//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Partical.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. 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.Math; 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 = provider.SpanLengthLowPrecession; float angle = provider.CurrentSecond * 2; return ( new Vec3( Scaler.Cos( angle ), Scaler.Sin( angle ), 0 ) ) * provider.SpanLengthLowPrecession; } 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 = Scaler.Abs( i - 5.0f ); for( int t = 0; t < 10; t++ ) { float at = Scaler.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 = Scaler.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( (0, 0, -100), (0, 0, 0), (0, 1, 0) ); 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 ); } } }