236 lines
8.0 KiB
C#
236 lines
8.0 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="RenderStream.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.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.ComponentModel;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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public abstract class RenderStream : IConvertableToBlueprintNode
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{
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private protected (int x, int y, int z) _coordStretch;
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private Camera nativeCamera;
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private ViewPort primeArgs;
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internal TimeSpanProvider timeProvider;
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public RenderStream(ViewPort v, (int, int, int) unitCubeSize)
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{
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if (v == null)
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{
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throw new ArgumentNullException(nameof(v));
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}
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primeArgs = v;
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_coordStretch = unitCubeSize;
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nativeCamera = new Camera();
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}
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public (int width, int height) Size
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{
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get => (Width, Height);
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internal set
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{
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primeArgs.Height = value.width;
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primeArgs.Width = value.height;
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InternalIO.glfwSetWindowSize(this.CanvasHandle, Width, Height);
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}
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}
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public string[] InputInterfacesName => InputPortsName;
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public string[] OutputInterfacesName => OutputPortsName;
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public FrameBufferSizeHandler FrameSizeCallback
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{
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set
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{
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IntPtr handlerPtr = Marshal.GetFunctionPointerForDelegate(value);
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InternalIO.glfwSetFramebufferSizeCallback(CanvasHandle, handlerPtr);
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}
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}
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public int Height
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{
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get => primeArgs.Height;
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internal set { primeArgs.Height = value; }
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}
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public int Width
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{
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get => primeArgs.Width;
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internal set { primeArgs.Width = value; }
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}
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public IntPtr Monitor
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{
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get => primeArgs.Monitor;
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internal set => primeArgs.Monitor = value;
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}
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public string Name
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{
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get => primeArgs.Name;
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}
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public vec2d GlobalCoordSize => ((Width * 1.0f) / _coordStretch.x, (Height * 1.0f) / _coordStretch.y);
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public ViewPort Port => primeArgs;
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internal IntPtr CanvasHandle { get => primeArgs.ViewPortID; }
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internal IntPtr ContextHandle
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{
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get => primeArgs.GraphicHandle;
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private protected set => primeArgs.GraphicHandle = value;
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}
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protected internal Camera NativeCamera
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{
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get => nativeCamera;
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internal set => nativeCamera = value;
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}
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protected int Frames
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{
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get => timeProvider.CurrentSpan;
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}
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protected abstract string[] InputPortsName { get; }
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protected abstract string[] OutputPortsName { get; }
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protected float TimePassed
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{
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get => timeProvider.CurrentSpan;
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}
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protected TimeSpanProvider TimeProvider
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{
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get => timeProvider;
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}
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/// <summary>
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/// Set the size limit of current form
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/// </summary>
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/// <param name="minWidth">Minimum width of current form</param>
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/// <param name="minHeight">Minimum height of current form</param>
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/// <param name="maxWidth">Maximum width of current form</param>
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/// <param name="maxHeight">Maximum height of current form</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public abstract void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight);
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public static TTarget ShareContextWith<TSource, TTarget>(TSource source)
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where TSource : RenderStream
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where TTarget : RenderStream
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{
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#nullable enable
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TTarget? target = Activator.CreateInstance(typeof(TTarget), source.primeArgs, source._coordStretch) as TTarget;
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#nullable restore
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if (target == null)
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{
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throw new InvalidOperationException(
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$"Failed in creating a new {typeof(TTarget).Name} instance when calling ShareContextWith."
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);
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}
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target.timeProvider = source.timeProvider;
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target.InternalInit();
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return target;
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}
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public void ExecuteMain(in Dictionary<string, BlueprintPipeline> input, in Dictionary<string, BlueprintPipeline> output)
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{
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InternalDraw(in input, in output);
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}
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#region native camera operation
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protected abstract void NativeCameraViewRange(Radius fieldOfRange, vec2d offset, (float frontDepth, float backDepth) viewDepth);
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protected abstract void NativeCameraViewTarget(vec3d position, vec3d direction, vec3d up);
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/// <summary>
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/// Get <see cref="Uniform{T}"/>(T is <see cref="Matrix44"/>) uniform from a shader.
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/// This uniform will be used as projection matrix of this camera.
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/// Additionally, for multi-shader rendering, each shader requires a uniform,
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/// so do not ignore return value of this method.
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/// </summary>
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/// <param name="source">Shader using this camera</param>
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/// <param name="name">ContextName of projection camera named in shader</param>
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/// <returns>
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/// <see cref="Uniform{T}"/>(T is <see cref="Matrix44"/>) representing
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/// projection matrix in shader program.
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/// </returns>
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protected abstract Uniform<Matrix44> NativeCameraUniform(ShaderProgram source, string name);
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#endregion
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#region internal operation
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internal abstract void InternalDraw(
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output);
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internal abstract void InternalInit();
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internal abstract void InternalTerminate();
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#endregion
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#region public operation
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protected abstract void Deinit();
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protected abstract void Init();
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protected abstract void Main(
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output);
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#endregion
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#region public resource generator
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protected abstract Shader CreateShaderSegment(ShaderType type, int count);
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protected abstract ShaderProgram CreateShaderProgram();
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#endregion
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}
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}
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