generate glenum, link glenum, add source gen for text regex
This commit is contained in:
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// -----------------------------------------------------------------------------
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// file="Partical"
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// Project: StgSharp
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// Copyright (c) Nitload.
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// SPDX-License-Identifier: MIT
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// -----------------------------------------------------------------------------
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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.Numeric.Graphics;
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using StgSharp.Mathematics.Numeric.Graphics;
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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.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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namespace StgSharp
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{
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public class ParticleRenderStream : glRender
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{
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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<Rgba8> 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<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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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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// 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.FrameBuffer, 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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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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GL.ActiveTextureUnit((uint)TextureUnit.Texture1);
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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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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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// 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.FrameBuffer));
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GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, fbo[0]); //GL.Assert(true);
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GL.BindVertexArray(vao[0]); //GL.Assert(true);
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GL.ActiveTextureUnit((uint)TextureUnit.Texture0);
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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(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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// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.FrameBuffer));
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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.FrameBuffer));
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GL.Clear(MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH/**/);
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// GL.Assert(false);
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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.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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// 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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if (i.Size != (Width, Height))
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{
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i = new Image<Rgba8>(Width, Height);
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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, FrameBufferChannel.RGBA,
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PixelChannelLayout.UByte, i.Bytes);
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/*
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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.Bytes[num]}\t");
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}
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/**/
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// GL.Assert(true);
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// i.Bytes.Fill(24);
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GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, 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.FrameBuffer, 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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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<float>(MathF.Cos(angle), MathF.Sin(angle),
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0)) * rotation;
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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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// 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 = MathF.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 = MathF.Abs(t - 5.0f);
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ParticleOnPlain p = new ParticleOnPlain(buffer);
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((IInstancing)p).Coord = new Vec3<float>(
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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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float.Min(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 = new ShaderProgram(GL.CreateProgram());
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frameMainShader = new ShaderProgram(GL.CreateProgram());
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Shader pvs = CreateShaderSet(ShaderType.VertexShader, 2);
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Shader pfs = CreateShaderSet(ShaderType.FragmentShader, 2);
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// GL.Assert(true);
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CompileShaderFromFile(pvs[0], Path.Combine("Shader", "particle.vert"));
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// GL.Assert(true);
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GL.AttachShader(s.Handle, pvs[0]);
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// GL.Assert(true);
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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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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 = 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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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.BufferData(BufferType.ElementArrayBuffer, rec.VertexIndices,
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BufferUsage.StaticDraw);
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GL.VertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]);
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GL.SetBufferData<Vec4<float>>(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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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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GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero);
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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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cameraUniform = GL.GetUniform<GraphicsMatrix>(s.Handle, "Camera");
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GL.UseProgram(s.Handle);
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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.FrameBuffer, fbo[0]);
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GL.BindRenderBuffer(rbo[0]);
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// GL.Assert(true);
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t = new TextureGL(GL.GenTextures(1));
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GL.ActiveTextureUnit((uint)TextureUnit.Texture0);
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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.FrameBuffer, 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.DepthStencilAttachment, rbo[0]);
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Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.FrameBuffer));
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GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, GlHandle.Zero);
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// GL.Assert(true);
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i = new Image<Rgba8>(this.Size);
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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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(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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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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GL.BindVertexArray(f_vao[0]);
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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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GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[0]);
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GL.SetBufferData(BufferType.ArrayBuffer, ButtonBounding.VertexStream,
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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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// GL.Assert(true);
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GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[1]);
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GL.SetBufferData(BufferType.ArrayBuffer, buttonTextureCoordArray,
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BufferUsage.StaticDraw);
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GL.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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// GL.Assert(true);
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f_t = new TextureGL(GL.GenTextures(1));
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GL.ActiveTextureUnit((uint)TextureUnit.Texture1);
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GL.BindTexture(glConst.TEXTURE_2D, f_t[0]);
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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.Nearest);
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GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER,
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(int)TextureFilter.Nearest);
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// GL.Assert(true);
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GL.UseProgram(frameMainShader.Handle);
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texUniform = GL.GetUniform<int>(frameMainShader.Handle, "tex");
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// GL.Assert(true);
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GL.SetUniformValue(texUniform, 1);
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// GL.Assert(true);
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GL.ClearError();
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GL.Assert(true);
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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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||||
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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(type);
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}
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return new Shader(handles, type);
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}
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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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||||
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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private string GetProgramInfoLog(
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GlHandle program
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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.";
|
||||
}
|
||||
|
||||
byte[] bytes = new byte[requiredLength[0]];
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||||
GL.GetProgramInfoLog(program, out int written, bytes);
|
||||
return Encoding.UTF8
|
||||
.GetString(bytes, 0, Math.Clamp(written, 0, bytes.Length))
|
||||
.TrimEnd('\0');
|
||||
}
|
||||
|
||||
private string GetShaderInfoLog(
|
||||
GlHandle shader
|
||||
)
|
||||
{
|
||||
Span<int> requiredLength = stackalloc int[1];
|
||||
GL.GetShaderiv(shader, glConst.INFO_LOG_LENGTH, requiredLength);
|
||||
if (requiredLength[0] <= 1) {
|
||||
return "OpenGL did not provide a shader info log.";
|
||||
}
|
||||
|
||||
byte[] bytes = new byte[requiredLength[0]];
|
||||
GL.GetShaderInfoLog(shader, out int written, bytes);
|
||||
return Encoding.UTF8
|
||||
.GetString(bytes, 0, Math.Clamp(written, 0, bytes.Length))
|
||||
.TrimEnd('\0');
|
||||
}
|
||||
|
||||
private void LinkShaderProgram(
|
||||
GlHandle program
|
||||
)
|
||||
{
|
||||
GL.LinkProgram(program);
|
||||
|
||||
Span<int> status = stackalloc int[1];
|
||||
GL.GetProgramiv(program, glConst.LINK_STATUS, status);
|
||||
if (status[0] != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException(
|
||||
$"Failed to link shader program.{Environment.NewLine}{GetProgramInfoLog(program)}");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user