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stgsharp/test/StgSharpDebug/RenderStream/Partical.cs.old
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// -----------------------------------------------------------------------------
// file="Partical"
// Project: StgSharp
// Copyright (c) Nitload.
// SPDX-License-Identifier: MIT
// -----------------------------------------------------------------------------
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Mathematics;
using StgSharp.Mathematics.Numeric.Graphics;
using StgSharp.Mathematics.Numeric.Graphics;
using StgSharp.Timing;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp
{
public class ParticleRenderStream : glRender
{
private ElementBuffer ebo;
private ElementBuffer f_ebo;
private FrameBuffer fbo;
private Image<Rgba8> i;
private int temp = 0;
private PlainInstancingBuffer<ParticleOnPlain> buffer;
private RenderBuffer rbo;
private ShaderProgram frameMainShader;
private ShaderProgram s;
private TextureGL f_t;
private TextureGL t;
private Uniform<GraphicsMatrix> cameraUniform;
private Uniform<int> texUniform;
private Uniform<float> time;
private VertexArray f_vao;
private VertexArray vao;
private VertexBuffer f_vbo;
private VertexBuffer vbo;
public ParticleRenderStream() { }
public override bool IsContextSharable => true;
public Rectangle ButtonBounding { get; private set; }
// render a controlling item
public void ButtonMain(
IEnumerable<PlainGeometryMesh> items
)
{
// Console.WriteLine("Render Button Itself");
GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, 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);/**/
GL.BindVertexArray(f_vao[0]); //GL.Assert(true);
foreach (PlainGeometryMesh mesh in items)
{
GL.ActiveTextureUnit((uint)TextureUnit.Texture1);
GL.BindTexture(glConst.TEXTURE_2D, f_t[0]);
GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8,
mesh.TextureImage.Width, mesh.TextureImage.Height,
FrameBufferChannel.RGBA, PixelChannelLayout.UByte,
mesh.TextureImage.ReadOnlyPixels);
GL.GenerateMipmap(glConst.TEXTURE_2D);
// GL.Assert(true);
GL.UseProgram(frameMainShader.Handle); //GL.Assert(true);
GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
}
// GL.ClearError();
// GL.Assert(true);
}
public void Main()
{
temp++;
// GL.ClearError();
GL.Viewport(0, 0, Width, Height);
// Console.Clear();
buffer.UpdateAllParticles();
// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.FrameBuffer));
GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, fbo[0]); //GL.Assert(true);
GL.BindVertexArray(vao[0]); //GL.Assert(true);
GL.ActiveTextureUnit((uint)TextureUnit.Texture0);
GL.BindTexture(glConst.TEXTURE_2D, t[0]); //GL.Assert(false);
GL.Viewport(0, 0, Width, Height);
/**/
GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, Width, Height,
FrameBufferChannel.RGBA, PixelChannelLayout.UByte);
/**/
// GL.Assert(false);
// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.FrameBuffer));
GL.ClearColor((0.6f + TimePassed) % 1.0f, 0.1f, 0.3f, 1);
// GL.Assert( false );
// Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.FrameBuffer));
GL.Clear(MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH/**/);
// GL.Assert(false);
GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]);
GL.SetBufferData<Vec4>(BufferType.ArrayBuffer, buffer.CoordAndRotationSpan,
BufferUsage.StreamDraw);
GL.UseProgram(s.Handle);
GL.SetUniformValue(cameraUniform, NativeCamera.CameraMatrix());
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);
if (i.Size != (Width, Height))
{
i = new Image<Rgba8>(Width, Height);
}
// GL.ClearError();
// Console.Write($"Size set to {Height},{Width}");
// Console.WriteLine($"Image resized to {i.Height} {i.Width}");
GL.GetTextureImage(Texture2DTarget.Texture2D, 0, FrameBufferChannel.RGBA,
PixelChannelLayout.UByte, i.Bytes);
/*
for (int num = 0; num < i.Bytes.Length; num+=10000)
{
Console.Write($"{i.Bytes[num]}\t");
}
/**/
// GL.Assert(true);
// i.Bytes.Fill(24);
GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, GlHandle.Zero);
// GL.Assert(true);
/**/
}
public void NothingMain()
{
GL.ClearError();
// GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, GlHandle.Zero);
GL.ClearColor(0.5f, 0.2f, 0.3f, 1.0f);
GL.Assert(false);
}
internal static Vec3 DefaultRotation(
TimeSpanProvider provider,
out float rotation
)
{
rotation = 1.0f / 60;
float angle = (float)provider.CurrentSecond * 2;
return (new Vec3<float>(MathF.Cos(angle), MathF.Sin(angle),
0)) * rotation;
}
protected override void CustomizeDeinit()
{
GL.DeleteProgram(s.Handle);
GL.DeleteProgram(frameMainShader.Handle);
GL.DeleteBuffers(vbo.Handles);
GL.DeleteBuffers(ebo.Handles);
GL.DeleteBuffers(f_vbo.Handles);
GL.DeleteBuffers(f_ebo.Handles);
GL.DeleteVertexArrays(vao.Handles);
GL.DeleteVertexArrays(f_vao.Handles);
GL.DeleteFrameBuffers(fbo.Handles);
GL.DeleteRenderBuffers(rbo.Handles);
GL.DeleteTextures(t.Handles);
GL.DeleteTextures(f_t.Handles);
}
protected override void CustomizeInit()
{
// GL.ClearError();
// GL.Assert(true);
buffer = new PlainInstancingBuffer<ParticleOnPlain>();
for (int i = 0; i < 10; i++)
{
float ai = MathF.Abs(i - 5.0f);
for (int t = 0; t < 10; t++)
{
float at = MathF.Abs(t - 5.0f);
ParticleOnPlain p = new ParticleOnPlain(buffer);
((IInstancing)p).Coord = new Vec3<float>(
(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
((IInstancing)p).Scale =
float.Min(i, t) * 0.15f;
((IInstancing)p).Motion = new GeometryMotion(
true, TimeProvider, DefaultRotation);
}
}
// GL.Assert(true);
// SetSizeLimit(800, 800, 800, 800);
s = new ShaderProgram(GL.CreateProgram());
frameMainShader = new ShaderProgram(GL.CreateProgram());
Shader pvs = CreateShaderSet(ShaderType.VertexShader, 2);
Shader pfs = CreateShaderSet(ShaderType.FragmentShader, 2);
// GL.Assert(true);
CompileShaderFromFile(pvs[0], Path.Combine("Shader", "particle.vert"));
// GL.Assert(true);
GL.AttachShader(s.Handle, pvs[0]);
// GL.Assert(true);
CompileShaderFromFile(pfs[0], Path.Combine("Shader", "particle.frag"));
GL.AttachShader(s.Handle, pfs[0]);
LinkShaderProgram(s.Handle);
// GL.Assert(true);
CompileShaderFromFile(pvs[1], Path.Combine("Shader", "fbo.vert"));
GL.AttachShader(frameMainShader.Handle, pvs[1]);
CompileShaderFromFile(pfs[1], Path.Combine("Shader", "fbo.frag"));
GL.AttachShader(frameMainShader.Handle, pfs[1]);
LinkShaderProgram(frameMainShader.Handle);
DeleteShaderSet(pvs);
DeleteShaderSet(pfs);
// GL.Assert(true);
vbo = new VertexBuffer(GL.GenBuffers(3));
vao = new VertexArray(GL.GenVertexArrays(1));
ebo = new ElementBuffer(GL.GenBuffers(1));
GL.BindBuffer(BufferType.ArrayBuffer, vbo[0]);
Rectangle rec = new Rectangle(0.05f, 0.05f, 0.05f, -0.05f, -0.05f, -0.05f, -0.05f,
0.05f);
// GL.Assert(true);
GL.BindVertexArray(vao[0]);
GL.BindBuffer(BufferType.ArrayBuffer, vbo[0]);
GL.SetBufferData(BufferType.ArrayBuffer, rec.VertexStream, BufferUsage.StaticDraw);
GL.BindBuffer(BufferType.ElementArrayBuffer, ebo[0]);
GL.BufferData(BufferType.ElementArrayBuffer, rec.VertexIndices,
BufferUsage.StaticDraw);
GL.VertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
GL.BindBuffer(BufferType.ArrayBuffer, vbo[1]);
GL.SetBufferData<Vec4<float>>(BufferType.ArrayBuffer, buffer.CoordAndRotationSpan,
BufferUsage.StreamDraw);
GL.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
GL.SetVertexAttribute(2, 1, TypeCode.Single, false, 4 * sizeof(float),
3 * sizeof(float));
GL.VertexAttributeDivisor(1, 1);
GL.VertexAttributeDivisor(2, 1);
GL.BindBuffer(BufferType.ArrayBuffer, vbo[2]);
GL.SetBufferData<float>(BufferType.ArrayBuffer, buffer.ScalingSpan,
BufferUsage.StaticDraw);
GL.SetVertexAttribute(3, 1, TypeCode.Single, false, sizeof(float), 0);
GL.VertexAttributeDivisor(3, 1);
GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero);
GL.BindVertexArray(GlHandle.Zero);
NativeCameraViewTarget([
0f,
0f,
-100f
], [
0f,
0f,
0f
], [
0f,
1f,
0f
]);
NativeCameraViewRange(new Degree(1.5f), Vec2.Zero, (50, 50));
cameraUniform = GL.GetUniform<GraphicsMatrix>(s.Handle, "Camera");
GL.UseProgram(s.Handle);
GlHandle[] frameBufferHandles = new GlHandle[1];
GL.GenFrameBuffers(frameBufferHandles);
fbo = new FrameBuffer(frameBufferHandles);
rbo = new RenderBuffer(GL.GenRenderBuffer(1));
GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, fbo[0]);
GL.BindRenderBuffer(rbo[0]);
// GL.Assert(true);
t = new TextureGL(GL.GenTextures(1));
GL.ActiveTextureUnit((uint)TextureUnit.Texture0);
GL.BindTexture(glConst.TEXTURE_2D, t[0]);
GL.TextureImage2d(Texture2DTarget.Texture2D, 0, glConst.RGBA8, Width, Height,
FrameBufferChannel.RGBA, PixelChannelLayout.UByte);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S,
(int)TextureWrap.Repeat);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T,
(int)TextureWrap.Repeat);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER,
(int)TextureFilter.Linear);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER,
(int)TextureFilter.Linear);
// GL.Assert(true);
GL.FrameBufferTexture2d(FrameBufferTarget.FrameBuffer, glAttachment.Color(0),
Texture2DTarget.Texture2D, t[0], 0);
GL.SetRenderBufferStorage(RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.DepthStencilAttachment, rbo[0]);
Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.FrameBuffer));
GL.BindFrameBuffer(FrameBufferTarget.FrameBuffer, GlHandle.Zero);
// GL.Assert(true);
i = new Image<Rgba8>(this.Size);
time = GL.GetUniform<float>(s.Handle, "time");
Vec2[] 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);
f_vao = new VertexArray(GL.GenVertexArrays(1));
f_vbo = new VertexBuffer(GL.GenBuffers(2));
f_ebo = new ElementBuffer(GL.GenBuffers(1));
// GL.Assert(true);
GL.BindVertexArray(f_vao[0]);
GL.BindBuffer(BufferType.ElementArrayBuffer, f_ebo[0]);
GL.SetBufferData(BufferType.ElementArrayBuffer, ButtonBounding.VertexIndices,
BufferUsage.StaticDraw);
// GL.Assert(true);
GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[0]);
GL.SetBufferData(BufferType.ArrayBuffer, ButtonBounding.VertexStream,
BufferUsage.StaticDraw);
GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
// GL.Assert(true);
GL.BindBuffer(BufferType.ArrayBuffer, f_vbo[1]);
GL.SetBufferData(BufferType.ArrayBuffer, buttonTextureCoordArray,
BufferUsage.StaticDraw);
GL.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
// GL.Assert(true);
f_t = new TextureGL(GL.GenTextures(1));
GL.ActiveTextureUnit((uint)TextureUnit.Texture1);
GL.BindTexture(glConst.TEXTURE_2D, f_t[0]);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S,
(int)TextureWrap.Repeat);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T,
(int)TextureWrap.Repeat);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER,
(int)TextureFilter.Nearest);
GL.TextureParameter(glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER,
(int)TextureFilter.Nearest);
// GL.Assert(true);
GL.UseProgram(frameMainShader.Handle);
texUniform = GL.GetUniform<int>(frameMainShader.Handle, "tex");
// GL.Assert(true);
GL.SetUniformValue(texUniform, 1);
// GL.Assert(true);
GL.ClearError();
GL.Assert(true);
}
private void CompileShaderFromFile(
GlHandle shader,
string path
)
{
byte[] source = File.ReadAllBytes(path);
if (source.Length == 0) {
throw new InvalidOperationException($"Shader source is empty: {path}");
}
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
Span<int> status = stackalloc int[1];
GL.GetShaderiv(shader, glConst.COMPILE_STATUS, status);
if (status[0] != 0) {
return;
}
throw new InvalidOperationException(
$"Failed to compile shader '{path}'.{Environment.NewLine}{GetShaderInfoLog(shader)}");
}
private Shader CreateShaderSet(
ShaderType type,
int count
)
{
GlHandle[] handles = new GlHandle[count];
for (int index = 0; index < handles.Length; index++) {
handles[index] = GL.CreateShader(type);
}
return new Shader(handles, type);
}
private void DeleteShaderSet(
Shader shaderSet
)
{
for (int index = 0; index < shaderSet.Count; index++) {
GL.DeleteShader(shaderSet[index]);
}
}
private string GetProgramInfoLog(
GlHandle program
)
{
Span<int> requiredLength = stackalloc int[1];
GL.GetProgramiv(program, glConst.INFO_LOG_LENGTH, requiredLength);
if (requiredLength[0] <= 1) {
return "OpenGL did not provide a program info log.";
}
byte[] bytes = new byte[requiredLength[0]];
GL.GetProgramInfoLog(program, out int written, bytes);
return Encoding.UTF8
.GetString(bytes, 0, Math.Clamp(written, 0, bytes.Length))
.TrimEnd('\0');
}
private string GetShaderInfoLog(
GlHandle shader
)
{
Span<int> requiredLength = stackalloc int[1];
GL.GetShaderiv(shader, glConst.INFO_LOG_LENGTH, requiredLength);
if (requiredLength[0] <= 1) {
return "OpenGL did not provide a shader info log.";
}
byte[] bytes = new byte[requiredLength[0]];
GL.GetShaderInfoLog(shader, out int written, bytes);
return Encoding.UTF8
.GetString(bytes, 0, Math.Clamp(written, 0, bytes.Length))
.TrimEnd('\0');
}
private void LinkShaderProgram(
GlHandle program
)
{
GL.LinkProgram(program);
Span<int> status = stackalloc int[1];
GL.GetProgramiv(program, glConst.LINK_STATUS, status);
if (status[0] != 0) {
return;
}
throw new InvalidOperationException(
$"Failed to link shader program.{Environment.NewLine}{GetProgramInfoLog(program)}");
}
}
}