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stgsharp/源代码/StgSharpDebug/Test/Particle.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Particle.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.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.GL;
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Text;
using System.Threading.Channels;
using System.Threading.Tasks;
namespace StgSharp
{
public class ParticleStream : glRenderStream
{
ElementBuffer ebo;
FrameBuffer fbo;
Image i;
PlainInstancingBuffer<ParticleOnPlain> buffer;
RenderBuffer rbo;
ShaderProgram s;
TextureGL t;
VertexArray vao;
VertexBuffer vbo;
public ParticleStream(ViewPort args, (int, int, int) cube) : base(args, (100, 100, 100))
{
}
protected override string[] InputPortsName => ["input_1"];
protected override string[] OutputPortsName => ["output_1"];
internal static vec3d DefaultRotation(TimeSpanProvider provider, out float rotation)
{
rotation = 0.1f;
float angle = provider.CurrentSpan * 0.1f;
return new vec3d(
0.01f * Scaler.Cos(angle),
(-0.01f) * Scaler.Sin(angle),
0
);
}
protected override void Deinit()
{
throw new NotImplementedException();
}
protected override void Init()
{
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)
;
}
}
//SetSizeLimit(800, 800, 800, 800);
s = CreateShaderProgram();
Shader pvs = CreateShaderSegment(ShaderType.Vertex, 1);
Shader pfs = CreateShaderSegment(ShaderType.Fragment, 1);
pvs.Compile(0, Shader.FromCodeFile("Shader\\particle.vert"));
pvs.AttachTo(0, s);
pfs.Compile(0, Shader.FromCodeFile("Shader\\particle.frag"));
pfs.AttachTo(0, s);
s.Link();
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
);
vao.Bind(0);
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
VertexArray.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float), 3 * sizeof(float));
glFunc.VertexAttributeDivisor(1, 1);
glFunc.VertexAttributeDivisor(2, 1);
vbo.WriteScalerData<float>(2, buffer.ScalingSpan, BufferUsage.StaticDraw);
VertexArray.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
glFunc.VertexAttributeDivisor(3, 1);
vbo.Unbind();
VertexArray.BindNull();
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);
glFunc.SetRenderBufferStorage(
RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
t = CreateTexture(1);
t.Bind2D(0);
/**/
glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
/**/
t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
glFunc.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0),
Texture2DTarget.Texture2D, t[0], 0);
glFunc.CombineFrameBufferRenderBuffer(fbo[0], rbo[0]);
int streamLength = this.Width * this.Height * 4;
byte[] imageStream = new byte[streamLength];
i = Image.FromMemory(this.Size, 4, imageStream);
}
protected override void Main(
in Dictionary<string, BlueprintPipeline> input,
in Dictionary<string, BlueprintPipeline> output)
{
//Console.WriteLine($"{Width} {Height}");
buffer.UpdateAllParticles();
fbo.Bind(0);
vao.Bind(0);
t.Bind2D(0);
/**/
glFunc.TextureImage2d(Texture2DTarget.Texture2D, 0, (int)ImageChannel.WithAlphaChannel,
(uint)Width, (uint)Height, (int)ImageChannel.WithAlphaChannel, ImageChannelLayout.Byte, glHandle.ZeroHandle);
/**/
glFunc.ClearColor(0.6f, 0.1f, 0.3f, 1);
glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
vbo.Bind(1);
vbo.WriteVectorData<vec4d>(1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw);
s.Use();
NativeCamera.SetAllUniforms();
glFunc.DrawElementsInstanced(
GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero, 100
);
glFunc.WaitAccomplishment();
VertexArray.BindNull();
/**/
ImageProcessor.Resize(i, this.Width, this.Height, ImageMovement.Discard);
glFunc.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
ImageChannelLayout.Byte, ref i.data);
//Array.Fill<byte>(i.DataStream, 24);
output["output_1"].CompleteAndWriteData(new TexturePipeline(i));
FrameBuffer.BindNull();
/**/
/*
//BlueprintPipeline.SkipAll(output);
SwapBuffers();
PollEvents();
/**/
}
}
}