// ----------------------------------------------------------------------------- // file="Partical" // Project: StgSharp // Copyright (c) Nitload. // SPDX-License-Identifier: MIT // ----------------------------------------------------------------------------- using StgSharp.Geometries; using StgSharp.Graphics; using StgSharp.Graphics.OpenGL; using StgSharp.Mathematics; using StgSharp.Mathematics.Numeric.Graphics; using StgSharp.Mathematics.Numeric.Graphics; using StgSharp.Timing; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp { public class ParticleRenderStream : glRender { 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 cameraUniform; 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);/**/ GL.BindVertexArray(f_vao[0]); //GL.Assert(true); foreach (PlainGeometryMesh mesh in items) { GL.ActiveTextureUnit((uint)TextureUnit.Unit1); GL.BindTexture(glConst.TEXTURE_2D, f_t[0]); GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, mesh.TextureImage.Width, mesh.TextureImage.Height, FrameBufferChannel.RGBA, PixelChannelLayout.UByte, mesh.TextureImage.ReadOnlyPixels); GL.GenerateMipmap(glConst.TEXTURE_2D); // GL.Assert(true); GL.UseProgram(frameMainShader.Handle); //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, Width, Height); // Console.Clear(); buffer.UpdateAllParticles(); // Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All)); GL.BindFrameBuffer(FrameBufferTarget.All, fbo[0]); //GL.Assert(true); GL.BindVertexArray(vao[0]); //GL.Assert(true); GL.ActiveTextureUnit((uint)TextureUnit.Unit0); GL.BindTexture(glConst.TEXTURE_2D, t[0]); //GL.Assert(false); GL.Viewport(0, 0, Width, Height); /**/ GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, Width, Height, FrameBufferChannel.RGBA, PixelChannelLayout.UByte); /**/ // 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); GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]); GL.SetBufferData(BufferType.ArrayBuffer, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw); GL.UseProgram(s.Handle); GL.SetUniformValue(cameraUniform, NativeCamera.CameraMatrix()); 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); if (i.Size != (Width, Height)) { i = new Image(Width, Height); ButtonTextureProvider.Image = i; } // GL.ClearError(); // Console.Write($"Size set to {Height},{Width}"); // Console.WriteLine($"Image resized to {i.Height} {i.Width}"); GL.GetTextureImage(Texture2DTarget.Texture2D, 0, FrameBufferChannel.RGBA, PixelChannelLayout.UByte, i.Bytes); /* for (int num = 0; num < i.Bytes.Length; num+=10000) { Console.Write($"{i.Bytes[num]}\t"); } /**/ // GL.Assert(true); // i.Bytes.Fill(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(MathF.Cos(angle), MathF.Sin(angle), 0)) * rotation; } protected override void CustomizeDeinit() { GL.DeleteProgram(s.Handle); GL.DeleteProgram(frameMainShader.Handle); GL.DeleteBuffers(vbo.Handles); GL.DeleteBuffers(ebo.Handles); GL.DeleteBuffers(f_vbo.Handles); GL.DeleteBuffers(f_ebo.Handles); GL.DeleteVertexArrays(vao.Handles); GL.DeleteVertexArrays(f_vao.Handles); GL.DeleteFramebuffers(fbo.Handles); GL.DeleteRenderbuffers(rbo.Handles); GL.DeleteTextures(t.Handles); GL.DeleteTextures(f_t.Handles); } protected override void CustomizeInit() { // GL.ClearError(); // GL.Assert(true); buffer = new PlainInstancingBuffer(); for (int i = 0; i < 10; i++) { float ai = MathF.Abs(i - 5.0f); for (int t = 0; t < 10; t++) { float at = MathF.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 = float.Min(i, t) * 0.15f; ((IInstancing)p).Motion = new GeometryMotion( true, TimeProvider, DefaultRotation); } } // GL.Assert(true); // SetSizeLimit(800, 800, 800, 800); s = new ShaderProgram(GL.CreateProgram()); frameMainShader = new ShaderProgram(GL.CreateProgram()); Shader pvs = CreateShaderSet(ShaderType.Vertex, 2); Shader pfs = CreateShaderSet(ShaderType.Fragment, 2); // GL.Assert(true); CompileShaderFromFile(pvs[0], Path.Combine("Shader", "particle.vert")); // GL.Assert(true); GL.AttachShader(s.Handle, pvs[0]); // GL.Assert(true); CompileShaderFromFile(pfs[0], Path.Combine("Shader", "particle.frag")); GL.AttachShader(s.Handle, pfs[0]); LinkShaderProgram(s.Handle); // GL.Assert(true); CompileShaderFromFile(pvs[1], Path.Combine("Shader", "fbo.vert")); GL.AttachShader(frameMainShader.Handle, pvs[1]); CompileShaderFromFile(pfs[1], Path.Combine("Shader", "fbo.frag")); GL.AttachShader(frameMainShader.Handle, pfs[1]); LinkShaderProgram(frameMainShader.Handle); DeleteShaderSet(pvs); DeleteShaderSet(pfs); // GL.Assert(true); vbo = new VertexBuffer(GL.GenBuffers(3)); vao = new VertexArray(GL.GenVertexArrays(1)); ebo = new ElementBuffer(GL.GenBuffers(1)); GL.BindBuffer(BufferType.ArrayBuffer, vbo[0]); Rectangle rec = new Rectangle(0.05f, 0.05f, 0.05f, -0.05f, -0.05f, -0.05f, -0.05f, 0.05f); // GL.Assert(true); GL.BindVertexArray(vao[0]); GL.BindBuffer(BufferType.ArrayBuffer, vbo[0]); GL.SetBufferData(BufferType.ArrayBuffer, rec.VertexStream, BufferUsage.StaticDraw); GL.BindBuffer(BufferType.ElementArrayBuffer, ebo[0]); GL.SetBufferData(BufferType.ElementArrayBuffer, rec.VertexIndices, BufferUsage.StaticDraw); GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0); GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]); GL.SetBufferData(BufferType.ArrayBuffer, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw); GL.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0); GL.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float)); GL.VertexAttributeDivisor(1, 1); GL.VertexAttributeDivisor(2, 1); GL.BindBuffer(BufferType.ArrayBuffer, vbo[2]); GL.SetBufferData(BufferType.ArrayBuffer, buffer.ScalingSpan, BufferUsage.StaticDraw); GL.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0); GL.VertexAttributeDivisor(3, 1); GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero); GL.BindVertexArray(GlHandle.Zero); NativeCameraViewTarget([ 0f, 0f, -100f ], [ 0f, 0f, 0f ], [ 0f, 1f, 0f ]); NativeCameraViewRange(new Degree(1.5f), Vec2.Zero, (50, 50)); cameraUniform = GL.GetUniform(s.Handle, "Camera"); GL.UseProgram(s.Handle); GlHandle[] frameBufferHandles = new GlHandle[1]; GL.GenFrameBuffers(frameBufferHandles); fbo = new FrameBuffer(frameBufferHandles); rbo = new RenderBuffer(GL.GenRenderBuffer(1)); GL.BindFrameBuffer(FrameBufferTarget.All, fbo[0]); GL.BindRenderBuffer(rbo[0]); // GL.Assert(true); t = new TextureGL(GL.GenTextures(1)); GL.ActiveTextureUnit((uint)TextureUnit.Unit0); GL.BindTexture(glConst.TEXTURE_2D, t[0]); GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, Width, Height, FrameBufferChannel.RGBA, PixelChannelLayout.UByte); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S, (int)TextureWrap.Repeat); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T, (int)TextureWrap.Repeat); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER, (int)TextureFilter.Linear); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER, (int)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)); GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero); // GL.Assert(true); i = new Image(this.Size); time = GL.GetUniform(s.Handle, "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 = new VertexArray(GL.GenVertexArrays(1)); f_vbo = new VertexBuffer(GL.GenBuffers(2)); f_ebo = new ElementBuffer(GL.GenBuffers(1)); // GL.Assert(true); GL.BindVertexArray(f_vao[0]); GL.BindBuffer(BufferType.ElementArrayBuffer, f_ebo[0]); GL.SetBufferData(BufferType.ElementArrayBuffer, ButtonBounding.VertexIndices, BufferUsage.StaticDraw); // GL.Assert(true); GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[0]); GL.SetBufferData(BufferType.ArrayBuffer, ButtonBounding.VertexStream, BufferUsage.StaticDraw); GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0); // GL.Assert(true); GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[1]); GL.SetBufferData(BufferType.ArrayBuffer, buttonTextureCoordArray, BufferUsage.StaticDraw); GL.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0); // GL.Assert(true); f_t = new TextureGL(GL.GenTextures(1)); GL.ActiveTextureUnit((uint)TextureUnit.Unit1); GL.BindTexture(glConst.TEXTURE_2D, f_t[0]); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S, (int)TextureWrap.Repeat); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T, (int)TextureWrap.Repeat); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER, (int)TextureFilter.Nearest); GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER, (int)TextureFilter.Nearest); // GL.Assert(true); GL.UseProgram(frameMainShader.Handle); texUniform = GL.GetUniform(frameMainShader.Handle, "tex"); // GL.Assert(true); GL.SetUniformValue(texUniform, 1); // GL.Assert(true); GL.ClearError(); GL.Assert(true); } private void CompileShaderFromFile( GlHandle shader, string path ) { byte[] source = File.ReadAllBytes(path); if (source.Length == 0) { throw new InvalidOperationException($"Shader source is empty: {path}"); } GL.ShaderSource(shader, source); GL.CompileShader(shader); Span status = stackalloc int[1]; GL.GetShaderiv(shader, glConst.COMPILE_STATUS, status); if (status[0] != 0) { return; } throw new InvalidOperationException( $"Failed to compile shader '{path}'.{Environment.NewLine}{GetShaderInfoLog(shader)}"); } private Shader CreateShaderSet( ShaderType type, int count ) { GlHandle[] handles = new GlHandle[count]; for (int index = 0; index < handles.Length; index++) { handles[index] = GL.CreateShader((uint)type); } return new Shader(handles, type); } private void DeleteShaderSet( Shader shaderSet ) { for (int index = 0; index < shaderSet.Count; index++) { GL.DeleteShader(shaderSet[index]); } } private string GetProgramInfoLog( GlHandle program ) { Span requiredLength = stackalloc int[1]; GL.GetProgramiv(program, glConst.INFO_LOG_LENGTH, requiredLength); if (requiredLength[0] <= 1) { return "OpenGL did not provide a program info log."; } byte[] bytes = new byte[requiredLength[0]]; 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 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 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)}"); } } }