daily update on 20240427 by nitload youmu
This commit is contained in:
@@ -0,0 +1,183 @@
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using StgSharp;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Math;
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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 StgSharpDebug
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{
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public sealed class MainRenderStream : glRenderStream
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{
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private Uniform<float, float, float, float> color;
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private ElementBuffer ebo;
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private Uniform<int> ourTexture;
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private Uniform<int> ourTexture2;
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private ShaderProgram shader;
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private Texture texture;
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private VertexArray vao;
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private VertexBuffer vbo;
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protected override void Deinit()
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{
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/**/
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vao.Dispose();
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vbo.Dispose();
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ebo.Dispose();
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/**/
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}
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protected override void Init()
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{
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SetSizeLimit(800, 800, 800, 800);
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FrameSizeCallback =
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(IntPtr id, uint width, uint height) =>
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{
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GL.Viewport(0, 0, width, height);
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};
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shader = CreateShaderProgram();
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var vertex = CreateShaderSegment(ShaderType.Vertex, 1);
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var fragment = CreateShaderSegment(ShaderType.Fragment, 1);
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vertex.Compile(0, File.ReadAllText("Shader\\vertex.vert"));
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vertex.AttachTo(0, shader);
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fragment.Compile(0, File.ReadAllText("Shader\\fragment.frag"));
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fragment.AttachTo(0, shader);
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shader.Link();
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Triangle tri = new Triangle(
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-0.5f, -0.3f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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);
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Rectangle rec = new Rectangle(
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-0.3f, 0.3f, 130.0f,
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0.3f, 0.3f, 130.0f,
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0.3f, -0.3f, 130.0f,
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-0.3f, -0.3f, 130.0f
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);
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Polygon5 polygon = new Polygon5(
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-0.4f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.6f, -0.5f, 0.0f,
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0, -1, 0,
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-0.7f, -0.5f, 0.0f
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);
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vao = CreateVertexArray(1);
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vbo = CreateVertexBuffer(2);
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ebo = CreateElementBuffer(1);
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texture = CreateTexture(2);
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float[] texCoord = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f };
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GL.BindVertexArray(vao[0]);
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ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
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vbo.SetValue(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW);
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GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.SetValueArray(1, texCoord, BufferUsage.STATIC_DRAW);
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GL.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
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/**/
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GL.BindBuffer(BufferType.ARRAY_BUFFER, glHandle.Zero);
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vao.BindNull();
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/**/
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texture.Bind2D(0);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(0, "Shader\\Image1.png", null);
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texture.Bind2D(1);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(1, "Shader\\awesomeface.png", null);
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shader.Use();
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/**/
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color = shader.GetUniform<float, float, float, float>("color");
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ourTexture = shader.GetUniform<int>("ourTexture");
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GL.SetValue(ourTexture, 0);
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ourTexture2 = shader.GetUniform<int>("ourTexture2");
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GL.SetValue(ourTexture2, 1);
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/**/
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NativeCameraViewTarget(
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new vec3d(0, 0, 200),
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new vec3d(0, 0, 100),
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new vec3d(0, 1, 0)
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);
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NativeCameraViewRange(new Degree(5),(0, 0), (50f, 50f));
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NativeCameraUniform(shader, "NativeCamera");
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}
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protected override void Main()
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{
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GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
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/**/
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vao.Bind(0);
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shader.Use();
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/**/
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/**/
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texture.Activate(TextureUnit.Unit0);
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texture.Bind2D(0);
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texture.Activate(TextureUnit.Unit1);
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texture.Bind2D(1);
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/**/
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/**/
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float time = CurrentFrameCount / 60.0f;
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GL.SetValue(color,
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0.5f + MathF.Cos(time),
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0.5f + MathF.Sin(time * 0.66667f + (2 * Scaler.Pi / 3)),
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0.5f + MathF.Sin(time * 0.33333f + (Scaler.Pi / 3)),
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time
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);
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NativeCamera.SetAllUniforms();
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/**/
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GL.DrawElements(GepmetryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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//vao.BindNull();
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/**/
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}
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protected override void ProcessInput()
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{
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float movement = 0.005f;
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if (InternalIO.glfwGetKey(CanvasHandle, (int)KeyboardKey.ESCAPE)
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== KeyStatus.PRESS)
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{
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InternalIO.glfwSetWindowShouldClose(CanvasHandle, 1);
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}
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if (InternalIO.glfwGetKey(this.CanvasHandle, GLconst.GLFW_KEY_UP) == KeyStatus.PRESS)
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{
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NativeCamera.Pitch(new Radius(movement));
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}
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else if (InternalIO.glfwGetKey(this.CanvasHandle, GLconst.GLFW_KEY_DOWN) == KeyStatus.PRESS)
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{
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NativeCamera.Pitch(new Radius(-movement));
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}
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if (InternalIO.glfwGetKey(CanvasHandle, GLconst.GLFW_KEY_LEFT) == KeyStatus.PRESS)
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{
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NativeCamera.Yaw(new Radius(-movement));
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}
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else if (InternalIO.glfwGetKey(CanvasHandle, GLconst.GLFW_KEY_RIGHT) == KeyStatus.PRESS)
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{
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NativeCamera.Yaw(new Radius(movement));
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}
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}
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}
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}
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