using StgSharp.Geometries; using StgSharp.Graphics; using StgSharp.Graphics.GL; using StgSharp.Logic; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp { public class fboFrame : glRenderStream { public fboFrame(RenderStreamConstructArgs args):base(args) { } protected override string[] InputPortsName => [ "TextureInput" ]; protected override string[] OutputPortsName => [ "Output" ]; protected override void Deinit() { throw new NotImplementedException(); } ShaderProgram s; TextureGL t; VertexBuffer vbo; VertexArray vao; ElementBuffer ebo; internal TimeSpanProvider spanProvider; protected override void Init() { //spanProvider = new TimeSpanProvider(1 / 60.00f, TimeSpanProvider.DefaultProvider); SetSizeLimit(800,800,800,800); FrameSizeCallback = new FrameBufferSizeHandler( (window, width,height) => { glFunc.Viewport(0, 0, width, height); }); vbo = CreateVertexBuffer(2); vao = CreateVertexArray(1); ebo = CreateElementBuffer(1); Rectangle rec = new Rectangle( -0.9f, 0.9f, 0, 0.9f, 0.9f, 0, 0.9f, -0.9f, 0, -0.9f, -0.9f, 0 ); /* Rectangle tex = new Rectangle( -0.8f, 0.8f, 0, 0.8f, 0.8f, 0, 0.8f, -0.8f, 0, -0.8f, -0.8f, 0 ); /**/ /**/ Rectangle tex = new Rectangle( 0f, 1f, 0, 1f, 1f, 0, 1f, 0f, 0, 0f, 0f, 0 ); /**/ s = CreateShaderProgram(); Shader vert = CreateShaderSegment(ShaderType.Vertex, 1); Shader frag = CreateShaderSegment(ShaderType.Fragment,1); vert.Compile(0, Shader.FromCodeFile("Shader\\fbo.vert")); frag.Compile(0, Shader.FromCodeFile("Shader\\fbo.frag")); vert.AttachTo(0,s); frag.AttachTo(0,s); s.Link(); vao.Bind(0); ebo.Bind(0); ebo.SetValue(0,rec.VertexIndices,BufferUsage.StaticDraw); vbo.Bind(0); vbo.WriteVectorData(0,rec.VertexStream, BufferUsage.StaticDraw); VertexArray.SetVertexAttribute(0,3,TypeCode.Single,false,4*sizeof(float),0); vbo.Bind(1); vbo.WriteVectorData(1, tex.VertexStream, BufferUsage.StaticDraw); VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false,4*sizeof(float),0); t = CreateTexture(1); t.Bind2D(0); t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat); t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest); TextureGL.Activate(TextureUnit.Unit0); texUniform = s.GetUniform("tex"); glFunc.SetUniformValue(texUniform, 0); } Uniform texUniform; protected override void Main( in Dictionary input, in Dictionary output) { TexturePipeline p = input["TextureInput"].Args as TexturePipeline; Image i = (p??throw new Exception("Pipeline has null value")).Value; FrameBuffer.BindNull(); glFunc.ClearColor(0.4f, 0.1f, 0f, 1.0f); glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH); s.Use(); vao.Bind(0); t.LoadTexture(0, i); glFunc.DrawElements(GeometryType.TRIANGLES,6,TypeCode.UInt32,IntPtr.Zero); //glFunc.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero); BlueprintPipeline.SkipAll(output); PollEvents(); SwapBuffers(); } protected override void ProcessInput() { } } }