182 lines
6.6 KiB
C#
182 lines
6.6 KiB
C#
//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="CollisionTexture"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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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.Internal;
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphic;
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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(
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Radius angleStride,
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string name
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);
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}
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public sealed class OneDimensionalCollisionTexture2D_GL : glRender, IOneDimensionalCollisionTexture2D
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{
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private float[] textureOutput;
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private ElementBuffer ebo;
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private FrameBuffer fbo;
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private RenderBuffer rbo;
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private ShaderProgram generatingShader;
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private TextureGL t;
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private VertexArray vao;
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private VertexBuffer vbo;
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public OneDimensionalCollisionTexture2D_GL() { }
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public override bool IsContextSharable => false;
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public void GenerateCollisionTexture(
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IEnumerable<IInstancingBuffer> bufferEnumeration
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)
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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 not PlainGeometry) {
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throw new InvalidOperationException(
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"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<Vec4>(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),
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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, (g.VertexIndices.Length) / 3,
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TypeCode.UInt32, IntPtr.Zero, 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,
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PixelChannelLayout.Float, textureOutput);
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VertexArray.BindNull();
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}
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public void Init(
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Radius angleStride,
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string name
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)
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{
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primeArgs = new ViewPort(1, (int)((new Radius(Scalar.Pi)) / angleStride), name,
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IntPtr.Zero);
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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, BuiltInShader.CollisionTextureVertexShader);
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fragmentShader.Compile(0, BuiltInShader.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(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, ImageChannel.WithAlphaChannel,
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Width, Height, ImageChannel.WithAlphaChannel,
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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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}
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}
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