
||||
GeometryType.TRIANGLES, ( ( uint )g.VertexIndices.Length ) / 3, TypeCode.UInt32,
|
||||
IntPtr.Zero, ( uint )item.ScalingSpan.Length );
|
||||
}
|
||||
|
||||
t.Bind2D( 0 );
|
||||
GL.GetTextureImage(
|
||||
Texture2DTarget.Texture2D, 0, ImageChannel.SingleColor,
|
||||
PixelChannelLayout.Float, textureOutput );
|
||||
Texture2DTarget.Texture2D, 0, ImageChannel.SingleColor, PixelChannelLayout.Float,
|
||||
textureOutput );
|
||||
VertexArray.BindNull();
|
||||
}
|
||||
|
||||
public void Init( Radius angleStride, string name )
|
||||
{
|
||||
primeArgs = new ViewPort(
|
||||
1, (int)(( new Radius( Scaler.Pi ) ) / angleStride), name,
|
||||
IntPtr.Zero );
|
||||
1, ( int )( ( new Radius( Scaler.Pi ) ) / angleStride ), name, IntPtr.Zero );
|
||||
|
||||
PlatformSpecifiedInitialize();
|
||||
CustomizeInit();
|
||||
@@ -145,12 +136,10 @@ namespace StgSharp.Stg
|
||||
generatingShader = CreateShaderProgram();
|
||||
|
||||
Shader vertexShader = CreateShaderSegment( ShaderType.Vertex, 1 );
|
||||
Shader fragmentShader = CreateShaderSegment(
|
||||
ShaderType.Fragment, 1 );
|
||||
Shader fragmentShader = CreateShaderSegment( ShaderType.Fragment, 1 );
|
||||
|
||||
vertexShader.Compile( 0, InternalIO.CollisionTextureVertexShader );
|
||||
fragmentShader.Compile(
|
||||
0, InternalIO.CollisionTextureFragmentShader );
|
||||
fragmentShader.Compile( 0, InternalIO.CollisionTextureFragmentShader );
|
||||
vertexShader.AttachTo( 0, generatingShader );
|
||||
fragmentShader.AttachTo( 0, generatingShader );
|
||||
|
||||
@@ -164,27 +153,24 @@ namespace StgSharp.Stg
|
||||
|
||||
fbo = CreateFrameBuffer( 1 );
|
||||
rbo = CreateRenderBuffer( 1 );
|
||||
GL.SetRenderBufferStorage(
|
||||
RenderBufferInternalFormat.Depth24_Stencil8, this.Size );
|
||||
GL.SetRenderBufferStorage( RenderBufferInternalFormat.Depth24_Stencil8, this.Size );
|
||||
|
||||
|
||||
t = CreateTexture( 1 );
|
||||
t.Bind2D( 0 );
|
||||
GL.TextureImage2d<byte>(
|
||||
Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
|
||||
( uint )Width, ( uint )Height, ImageChannel.WithAlphaChannel,
|
||||
PixelChannelLayout.Byte, Array.Empty<byte>() );
|
||||
Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, ( uint )Width,
|
||||
( uint )Height, ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte,
|
||||
Array.Empty<byte>() );
|
||||
|
||||
t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
|
||||
t.Set2dFilterProperty(
|
||||
0, TextureFilter.Nearest, TextureFilter.Nearest );
|
||||
t.Set2dFilterProperty( 0, TextureFilter.Nearest, TextureFilter.Nearest );
|
||||
|
||||
GL.FrameBufferTexture2d(
|
||||
FrameBufferTarget.All, glAttachment.Color( 0 ),
|
||||
Texture2DTarget.Texture2D, t[ 0 ], 0 );
|
||||
FrameBufferTarget.All, glAttachment.Color( 0 ), Texture2DTarget.Texture2D, t[ 0 ],
|
||||
0 );
|
||||
|
||||
GL.CombineFrameBufferRenderBuffer(
|
||||
FrameBufferAttachment.Color, rbo[ 0 ] );
|
||||
GL.CombineFrameBufferRenderBuffer( FrameBufferAttachment.Color, rbo[ 0 ] );
|
||||
|
||||
textureOutput = new float[this.Width];
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user