188 lines
6.5 KiB
C#
188 lines
6.5 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="CollisionTexture.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Data;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Math;
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using StgSharp.MVVM;
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Linq;
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using System.Resources;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Stg
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{
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public interface IOneDimensionalCollisionTexture2D
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{
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public void Init(Radius angleStride, string name);
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}
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public sealed class OneDimensionalCollisionTexture2D_GL : glRender, IOneDimensionalCollisionTexture2D
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{
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float[] textureOutput;
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ElementBuffer ebo;
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private FrameBuffer fbo;
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RenderBuffer rbo;
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ShaderProgram generatingShader;
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TextureGL t;
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VertexArray vao;
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VertexBuffer vbo;
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public OneDimensionalCollisionTexture2D_GL()
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{
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}
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public override bool IsContextSharable => false;
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public void GenerateCollisionTexture(IEnumerable<IInstancingBuffer> bufferEnumeration)
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{
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fbo.Bind(0);
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GL.ClearColor(0, 0, 0, 1);
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GL.Clear(MaskBufferBit.DEPTH | MaskBufferBit.COLOR);
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generatingShader.Use();
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vao.Bind(0);
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foreach (IInstancingBuffer item in bufferEnumeration)
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{
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IGeometry g = item.TypicalShape;
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if (!(g is PlainGeometry))
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{
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throw new InvalidOperationException("The current particle buffer contains non-planar geometry,");
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}
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ebo.Bind(0);
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ebo.SetValue<int>(0, g.VertexIndices, BufferUsage.StreamDraw);
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vbo.WriteVectorData<vec4d>(0, item.CoordAndRotationSpan, BufferUsage.StreamDraw);
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vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vao.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float));
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vbo.WriteScalerData<float>(2, item.ScalingSpan, BufferUsage.StreamDraw);
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vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
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vbo.WriteVectorData(1, g.VertexStream, BufferUsage.StreamDraw);
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vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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GL.DrawElementsInstanced(GeometryType.TRIANGLES, ((uint)g.VertexIndices.Length) / 3,
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TypeCode.UInt32, IntPtr.Zero, (uint)item.ScalingSpan.Length);
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}
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t.Bind2D(0);
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GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.SingleColor, PixelChannelLayout.Float, textureOutput);
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VertexArray.BindNull();
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}
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public void Init(Radius angleStride, string name)
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{
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primeArgs = new ViewPort
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{
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Height = 1,
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Width = (int)((new Radius(Scaler.Pi)) / angleStride),
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Name = name,
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};
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_coordStretch = (1, 1, 1);
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PlatformSpecifiedInitialize();
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CustomizeInit();
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}
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#pragma warning disable CS8618
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protected override void CustomizeDeinit()
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{
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throw new NotImplementedException();
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}
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protected override void CustomizeInit()
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{
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generatingShader = CreateShaderProgram();
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Shader vertexShader = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader fragmentShader = CreateShaderSegment(ShaderType.Fragment, 1);
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vertexShader.Compile(0, InternalIO.CollisionTextureVertexShader);
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fragmentShader.Compile(0, InternalIO.CollisionTextureFragmentShader);
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vertexShader.AttachTo(0, generatingShader);
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fragmentShader.AttachTo(0, generatingShader);
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generatingShader.Link();
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generatingShader.Use();
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vbo = CreateVertexBuffer(3);
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vao = CreateVertexArray(1);
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ebo = CreateElementBuffer(1);
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fbo = CreateFrameBuffer(1);
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rbo = CreateRenderBuffer(1);
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GL.SetRenderBufferStorage(
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RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
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t = CreateTexture(1);
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t.Bind2D(0);
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GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
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(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, Array.Empty<byte>());
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t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
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t.Set2dFilterProperty(0, TextureFilter.Nearest, TextureFilter.Nearest);
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GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
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Texture2DTarget.Texture2D, t[0], 0);
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GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.Color, rbo[0]);
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textureOutput = new float[this.Width];
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}
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protected override void Main()
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{
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throw new NotSupportedException();
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}
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}
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}
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