246 lines
8.5 KiB
C#
246 lines
8.5 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Particle.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 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.GL;
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using StgSharp.Logic;
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using StgSharp.Math;
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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.Net;
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using System.Text;
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using System.Threading.Channels;
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using System.Threading.Tasks;
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namespace StgSharp
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{
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public class ParticleStream : glRenderStream
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{
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ElementBuffer ebo;
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FrameBuffer fbo;
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Image i;
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PlainInstancingBuffer<ParticleOnPlain> buffer;
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RenderBuffer rbo;
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ShaderProgram s;
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TextureGL t;
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VertexArray vao;
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VertexBuffer vbo;
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public ParticleStream(ViewPort args, (int, int, int) cube) : base(args, (100, 100, 100))
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{
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}
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protected override string[] InputPortsName => ["input_1"];
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protected override string[] OutputPortsName => ["output_1"];
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internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation)
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{
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rotation = 0.1f;
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float angle = provider.CurrentSpan * 0.1f;
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return new vec3d(
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0.01f * Scaler.Cos(angle),
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(-0.01f) * Scaler.Sin(angle),
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0
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);
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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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protected override void Init()
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{
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buffer = new PlainInstancingBuffer<ParticleOnPlain>();
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for (int i = 0; i < 10; i++)
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{
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float ai = Scaler.Abs(i - 5.0f);
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for (int t = 0; t < 10; t++)
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{
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float at = Scaler.Abs(t - 5.0f);
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ParticleOnPlain p = new ParticleOnPlain(buffer);
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((IInstancing)p).Coord = new vec3d(
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(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
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((IInstancing)p).Scale =
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Scaler.MinOf(i, t) * 0.15f;
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((IInstancing)p).Motion = new GeometryMotion(
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true, this.timeProvider,
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DefaultRotation)
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;
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}
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}
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//SetSizeLimit(800, 800, 800, 800);
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s = CreateShaderProgram();
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Shader pvs = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader pfs = CreateShaderSegment(ShaderType.Fragment, 1);
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pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
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pvs.AttachTo(0, s);
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pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag"));
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pfs.AttachTo(0, s);
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s.Link();
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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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vbo.Bind(0);
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Rectangle rec = new Rectangle
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(
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0.05f, 0.05f,
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0.05f, -0.05f,
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-0.05f, -0.05f,
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-0.05f, 0.05f
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);
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vao.Bind(0);
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vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
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ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
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VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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VertexArray.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float));
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glFunc.VertexAttributeDivisor(1, 1);
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glFunc.VertexAttributeDivisor(2, 1);
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vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
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glFunc.VertexAttributeDivisor(3, 1);
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vbo.Unbind();
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VertexArray.BindNull();
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NativeCameraViewTarget
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(
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(0, 0, -100),
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(0, 0, 0),
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(0, 1, 0)
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);
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NativeCameraViewRange(new Degree(1.5f), Vec2d.Zero, (50, 50));
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NativeCameraUniform(s, "Camera");
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s.Use();
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fbo = CreateFrameBuffer(1);
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rbo = CreateRenderBuffer(1);
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fbo.Bind(0);
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rbo.Bind(0);
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glFunc.SetRenderBufferStorage(
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RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
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t = CreateTexture(1);
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t.Bind2D(0);
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/**/
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glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
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(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
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/**/
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t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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glFunc.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
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Texture2DTarget.Texture2D, t[0], 0);
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glFunc.CombineFrameBufferRenderBuffer(fbo[0], rbo[0]);
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int streamLength = this.Width * this.Height * 4;
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byte[] imageStream = new byte[streamLength];
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i = Image.FromMemory(this.Size, 4, imageStream);
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}
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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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//Console.WriteLine($"{Width} {Height}");
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buffer.UpdateAllParticles();
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fbo.Bind(0);
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vao.Bind(0);
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t.Bind2D(0);
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/**/
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glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
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(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
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/**/
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glFunc.ClearColor(0.6f, 0.1f, 0.3f, 1);
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glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
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vbo.Bind(1);
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vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
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s.Use();
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NativeCamera.SetAllUniforms();
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glFunc.DrawElementsInstanced(
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GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100
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);
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glFunc.WaitAccomplishment();
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VertexArray.BindNull();
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/**/
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ImageProcessor.Resize(i, this.Width, this.Height, ImageMovement.Discard);
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glFunc.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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ImageChannelLayout.Byte, ref i.data);
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//Array.Fill<byte>(i.DataStream, 24);
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output["output_1"].CompleteAndWriteData(new TexturePipeline(i));
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FrameBuffer.BindNull();
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/**/
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/*
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//BlueprintPipeline.SkipAll(output);
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SwapBuffers();
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PollEvents();
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/**/
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}
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}
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}
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