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stgsharp/源代码/StgSharpDebug/Test/FBOframe.cs
T

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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="FBOframe.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.GL;
using StgSharp.Logic;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp
{
public class fboFrame : glRenderStream
{
ElementBuffer ebo;
TriggerButton button;
Rectangle tex;
ShaderProgram s;
TextureGL t;
Uniform<int> texUniform;
VertexArray vao;
VertexBuffer vbo;
internal TimeSpanProvider spanProvider;
public fboFrame(ViewPort args, (int,int,int) cube) : base(args,cube)
{
}
protected override string[] InputPortsName
=>
[
"TextureInput"
];
protected override string[] OutputPortsName
=>
[
"Output"
];
protected override void Deinit()
{
throw new NotImplementedException();
}
protected override void Init()
{
//SetSizeLimit(800, 800, 800, 800);
FrameSizeCallback = new FrameBufferSizeHandler(
(window, width, height) =>
{
glFunc.Viewport(0, 0, width, height);
});
vbo = CreateVertexBuffer(2);
vao = CreateVertexArray(1);
ebo = CreateElementBuffer(1);
Rectangle rec = new Rectangle(
-0.9f, 0.9f,
0.9f, 0.9f,
0.9f, -0.9f,
-0.9f, -0.9f
);
/*
Rectangle tex = new Rectangle(
-0.8f, 0.8f, 0,
0.8f, 0.8f, 0,
0.8f, -0.8f, 0,
-0.8f, -0.8f, 0
);
/**/
/**/
tex = new Rectangle(
0f, 1f,
1f, 1f,
1f, 0f,
0f, 0f
);
/**/
s = CreateShaderProgram();
Shader vert = CreateShaderSegment(ShaderType.Vertex, 1);
Shader frag = CreateShaderSegment(ShaderType.Fragment, 1);
vert.Compile(0, Shader.FromCodeFile("Shader\\fbo.vert"));
frag.Compile(0, Shader.FromCodeFile("Shader\\fbo.frag"));
vert.AttachTo(0, s);
frag.AttachTo(0, s);
s.Link();
vao.Bind(0);
ebo.Bind(0);
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
vbo.Bind(0);
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
vbo.Bind(1);
vbo.WriteVectorData(1, tex.VertexStream, BufferUsage.StaticDraw);
VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
t = CreateTexture(1);
t.Bind2D(0);
t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
TextureGL.Activate(TextureUnit.Unit0);
texUniform = s.GetUniform<int>("tex");
glFunc.SetUniformValue(texUniform, 0);
ViewPortDesigner vpDesigner = new ViewPortDesigner();
vpDesigner.CreateKeyboardButtonGroup(null,null,null,null,null);
button = vpDesigner.CreateKeyboardButton(
rec,null,false
);
}
protected override void Main(
in Dictionary<string, BlueprintPipeline> input,
in Dictionary<string, BlueprintPipeline> output)
{
TexturePipeline p = input["TextureInput"].Args as TexturePipeline;
Image i = (p ?? throw new Exception("Pipeline has null value")).Value;
AnimationBuilder animation = new AnimationBuilder(
(float f, out Polygon4 frame) =>
{
frame = tex;
return i;
}, TimeFunction.One);
button.Enable(animation);
FrameBuffer.BindNull();
glFunc.ClearColor(0.4f, 0.1f, 0f, 1.0f);
glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
s.Use();
vao.Bind(0);
foreach (PlainGeometryMesh item in button)
{
t.LoadTexture(0, item.TextureImage);
}
glFunc.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
//glFunc.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
BlueprintPipeline.SkipAll(output);
SwapBuffers();
PollEvents();
}
}
}