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stgsharp/内核源代码/StgSharpDebug/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 : glRender
{
private AutoTextureGL autoT;
private ElementBuffer ebo;
private ElementBuffer f_ebo;
private FrameBuffer fbo;
private Image i;
private int temp = 0;
private PlainInstancingBuffer<ParticleOnPlain> buffer;
private RenderBuffer rbo;
private ShaderProgram frameMainShader;
private ShaderProgram s;
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;
}
//render a controlling item
public void ButtonMain( 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.ClearError();
//GL.Assert(true);
}
public void Main()
{
temp++;
//GL.ClearError();
GL.Viewport( 0, 0, ( uint )Width, ( uint )Height );
//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(false);
GL.Viewport( 0, 0, ( uint )Width, ( uint )Height );
/**/
GL.TextureImage2d<byte>(
Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
( uint )Width, ( uint )Height, ImageChannel.WithAlphaChannel,
PixelChannelLayout.Byte, null );
/**/
//GL.Assert(false);
//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
GL.ClearColor( ( 0.6f + TimePassed ) % 1.0f, 0.1f, 0.3f, 1 );
//GL.Assert( false );
//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
GL.Clear( MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH /**/ );
//GL.Assert(false);
vbo.Bind( 1 );
vbo.WriteVectorData<Vec4>(
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();
//Console.Write($"size set to {Height},{Width}");
//Console.WriteLine($"Image resized to {i.Height} {i.Width}");
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);
/**/
}
public void NothingMain()
{
GL.ClearError();
//GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
GL.ClearColor( 0.5f, 0.2f, 0.3f, 1.0f );
GL.Assert( false );
}
public void RenderButton(
ButtonStatus status,
float statusBegin,
in TextureProvider provider )
{
provider.UpdateFromImage( i );
}
internal static Vec3 DefaultRotation(
TimeSpanProvider provider,
out float rotation )
{
rotation = provider.SpanLengthLowPrecession;
float angle = provider.CurrentSecond * 2;
return ( new Vec3( 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 Vec3(
( ( ( -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, 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<Vec4>(
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 ), Vec2.Zero, (50, 50) );
NativeCameraUniform( s, "Camera" );
s.Use();
fbo = CreateFrameBuffer( 1 );
rbo = CreateRenderBuffer( 1 );
fbo.Bind( 0 );
rbo.Bind( 0 );
//GL.Assert(true);
t = CreateTexture( 1 );
t.Bind2D( 0 );
GL.TextureImage2d<byte>(
Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
( uint )Width, ( uint )Height, ImageChannel.WithAlphaChannel,
PixelChannelLayout.Byte, null );
t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
t.Set2dFilterProperty(
0, TextureFilter.Linear, TextureFilter.Linear );
//GL.Assert(true);
GL.FrameBufferTexture2d(
FrameBufferTarget.All, glAttachment.Color( 0 ),
Texture2DTarget.Texture2D, t[ 0 ], 0 );
GL.SetRenderBufferStorage(
RenderBufferInternalFormat.Depth24_Stencil8, this.Size );
GL.CombineFrameBufferRenderBuffer(
FrameBufferAttachment.DepthAndStencil, 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" );
Vec2[] 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);
GL.ClearError();
GL.Assert( true );
}
}
}