Files
stgsharp/StgSharp.Common/Stg/CollisionTexture.cs
T

179 lines
6.4 KiB
C#

//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="CollisionTexture.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.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Internal;
using StgSharp.Mathematics;
using StgSharp.MVVM;
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Linq;
using System.Resources;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Stg
{
public interface IOneDimensionalCollisionTexture2D
{
public void Init(Radius angleStride, string name);
}
public sealed class OneDimensionalCollisionTexture2D_GL : glRender, IOneDimensionalCollisionTexture2D
{
private float[] textureOutput;
private ElementBuffer ebo;
private FrameBuffer fbo;
private RenderBuffer rbo;
private ShaderProgram generatingShader;
private TextureGL t;
private VertexArray vao;
private VertexBuffer vbo;
public OneDimensionalCollisionTexture2D_GL() { }
public override bool IsContextSharable => false;
public void GenerateCollisionTexture(IEnumerable<IInstancingBuffer> bufferEnumeration)
{
fbo.Bind(0);
GL.ClearColor(0, 0, 0, 1);
GL.Clear(MaskBufferBit.DEPTH | MaskBufferBit.COLOR);
generatingShader.Use();
vao.Bind(0);
foreach (IInstancingBuffer item in bufferEnumeration)
{
IGeometry g = item.TypicalShape;
if (!(g is PlainGeometry)) {
throw new InvalidOperationException(
"The current particle buffer contains non-planar geometry,");
}
ebo.Bind(0);
ebo.SetValue<int>(0, g.VertexIndices, BufferUsage.StreamDraw);
vbo.WriteVectorData<Vec4>(0, item.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));
vbo.WriteScalerData<float>(2, item.ScalingSpan, BufferUsage.StreamDraw);
vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
vbo.WriteVectorData(1, g.VertexStream, BufferUsage.StreamDraw);
vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
GL.DrawElementsInstanced(
GeometryType.TRIANGLES, ((uint)g.VertexIndices.Length) / 3, TypeCode.UInt32,
IntPtr.Zero, (uint)item.ScalingSpan.Length);
}
t.Bind2D(0);
GL.GetTextureImage(
Texture2DTarget.Texture2D, 0, ImageChannel.SingleColor, PixelChannelLayout.Float,
textureOutput);
VertexArray.BindNull();
}
public void Init(Radius angleStride, string name)
{
primeArgs = new ViewPort(
1, (int)((new Radius(Scaler.Pi)) / angleStride), name, IntPtr.Zero);
PlatformSpecifiedInitialize();
CustomizeInit();
}
#pragma warning disable CS8618
protected override void CustomizeDeinit()
{
throw new NotImplementedException();
}
protected override void CustomizeInit()
{
generatingShader = CreateShaderProgram();
Shader vertexShader = CreateShaderSegment(ShaderType.Vertex, 1);
Shader fragmentShader = CreateShaderSegment(ShaderType.Fragment, 1);
vertexShader.Compile(0, InternalIO.CollisionTextureVertexShader);
fragmentShader.Compile(0, InternalIO.CollisionTextureFragmentShader);
vertexShader.AttachTo(0, generatingShader);
fragmentShader.AttachTo(0, generatingShader);
generatingShader.Link();
generatingShader.Use();
vbo = CreateVertexBuffer(3);
vao = CreateVertexArray(1);
ebo = CreateElementBuffer(1);
fbo = CreateFrameBuffer(1);
rbo = CreateRenderBuffer(1);
GL.SetRenderBufferStorage(RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
t = CreateTexture(1);
t.Bind2D(0);
GL.TextureImage2d<byte>(
Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width,
(uint)Height, ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte,
Array.Empty<byte>());
t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
t.Set2dFilterProperty(0, TextureFilter.Nearest, TextureFilter.Nearest);
GL.FrameBufferTexture2d(
FrameBufferTarget.All, glAttachment.Color(0), Texture2DTarget.Texture2D, t[0], 0);
GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.Color, rbo[0]);
textureOutput = new float[this.Width];
}
}
}