//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // 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 buffer; private RenderBuffer rbo; private ShaderProgram frameMainShader; private ShaderProgram s; private TextureGL f_t; private TextureGL t; private Uniform texUniform; private Uniform 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 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, (uint)Width, (uint)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, (uint)Width, (uint)Height); /**/ GL.TextureImage2d(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width, (uint)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(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(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(); 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(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(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(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width, (uint)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("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("tex"); // GL.Assert(true); GL.SetUniformValue(texUniform, 1); // GL.Assert(true); GL.ClearError(); GL.Assert(true); } } }