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stgsharp/StgSharp.Common/Stg/CollisionTexture.cs
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194 lines
6.9 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.Internal;
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Math;
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];
}
}
}