190 lines
6.1 KiB
C#
190 lines
6.1 KiB
C#
using StgSharp;
|
|
using StgSharp.Geometries;
|
|
using StgSharp.Graphics;
|
|
using StgSharp.Math;
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace StgSharpDebug
|
|
{
|
|
|
|
public sealed class MainRenderStream : glRenderStream
|
|
{
|
|
private Uniform<float, float, float, float> color;
|
|
private ElementBuffer ebo;
|
|
private Uniform<int> ourTexture;
|
|
private Uniform<int> ourTexture2;
|
|
private ShaderProgram shader;
|
|
private Texture texture;
|
|
private VertexArray vao;
|
|
private VertexBuffer vbo;
|
|
|
|
protected MainRenderStream(RenderStreamConstructArgs args) : base(args)
|
|
{
|
|
|
|
}
|
|
|
|
protected override void Deinit()
|
|
{
|
|
/**/
|
|
vao.Dispose();
|
|
vbo.Dispose();
|
|
ebo.Dispose();
|
|
/**/
|
|
}
|
|
|
|
protected override void Init()
|
|
{
|
|
SetSizeLimit(800, 800, 800, 800);
|
|
|
|
|
|
FrameSizeCallback =
|
|
(IntPtr id, uint width, uint height) =>
|
|
{
|
|
GL.Viewport(0, 0, width, height);
|
|
};
|
|
|
|
shader = CreateShaderProgram();
|
|
var vertex = CreateShaderSegment(ShaderType.Vertex, 1);
|
|
var fragment = CreateShaderSegment(ShaderType.Fragment, 1);
|
|
vertex.Compile(0, File.ReadAllText("Shader\\vertex.vert"));
|
|
vertex.AttachTo(0, shader);
|
|
fragment.Compile(0, File.ReadAllText("Shader\\fragment.frag"));
|
|
fragment.AttachTo(0, shader);
|
|
shader.Link();
|
|
Triangle tri = new Triangle(
|
|
-0.5f, -0.3f, 0.0f,
|
|
0.5f, -0.5f, 0.0f,
|
|
0.0f, 0.5f, 0.0f
|
|
);
|
|
Rectangle rec = new Rectangle(
|
|
-0.3f, 0.3f, 130.0f,
|
|
0.3f, 0.3f, 130.0f,
|
|
0.3f, -0.3f, 130.0f,
|
|
-0.3f, -0.3f, 130.0f
|
|
);
|
|
Polygon5 polygon = new Polygon5(
|
|
-0.4f, 0.5f, 0.0f,
|
|
0.5f, 0.5f, 0.0f,
|
|
0.6f, -0.5f, 0.0f,
|
|
0, -1, 0,
|
|
-0.7f, -0.5f, 0.0f
|
|
);
|
|
vao = CreateVertexArray(1);
|
|
vbo = CreateVertexBuffer(2);
|
|
ebo = CreateElementBuffer(1);
|
|
texture = CreateTexture(2);
|
|
float[] texCoord = {
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f };
|
|
GL.BindVertexArray(vao[0]);
|
|
ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
|
|
vbo.SetValue(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW);
|
|
GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
|
|
vbo.SetValueArray(1, texCoord, BufferUsage.STATIC_DRAW);
|
|
GL.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
|
|
/**/
|
|
GL.BindBuffer(BufferType.ARRAY_BUFFER, glHandle.Zero);
|
|
vao.BindNull();
|
|
/**/
|
|
texture.Bind2D(0);
|
|
texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
|
|
texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
|
|
texture.LoadTexture(0, "Shader\\Image1.png", null);
|
|
|
|
texture.Bind2D(1);
|
|
texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
|
|
texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
|
|
texture.LoadTexture(1, "Shader\\awesomeface.png", null);
|
|
|
|
shader.Use();
|
|
/**/
|
|
color = shader.GetUniform<float, float, float, float>("color");
|
|
ourTexture = shader.GetUniform<int>("ourTexture");
|
|
GL.SetValue(ourTexture, 0);
|
|
ourTexture2 = shader.GetUniform<int>("ourTexture2");
|
|
GL.SetValue(ourTexture2, 1);
|
|
/**/
|
|
|
|
NativeCameraViewTarget(
|
|
new vec3d(0, 0, 200),
|
|
new vec3d(0, 0, 100),
|
|
new vec3d(0, 1, 0)
|
|
);
|
|
NativeCameraViewRange(new Degree(5),(0, 0), (50f, 50f));
|
|
NativeCameraUniform(shader, "NativeCamera");
|
|
|
|
}
|
|
|
|
protected override void Main()
|
|
{
|
|
GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
|
|
|
|
GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
|
|
|
|
/**/
|
|
vao.Bind(0);
|
|
shader.Use();
|
|
/**/
|
|
/**/
|
|
texture.Activate(TextureUnit.Unit0);
|
|
texture.Bind2D(0);
|
|
texture.Activate(TextureUnit.Unit1);
|
|
texture.Bind2D(1);
|
|
/**/
|
|
|
|
/**/
|
|
float time = /* CurrentFrameCount / /**/ 60.0f;
|
|
|
|
|
|
|
|
GL.SetValue(color,
|
|
0.5f + MathF.Cos(time),
|
|
0.5f + MathF.Sin(time * 0.66667f + (2 * Scaler.Pi / 3)),
|
|
0.5f + MathF.Sin(time * 0.33333f + (Scaler.Pi / 3)),
|
|
time
|
|
);
|
|
|
|
NativeCamera.SetAllUniforms();
|
|
/**/
|
|
|
|
GL.DrawElements(GepmetryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
|
|
|
|
//vao.BindNull();
|
|
/**/
|
|
}
|
|
|
|
protected override void ProcessInput()
|
|
{
|
|
float movement = 0.005f;
|
|
if (InternalIO.glfwGetKey(CanvasHandle, (int)KeyboardKey.ESCAPE)
|
|
== KeyStatus.PRESS)
|
|
{
|
|
InternalIO.glfwSetWindowShouldClose(CanvasHandle, 1);
|
|
}
|
|
if (InternalIO.glfwGetKey(this.CanvasHandle, GLconst.GLFW_KEY_UP) == KeyStatus.PRESS)
|
|
{
|
|
NativeCamera.Pitch(new Radius(movement));
|
|
}
|
|
else if (InternalIO.glfwGetKey(this.CanvasHandle, GLconst.GLFW_KEY_DOWN) == KeyStatus.PRESS)
|
|
{
|
|
NativeCamera.Pitch(new Radius(-movement));
|
|
}
|
|
if (InternalIO.glfwGetKey(CanvasHandle, GLconst.GLFW_KEY_LEFT) == KeyStatus.PRESS)
|
|
{
|
|
NativeCamera.Yaw(new Radius(-movement));
|
|
}
|
|
else if (InternalIO.glfwGetKey(CanvasHandle, GLconst.GLFW_KEY_RIGHT) == KeyStatus.PRESS)
|
|
{
|
|
NativeCamera.Yaw(new Radius(movement));
|
|
}
|
|
}
|
|
}
|
|
}
|