158 lines
4.2 KiB
C#
158 lines
4.2 KiB
C#
using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.GL;
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using StgSharp.Logic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp
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{
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public class fboFrame : glRenderStream
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{
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public fboFrame(RenderStreamConstructArgs args):base(args)
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{
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}
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protected override string[] InputPortsName
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=>
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[
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"TextureInput"
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];
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protected override string[] OutputPortsName
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=>
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[
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"Output"
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];
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protected override void Deinit()
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{
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throw new NotImplementedException();
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}
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ShaderProgram s;
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TextureGL t;
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VertexBuffer vbo;
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VertexArray vao;
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ElementBuffer ebo;
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internal TimeSpanProvider spanProvider;
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protected override void Init()
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{
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//spanProvider = new TimeSpanProvider(1 / 60.00f, TimeSpanProvider.DefaultProvider);
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SetSizeLimit(800,800,800,800);
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FrameSizeCallback = new FrameBufferSizeHandler(
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(window, width,height) => {
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glFunc.Viewport(0, 0, width, height);
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});
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vbo = CreateVertexBuffer(2);
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vao = CreateVertexArray(1);
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ebo = CreateElementBuffer(1);
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Rectangle rec = new Rectangle(
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-0.9f, 0.9f, 0,
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0.9f, 0.9f, 0,
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0.9f, -0.9f, 0,
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-0.9f, -0.9f, 0
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);
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/*
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Rectangle tex = new Rectangle(
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-0.8f, 0.8f, 0,
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0.8f, 0.8f, 0,
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0.8f, -0.8f, 0,
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-0.8f, -0.8f, 0
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);
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/**/
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/**/
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Rectangle tex = new Rectangle(
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0f, 1f, 0,
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1f, 1f, 0,
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1f, 0f, 0,
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0f, 0f, 0
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);
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/**/
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s = CreateShaderProgram();
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Shader vert = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader frag = CreateShaderSegment(ShaderType.Fragment,1);
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vert.Compile(0, Shader.FromCodeFile("Shader\\fbo.vert"));
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frag.Compile(0, Shader.FromCodeFile("Shader\\fbo.frag"));
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vert.AttachTo(0,s);
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frag.AttachTo(0,s);
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s.Link();
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vao.Bind(0);
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ebo.Bind(0);
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ebo.SetValue(0,rec.VertexIndices,BufferUsage.StaticDraw);
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vbo.Bind(0);
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vbo.WriteVectorData(0,rec.VertexStream, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(0,3,TypeCode.Single,false,4*sizeof(float),0);
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vbo.Bind(1);
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vbo.WriteVectorData(1, tex.VertexStream, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false,4*sizeof(float),0);
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t = CreateTexture(1);
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t.Bind2D(0);
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t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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TextureGL.Activate(TextureUnit.Unit0);
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texUniform = s.GetUniform<int>("tex");
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glFunc.SetUniformValue(texUniform, 0);
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}
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Uniform<int> texUniform;
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protected override void Main(
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output)
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{
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TexturePipeline p = input["TextureInput"].Args as TexturePipeline;
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Image i = (p??throw new Exception("Pipeline has null value")).Value;
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FrameBuffer.BindNull();
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glFunc.ClearColor(0.4f, 0.1f, 0f, 1.0f);
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glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
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s.Use();
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vao.Bind(0);
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t.LoadTexture(0, i);
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glFunc.DrawElements(GeometryType.TRIANGLES,6,TypeCode.UInt32,IntPtr.Zero);
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//glFunc.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
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BlueprintPipeline.SkipAll(output);
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PollEvents();
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SwapBuffers();
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}
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protected override void ProcessInput()
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{
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}
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}
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}
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