260 lines
8.7 KiB
C#
260 lines
8.7 KiB
C#
//-----------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------
|
|
// file="MainRenderStream.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;
|
|
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 MainRenderStream : glRenderStream
|
|
{
|
|
|
|
private ElementBuffer ebo;
|
|
private ShaderProgram shader;
|
|
private TextureGL texture;
|
|
private Uniform<float, float, float, float> color;
|
|
private Uniform<int> ourTexture;
|
|
private Uniform<int> ourTexture2;
|
|
private VertexArray vao;
|
|
private VertexBuffer vbo;
|
|
|
|
public MainRenderStream(ViewPort args) : base(args,(100,100,100))
|
|
{
|
|
|
|
}
|
|
|
|
protected override string[] InputPortsName => ["input_1"];
|
|
|
|
protected override string[] OutputPortsName => ["output_1"];
|
|
|
|
protected override void CustomizeDeinit()
|
|
{
|
|
/**/
|
|
vao.Dispose();
|
|
vbo.Dispose();
|
|
ebo.Dispose();
|
|
/**/
|
|
}
|
|
|
|
protected override sealed void CustomizeInit()
|
|
{
|
|
//SetSizeLimit(800, 800, 800, 800);
|
|
|
|
shader = CreateShaderProgram();
|
|
Shader vertex = CreateShaderSegment(ShaderType.Vertex, 1);
|
|
Shader fragment = CreateShaderSegment(ShaderType.Fragment, 1);
|
|
vertex.Compile(0, Shader.FromCodeFile("Shader\\main.vert"));
|
|
vertex.AttachTo(0, shader);
|
|
fragment.Compile(0, Shader.FromCodeFile("Shader\\main.frag"));
|
|
fragment.AttachTo(0, shader);
|
|
shader.Link();
|
|
|
|
|
|
|
|
Triangle tri = new Triangle(
|
|
-0.5f, -0.3f,
|
|
0.5f, -0.5f,
|
|
0.0f, 0.5f
|
|
);
|
|
|
|
PlainCoordinate p = new PlainCoordinate(
|
|
PlainCoordinate.StandardPlainCoordination,
|
|
new Point(0,0,0),
|
|
new vec3d(1, 0, 130), new vec3d(0, 1, 130)
|
|
);
|
|
|
|
Rectangle rec = new Rectangle(
|
|
p,
|
|
-0.3f, 0.3f,
|
|
0.3f, 0.3f,
|
|
0.3f, -0.3f,
|
|
-0.3f, -0.3f
|
|
);
|
|
Polygon5 polygon = new Polygon5(
|
|
-0.4f, 0.5f,
|
|
0.5f, 0.5f,
|
|
0.6f, -0.5f,
|
|
0, -1,
|
|
-0.7f, -0.5f
|
|
);
|
|
vao = CreateVertexArray(1);
|
|
vbo = CreateVertexBuffer(2);
|
|
ebo = CreateElementBuffer(1);
|
|
texture = CreateTexture(2);
|
|
float[] texCoord = {
|
|
0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f };
|
|
|
|
vao.Bind(0);
|
|
|
|
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
|
|
|
|
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
|
|
vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
|
|
|
|
vbo.WriteScalerData(1, texCoord, BufferUsage.StaticDraw);
|
|
vao.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
|
|
|
|
/**/
|
|
vbo.Unbind();
|
|
VertexArray.BindNull();
|
|
/**/
|
|
texture.Bind2D(0);
|
|
texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
|
|
texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
|
|
texture.LoadTexture(0,Image.FromFile( "Shader\\Image1.png", null));
|
|
|
|
texture.Bind2D(1);
|
|
texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
|
|
texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
|
|
texture.LoadTexture(1, Image.FromFile( "Shader\\awesomeface.png", null));
|
|
|
|
shader.Use();
|
|
/**/
|
|
color = shader.GetUniform<float, float, float, float>("color");
|
|
ourTexture = shader.GetUniform<int>("ourTexture");
|
|
GL.SetUniformValue(ourTexture, 0);
|
|
ourTexture2 = shader.GetUniform<int>("ourTexture2");
|
|
GL.SetUniformValue(ourTexture2, 1);
|
|
/**/
|
|
|
|
NativeCameraViewTarget(
|
|
new vec3d(0, 0, 200),
|
|
new vec3d(0, 0, 100),
|
|
new vec3d(0, 1, 0)
|
|
);
|
|
NativeCameraViewRange(new Degree(10f), (0, 0), (50f, 50f));
|
|
NativeCameraUniform(shader, "camera");
|
|
|
|
|
|
texture.ActivateAs(TextureUnit.Unit0);
|
|
texture.Bind2D(0);
|
|
texture.ActivateAs(TextureUnit.Unit1);
|
|
texture.Bind2D(1);
|
|
|
|
}
|
|
|
|
protected override sealed void Main(
|
|
in Dictionary<string, BlueprintPipeline> input,
|
|
in Dictionary<string, BlueprintPipeline> output
|
|
)
|
|
{
|
|
GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
|
|
//Console.WriteLine(1);
|
|
GL.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH /**/ );
|
|
|
|
/**/
|
|
vao.Bind(0);
|
|
shader.Use();
|
|
/**/
|
|
/**/
|
|
/**/
|
|
|
|
/**/
|
|
float time = /* CurrentFrameCount, / /**/ 0.003f;
|
|
|
|
|
|
GL.SetUniformValue(color,
|
|
0.5f + MathF.Cos(time),
|
|
0.5f + MathF.Sin((time * 0.66667f) + ((2 * Scaler.Pi) / 3)),
|
|
0.5f + MathF.Sin((time * 0.33333f) + (Scaler.Pi / 3)),
|
|
time
|
|
);
|
|
|
|
NativeCamera.SetAllUniforms();
|
|
/**/
|
|
|
|
//Console.WriteLine(NativeCamera.Projection);
|
|
|
|
GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
|
|
|
|
VertexArray.BindNull();
|
|
/**/
|
|
BlueprintPipeline.SkipAll(output);
|
|
|
|
PollEvents();
|
|
SwapBuffers();
|
|
}
|
|
|
|
/*
|
|
protected override void ProcessInput()
|
|
{
|
|
float movement = 0.005f;
|
|
|
|
if (InternalIO.glfwGetKey(CanvasHandle, (int)KeyboardKey.ESCAPE)
|
|
== KeyStatus.PRESS)
|
|
{
|
|
InternalIO.glfwSetWindowShouldClose(CanvasHandle, 1);
|
|
return;
|
|
}
|
|
if (InternalIO.glfwGetKey(CanvasHandle, (int)KeyboardKey.LeftShift)
|
|
== KeyStatus.PRESS)
|
|
{
|
|
movement = 0.002f;
|
|
}
|
|
if (InternalIO.glfwGetKey(this.CanvasHandle, (int)KeyboardKey.UP) == KeyStatus.PRESS)
|
|
{
|
|
//Console.WriteLine(8);
|
|
NativeCamera.Pitch(new Radius(movement));
|
|
}
|
|
else if (InternalIO.glfwGetKey(this.CanvasHandle, (int)KeyboardKey.DOWN) == KeyStatus.PRESS)
|
|
{
|
|
//Console.WriteLine(2);
|
|
NativeCamera.Pitch(new Radius(-movement));
|
|
}
|
|
if (InternalIO.glfwGetKey(CanvasHandle, GLconst.GLFW_KEY_LEFT) == KeyStatus.PRESS)
|
|
{
|
|
//Console.WriteLine(4);
|
|
NativeCamera.Yaw(new Radius(-movement));
|
|
}
|
|
else if (InternalIO.glfwGetKey(CanvasHandle, GLconst.GLFW_KEY_RIGHT) == KeyStatus.PRESS)
|
|
{
|
|
//Console.WriteLine(6);
|
|
NativeCamera.Yaw(new Radius(movement));
|
|
}
|
|
}
|
|
/**/
|
|
}
|
|
|
|
}
|