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stgsharp/源代码/StgSharp/Stg/CollisionTexture.cs
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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.Data;
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.GL;
using StgSharp.Logic;
using StgSharp.Math;
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 class CollisionTextureInput : BlueprintPipelineArgs
{
#pragma warning disable CS8618
public CollisionTextureInput()
#pragma warning restore CS8618
{
}
public new List<IInstancingBuffer> Value
{
get; set;
}
}
public class OneDimensionalCollisionTexture2D : glRenderStream
{
private const string inputName = "InstanceBufferList";
private const string outputName = "CollisionTextureOutput";
private FrameBuffer fbo;
ShaderProgram generatingShader;
VertexArray vao;
VertexBuffer vbo;
ElementBuffer ebo;
public OneDimensionalCollisionTexture2D(RenderStreamConstructArgs args) : base(args)
{
throw new InvalidOperationException(
$"Collision TextureGL unit cannot share context with other render stream or set as mainstream of a form,{($"and cannot be inited by {typeof(RenderStreamConstructArgs).Name} as well.")}"
);
}
#pragma warning disable CS8618
public OneDimensionalCollisionTexture2D(Radius angleStride, string name) :
#pragma warning restore CS8618
base(new RenderStreamConstructArgs
{
Height = 1,
Width = (int)((new Radius(Scaler.Pi)) / angleStride),
UnitCubeSize = (1, 1, 1),
Name = name
})
{
InternalInit();
}
protected override string[] InputPortsName =>
[
inputName,
];
protected override string[] OutputPortsName =>
[
outputName,
];
protected override void Deinit()
{
throw new NotImplementedException();
}
protected override void Init()
{
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);
RenderBuffer rbo = CreateRenderBuffer(1);
glFunc.SetRenderBufferStorage(
RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
t = CreateTexture(1);
t.Bind2D(0);
glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
glFunc.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
Texture2DTarget.Texture2D, t[0], 0);
glFunc.CombineFrameBufferRenderBuffer(fbo[0], rbo[0]);
textureOutput = new float[this.Width];
}
TextureGL t;
float[] textureOutput;
protected override void Main(
in Dictionary<string, BlueprintPipeline> input,
in Dictionary<string, BlueprintPipeline> output)
{
if (input == null)
{
throw new InvalidOperationException($"Unknown operation lead to null ref of {nameof(input)}");
}
if (input[inputName].Args is not CollisionTextureInput inpipeline || inpipeline.Value == null || inpipeline.Value.Count == 0)
{
throw new InvalidOperationException();
}
List<IInstancingBuffer> bufferList = inpipeline.Value;
fbo.Bind(0);
glFunc.ClearColor(0, 0, 0, 1);
glFunc.Clear(MaskBufferBit.DEPTH|MaskBufferBit.COLOR);
generatingShader.Use();
vao.Bind(0);
foreach (IInstancingBuffer item in bufferList)
{
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<vec4d>(0,item.CoordAndRotationSpan,BufferUsage.StreamDraw);
VertexArray.SetVertexAttribute(1,3,TypeCode.Single,false, 4 * sizeof(float), 0);
VertexArray.SetVertexAttribute(2,1, TypeCode.Single,false,4*sizeof(float), 3 * sizeof(float));
vbo.WriteScalerData<float>(2, item.ScalingSpan, BufferUsage.StreamDraw);
VertexArray.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
vbo.WriteVectorData(1,g.VertexStream,BufferUsage.StreamDraw);
VertexArray.SetVertexAttribute(0,3,TypeCode.Single,false,4*sizeof(float),0);
glFunc.DrawElementsInstanced(GeometryType.TRIANGLES,(uint)g.VertexIndices.Length / 3,
TypeCode.UInt32,IntPtr.Zero,(uint)item.ScalingSpan.Length);
}
t.Bind2D(0);
glFunc.GetTextureImage(Texture2DTarget.Texture2D,0,ImageChannel.SingleColor,ImageChannelLayout.Float,ref textureOutput);
VertexArray.BindNull();
}
protected override void ProcessInput()
{
throw new NotImplementedException();
}
}
}