387 lines
13 KiB
C#
387 lines
13 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Partical.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.Controls;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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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.Text;
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using System.Threading.Tasks;
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namespace StgSharp
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{
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public class ParticleRenderStream : glRenderStream
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{
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ElementBuffer ebo;
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ElementBuffer f_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 frameMainShader;
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ShaderProgram s;
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TextureGL t;
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Uniform<int> texUniform;
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Uniform<float> time;
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VertexArray f_vao;
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VertexArray vao;
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VertexBuffer f_vbo;
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VertexBuffer vbo;
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public ParticleRenderStream()
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{
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}
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public override bool IsContextSharable => true;
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public Rectangle ButtonBounding
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{
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get;
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private set;
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}
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public TextureProvider ButtonTextureProvider { get; private set; }
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//render a controlling item
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public void AnotherMain(IEnumerable<PlainGeometryMesh> items)
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{
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//Console.WriteLine("Render Button Itself");
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GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero); //GL.Assert(true);
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GL.ClearColor(0.4f, TimePassed % 1.0f, 0f, 1.0f); //GL.Assert(true);
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GL.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH/**/); //GL.Assert(true);
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f_vao.Bind(0); //GL.Assert(true);
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foreach (PlainGeometryMesh mesh in items)
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{
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f_t.LoadTexture(0, mesh.TextureImage);
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}
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//GL.Assert(true);
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frameMainShader.Use(); //GL.Assert(true);
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GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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//GL.Assert(true);
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//GL.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
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//BlueprintPipeline.SkipAll(output);
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SwapBuffers();
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}
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public void RenderButton(ButtonStatus status, float statusBegin, in TextureProvider provider)
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{
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provider.UpdateFromImage(i);
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}
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internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation)
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{
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rotation = provider.SpanLengthLowPrecession;
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float angle = provider.CurrentSecond * 2;
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return (new vec3d(
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Scaler.Cos(angle),
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Scaler.Sin(angle),
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0
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)) * provider.SpanLengthLowPrecession;
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}
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protected override void CustomizeDeinit()
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{
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}
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protected override void CustomizeInit()
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{
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//GL.ClearError();
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//GL.Assert(true);
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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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//GL.Assert(true);
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//SetSizeLimit(800, 800, 800, 800);
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s = CreateShaderProgram();
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frameMainShader = CreateShaderProgram();
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Shader pvs = CreateShaderSegment(ShaderType.Vertex, 2);
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Shader pfs = CreateShaderSegment(ShaderType.Fragment, 2);
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//GL.Assert(true);
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pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
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//GL.Assert(true);
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pvs.AttachTo(0, s);
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//GL.Assert(true);
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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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//GL.Assert(true);
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pvs.Compile(1, Shader.FromCodeFile("Shader\\fbo.vert"));
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pvs.AttachTo(1, frameMainShader);
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pfs.Compile(1, Shader.FromCodeFile("Shader\\fbo.frag"));
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pfs.AttachTo(1, frameMainShader);
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frameMainShader.Link();
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//GL.Assert(true);
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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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//GL.Assert(true);
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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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vao.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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vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vao.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float));
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GL.VertexAttributeDivisor(1, 1);
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GL.VertexAttributeDivisor(2, 1);
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vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
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vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
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GL.VertexAttributeDivisor(3, 1);
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vbo.Unbind();
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GL.BindVertexArray(GlHandle.Zero);
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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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GL.SetRenderBufferStorage(
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RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
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//GL.Assert(true);
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t = CreateTexture(1);
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t.Bind2D(0);
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GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
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(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null);
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t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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//GL.Assert(true);
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GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
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Texture2DTarget.Texture2D, t[0], 0);
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//GL.Assert(true);
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GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.Stencil|FrameBufferAttachment.Depth, rbo[0]);
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Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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FrameBuffer.BindNull();
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//GL.Assert(true);
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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, ImageChannel.WithAlphaChannel, imageStream);
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time = s.GetUniform<float>("time");
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vec2d[] buttonTextureCoordArray = {
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(0f, 1f),
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(1f, 1f),
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(1f, 0f),
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(0f, 0f)
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};
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ButtonBounding = new Rectangle(
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-0.9f, 0.9f,
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0.9f, 0.9f,
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0.9f, -0.9f,
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-0.9f, -0.9f
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);
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//GL.Assert(true);
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ButtonTextureProvider = new TextureProvider(i, buttonTextureCoordArray);
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f_vao = CreateVertexArray(1);
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f_vbo = CreateVertexBuffer(2);
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f_ebo = CreateElementBuffer(1);
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//GL.Assert(true);
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f_vao.Bind(0);
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f_ebo.Bind(0);
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f_ebo.SetValue(0, ButtonBounding.VertexIndices, BufferUsage.StaticDraw);
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//GL.Assert(true);
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f_vbo.Bind(0);
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f_vbo.WriteVectorData(0, ButtonBounding.VertexStream, BufferUsage.StaticDraw);
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f_vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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//GL.Assert(true);
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f_vbo.Bind(1);
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f_vbo.WriteVectorData(1, buttonTextureCoordArray, BufferUsage.StaticDraw);
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f_vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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//GL.Assert(true);
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f_t = CreateTexture(1);
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f_t.Bind2D(0);
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f_t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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f_t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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//GL.Assert(true);
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f_t.ActivateAs(TextureUnit.Unit1);
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//GL.Assert(true);
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frameMainShader.Use();
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texUniform = frameMainShader.GetUniform<int>("tex");
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//GL.Assert(true);
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GL.SetUniformValue(texUniform, 1);
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//GL.Assert(true);
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}
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TextureGL f_t;
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protected override void Main()
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{
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//GL.ClearError();
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//Console.Clear();
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buffer.UpdateAllParticles();
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//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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fbo.Bind(0); //GL.Assert(true);
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vao.Bind(0); //GL.Assert(true);
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t.Bind2D(0); //GL.Assert(true);
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/**/
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GL.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
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(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, new byte[1]);
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/**/
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//GL.Assert(true);
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GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1);
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GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
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//GL.Assert(true);
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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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GL.SetUniformValue(time, TimePassed);
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GL.DrawElementsInstanced(
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GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100
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);
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//Console.WriteLine(TimePassed);
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//GL.Assert(true);
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GL.WaitAccomplishment();
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GL.BindVertexArray(GlHandle.Zero);
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/**/
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//GL.Assert(true);
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ImageHelper.Resize(i, Width, Height, ImageMovement.Discard);
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//GL.ClearError();
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GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, i.PixelBuffer);
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/*
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for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
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{
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Console.Write($"{i.PixelBuffer[num]}\t");
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}
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/**/
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//GL.Assert(true);
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//Array.Fill<byte>(i.PixelBuffer, 24);
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GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
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//GL.Assert(true);
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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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