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stgsharp/源代码/StgSharpDebug/Demo/RenderStream/Partical.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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 : glRenderStream
{
private ElementBuffer ebo;
private ElementBuffer f_ebo;
private FrameBuffer fbo;
private Image i;
private PlainInstancingBuffer<ParticleOnPlain> buffer;
private RenderBuffer rbo;
private ShaderProgram frameMainShader;
private ShaderProgram s;
private AutoTextureGL autoT;
private TextureGL f_t;
private TextureGL t;
private Uniform<int> texUniform;
private Uniform<float> 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; }
int temp = 0;
//render a controlling item
public void OtherMain( IEnumerable<PlainGeometryMesh> 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.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<ParticleOnPlain>();
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<vec4d>( 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<float>( 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<byte>(
Texture2DTarget.Texture2D, 0, ( int )ImageChannel.WithAlphaChannel, ( uint )Width,
( uint )Height, ( int )ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte,
null );
t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
t.Set2dFilterProperty( 0, TextureFilter.Nearest, TextureFilter.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<float>( "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);
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<int>( "tex" );
//_gl.Assert(true);
GL.SetUniformValue( texUniform, 1 );
//_gl.Assert(true);
}
protected override void Main()
{
temp++;
//_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<vec4d>( 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<byte>(i.PixelBuffer, 24);
GL.BindFrameBuffer( FrameBufferTarget.All, GlHandle.Zero );
//_gl.Assert(true);
/**/
/*
//BlueprintPipeline.SkipAll(output);
SwapBuffers();
PollEvents();
/**/
}
}
}