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