//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Particle.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.Geometries; using StgSharp.Graphics; using StgSharp.Graphics.GL; using StgSharp.Logic; using StgSharp.Math; using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Text; using System.Threading.Channels; using System.Threading.Tasks; namespace StgSharp { public class ParticleStream : glRenderStream { ElementBuffer ebo; FrameBuffer fbo; Image i; PlainInstancingBuffer buffer; RenderBuffer rbo; ShaderProgram s; TextureGL t; VertexArray vao; VertexBuffer vbo; public ParticleStream(ViewPort args, (int, int, int) cube) : base(args, (100, 100, 100)) { } protected override string[] InputPortsName => ["input_1"]; protected override string[] OutputPortsName => ["output_1"]; internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation) { rotation = 0.1f; float angle = provider.CurrentSpan * 0.1f; return new vec3d( 0.01f * Scaler.Cos(angle), (-0.01f) * Scaler.Sin(angle), 0 ); } protected override void Deinit() { throw new NotImplementedException(); } protected override void Init() { 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 vec3d( (((-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, this.timeProvider, DefaultRotation) ; } } //SetSizeLimit(800, 800, 800, 800); FrameSizeCallback = (IntPtr id, uint width, uint height) => glFunc.Viewport(0, 0, width, height); s = CreateShaderProgram(); Shader pvs = CreateShaderSegment(ShaderType.Vertex, 1); Shader pfs = CreateShaderSegment(ShaderType.Fragment, 1); pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert")); pvs.AttachTo(0, s); pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag")); pfs.AttachTo(0, s); s.Link(); 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 ); vao.Bind(0); vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw); ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw); VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0); vbo.WriteVectorData(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw); VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0); VertexArray.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float)); glFunc.VertexAttributeDivisor(1, 1); glFunc.VertexAttributeDivisor(2, 1); vbo.WriteScalerData(2, buffer.ScalingSpan, BufferUsage.StaticDraw); VertexArray.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0); glFunc.VertexAttributeDivisor(3, 1); vbo.Unbind(); VertexArray.BindNull(); NativeCameraViewTarget ( (0, 0, -100), (0, 0, 0), (0, 1, 0) ); NativeCameraViewRange(new Degree(1.5f), Vec2d.Zero, (50, 50)); NativeCameraUniform(s, "Camera"); s.Use(); fbo = CreateFrameBuffer(1); rbo = CreateRenderBuffer(1); fbo.Bind(0); rbo.Bind(0); glFunc.SetRenderBufferStorage( RenderBufferInternalFormat.Depth24_Stencil8, this.Size); t = CreateTexture(1); t.Bind2D(0); /**/ glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle); /**/ t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat); t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest); glFunc.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0), Texture2DTarget.Texture2D, t[0], 0); glFunc.CombineFrameBufferRenderBuffer(fbo[0], rbo[0]); int streamLength = this.Width * this.Height * 4; byte[] imageStream = new byte[streamLength]; i = Image.FromMemory(this.Size, 4, imageStream); } protected override void Main( in Dictionary input, in Dictionary output) { //Console.WriteLine($"{Width} {Height}"); buffer.UpdateAllParticles(); fbo.Bind(0); vao.Bind(0); t.Bind2D(0); /**/ glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle); /**/ glFunc.ClearColor(0.6f, 0.1f, 0.3f, 1); glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH); vbo.Bind(1); vbo.WriteVectorData(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw); s.Use(); NativeCamera.SetAllUniforms(); glFunc.DrawElementsInstanced( GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100 ); glFunc.WaitAccomplishment(); VertexArray.BindNull(); /**/ ImageProcessor.Resize(i, this.Width, this.Height, ImageMovement.Discard); glFunc.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, ref i.data); //Array.Fill(i.DataStream, 24); output["output_1"].CompleteAndWriteData(new TexturePipeline(i)); FrameBuffer.BindNull(); /**/ /* //BlueprintPipeline.SkipAll(output); SwapBuffers(); PollEvents(); /**/ } } }