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stgsharp/源代码/StgSharpDebug/Demo/RenderStream/Partical.cs
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2024-07-30 09:37:25 +08:00

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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Partical.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.OpenGL;
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp
{
public class ParticleRenderStream : glRenderStream
{
ElementBuffer ebo;
ElementBuffer f_ebo;
FrameBuffer fbo;
Image i;
PlainInstancingBuffer<ParticleOnPlain> buffer;
RenderBuffer rbo;
ShaderProgram frameMainShader;
ShaderProgram s;
TextureGL t;
Uniform<int> texUniform;
Uniform<float> time;
VertexArray f_vao;
VertexArray vao;
VertexBuffer f_vbo;
VertexBuffer vbo;
public ParticleRenderStream()
{
}
public override bool IsContextSharable => true;
public Rectangle ButtonBounding
{
get;
private set;
}
public TextureProvider ButtonTextureProvider { get; private set; }
//render a controlling item
public void AnotherMain(IEnumerable<PlainGeometryMesh> items)
{
//Console.WriteLine("Render Button Itself");
GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero); //GL.Assert(true);
GL.ClearColor(0.4f, TimePassed % 1.0f, 0f, 1.0f); //GL.Assert(true);
GL.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH/**/); //GL.Assert(true);
f_vao.Bind(0); //GL.Assert(true);
foreach (PlainGeometryMesh mesh in items)
{
f_t.LoadTexture(0, mesh.TextureImage);
}
//GL.Assert(true);
frameMainShader.Use(); //GL.Assert(true);
GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
//GL.Assert(true);
//GL.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
//BlueprintPipeline.SkipAll(output);
SwapBuffers();
}
public void RenderButton(ButtonStatus status, float statusBegin, in TextureProvider provider)
{
provider.UpdateFromImage(i);
}
internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation)
{
rotation = provider.SpanLengthLowPrecession;
float angle = provider.CurrentSecond * 2;
return (new vec3d(
Scaler.Cos(angle),
Scaler.Sin(angle),
0
)) * provider.SpanLengthLowPrecession;
}
protected override void CustomizeDeinit()
{
}
protected override void CustomizeInit()
{
//GL.ClearError();
//GL.Assert(true);
buffer = new PlainInstancingBuffer<ParticleOnPlain>();
for (int i = 0; i < 10; i++)
{
float ai = Scaler.Abs(i - 5.0f);
for (int t = 0; t < 10; t++)
{
float at = Scaler.Abs(t - 5.0f);
ParticleOnPlain p = new ParticleOnPlain(buffer);
((IInstancing)p).Coord = new vec3d(
(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
((IInstancing)p).Scale =
Scaler.MinOf(i, t) * 0.15f;
((IInstancing)p).Motion = new GeometryMotion(
true, this._timeProvider,
DefaultRotation)
;
}
}
//GL.Assert(true);
//SetSizeLimit(800, 800, 800, 800);
s = CreateShaderProgram();
frameMainShader = CreateShaderProgram();
Shader pvs = CreateShaderSegment(ShaderType.Vertex, 2);
Shader pfs = CreateShaderSegment(ShaderType.Fragment, 2);
//GL.Assert(true);
pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
//GL.Assert(true);
pvs.AttachTo(0, s);
//GL.Assert(true);
pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag"));
pfs.AttachTo(0, s);
s.Link();
//GL.Assert(true);
pvs.Compile(1, Shader.FromCodeFile("Shader\\fbo.vert"));
pvs.AttachTo(1, frameMainShader);
pfs.Compile(1, Shader.FromCodeFile("Shader\\fbo.frag"));
pfs.AttachTo(1, frameMainShader);
frameMainShader.Link();
//GL.Assert(true);
vbo = CreateVertexBuffer(3);
vao = CreateVertexArray(1);
ebo = CreateElementBuffer(1);
vbo.Bind(0);
Rectangle rec = new Rectangle
(
0.05f, 0.05f,
0.05f, -0.05f,
-0.05f, -0.05f,
-0.05f, 0.05f
);
//GL.Assert(true);
vao.Bind(0);
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
vbo.WriteVectorData<vec4d>(1, buffer.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));
GL.VertexAttributeDivisor(1, 1);
GL.VertexAttributeDivisor(2, 1);
vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
vao.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
GL.VertexAttributeDivisor(3, 1);
vbo.Unbind();
GL.BindVertexArray(GlHandle.Zero);
NativeCameraViewTarget
(
(0, 0, -100),
(0, 0, 0),
(0, 1, 0)
);
NativeCameraViewRange(new Degree(1.5f), Vec2d.Zero, (50, 50));
NativeCameraUniform(s, "Camera");
s.Use();
fbo = CreateFrameBuffer(1);
rbo = CreateRenderBuffer(1);
fbo.Bind(0);
rbo.Bind(0);
GL.SetRenderBufferStorage(
RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
//GL.Assert(true);
t = CreateTexture(1);
t.Bind2D(0);
GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null);
t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
//GL.Assert(true);
GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
Texture2DTarget.Texture2D, t[0], 0);
//GL.Assert(true);
GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.Stencil|FrameBufferAttachment.Depth, rbo[0]);
Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
FrameBuffer.BindNull();
//GL.Assert(true);
int streamLength = this.Width * this.Height * 4;
byte[] imageStream = new byte[streamLength];
i = Image.FromMemory(this.Size, ImageChannel.WithAlphaChannel, imageStream);
time = s.GetUniform<float>("time");
vec2d[] buttonTextureCoordArray = {
(0f, 1f),
(1f, 1f),
(1f, 0f),
(0f, 0f)
};
ButtonBounding = new Rectangle(
-0.9f, 0.9f,
0.9f, 0.9f,
0.9f, -0.9f,
-0.9f, -0.9f
);
//GL.Assert(true);
ButtonTextureProvider = new TextureProvider(i, buttonTextureCoordArray);
f_vao = CreateVertexArray(1);
f_vbo = CreateVertexBuffer(2);
f_ebo = CreateElementBuffer(1);
//GL.Assert(true);
f_vao.Bind(0);
f_ebo.Bind(0);
f_ebo.SetValue(0, ButtonBounding.VertexIndices, BufferUsage.StaticDraw);
//GL.Assert(true);
f_vbo.Bind(0);
f_vbo.WriteVectorData(0, ButtonBounding.VertexStream, BufferUsage.StaticDraw);
f_vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
//GL.Assert(true);
f_vbo.Bind(1);
f_vbo.WriteVectorData(1, buttonTextureCoordArray, BufferUsage.StaticDraw);
f_vao.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
//GL.Assert(true);
f_t = CreateTexture(1);
f_t.Bind2D(0);
f_t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
f_t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
//GL.Assert(true);
f_t.ActivateAs(TextureUnit.Unit1);
//GL.Assert(true);
frameMainShader.Use();
texUniform = frameMainShader.GetUniform<int>("tex");
//GL.Assert(true);
GL.SetUniformValue(texUniform, 1);
//GL.Assert(true);
}
TextureGL f_t;
protected override void Main()
{
//GL.ClearError();
//Console.Clear();
buffer.UpdateAllParticles();
//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
fbo.Bind(0); //GL.Assert(true);
vao.Bind(0); //GL.Assert(true);
t.Bind2D(0); //GL.Assert(true);
/**/
GL.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, new byte[1]);
/**/
//GL.Assert(true);
GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1);
GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
//GL.Assert(true);
vbo.Bind(1);
vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
s.Use();
NativeCamera.SetAllUniforms();
GL.SetUniformValue(time, TimePassed);
GL.DrawElementsInstanced(
GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100
);
//Console.WriteLine(TimePassed);
//GL.Assert(true);
GL.WaitAccomplishment();
GL.BindVertexArray(GlHandle.Zero);
/**/
//GL.Assert(true);
ImageHelper.Resize(i, Width, Height, ImageMovement.Discard);
//GL.ClearError();
GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
PixelChannelLayout.Byte, i.PixelBuffer);
/*
for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
{
Console.Write($"{i.PixelBuffer[num]}\t");
}
/**/
//GL.Assert(true);
//Array.Fill<byte>(i.PixelBuffer, 24);
GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
//GL.Assert(true);
/**/
/*
//BlueprintPipeline.SkipAll(output);
SwapBuffers();
PollEvents();
/**/
}
}
}