//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.Logic; using StgSharp.Math; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp { public class ParticleRenderStream : glRenderStream { ElementBuffer ebo; ElementBuffer f_ebo; FrameBuffer fbo; Image i; PlainInstancingBuffer buffer; RenderBuffer rbo; ShaderProgram frameMainShader; ShaderProgram s; TextureGL t; Uniform texUniform; Uniform time; VertexArray f_vao; VertexArray vao; VertexBuffer f_vbo; 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 AnotherMain(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) { f_t.LoadTexture(0, mesh.TextureImage); } //GL.Assert(true); frameMainShader.Use(); //GL.Assert(true); GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero); //GL.Assert(true); //GL.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero); //BlueprintPipeline.SkipAll(output); SwapBuffers(); } public void RenderButton(ButtonStatus status, float statusBegin, in TextureProvider provider) { provider.UpdateFromImage(i); } internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation) { rotation = provider.SpanLengthLowPrecession; float angle = provider.CurrentSecond * 2; return (new vec3d( 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 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) ; } } //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), Vec2d.Zero, (50, 50)); NativeCameraUniform(s, "Camera"); s.Use(); fbo = CreateFrameBuffer(1); rbo = CreateRenderBuffer(1); fbo.Bind(0); rbo.Bind(0); GL.SetRenderBufferStorage( RenderBufferInternalFormat.Depth24_Stencil8, this.Size); //GL.Assert(true); t = CreateTexture(1); t.Bind2D(0); GL.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null); t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat); t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest); //GL.Assert(true); GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0), Texture2DTarget.Texture2D, t[0], 0); //GL.Assert(true); GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.Stencil|FrameBufferAttachment.Depth, 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"); vec2d[] 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); f_t = CreateTexture(1); f_t.Bind2D(0); f_t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat); f_t.Set2dFilterProperty(Filter.Nearest, Filter.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); } TextureGL f_t; protected override void Main() { //GL.ClearError(); //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(true); /**/ GL.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, new byte[1]); /**/ //GL.Assert(true); GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1); GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH); //GL.Assert(true); 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(); 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); /**/ /* //BlueprintPipeline.SkipAll(output); SwapBuffers(); PollEvents(); /**/ } } }