429 lines
14 KiB
C#
429 lines
14 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.Internal.OpenGL;
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using StgSharp.Math;
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using StgSharp.Timing;
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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 : glRender
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{
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private AutoTextureGL autoT;
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private ElementBuffer ebo;
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private ElementBuffer f_ebo;
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private FrameBuffer fbo;
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private Image i;
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private int temp = 0;
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private PlainInstancingBuffer<ParticleOnPlain> buffer;
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private RenderBuffer rbo;
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private ShaderProgram frameMainShader;
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private ShaderProgram s;
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private TextureGL f_t;
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private TextureGL t;
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private Uniform<int> texUniform;
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private Uniform<float> time;
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private VertexArray f_vao;
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private VertexArray vao;
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private VertexBuffer f_vbo;
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private VertexBuffer vbo;
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public ParticleRenderStream() { }
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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
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{
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get;
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private set;
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}
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//render a controlling item
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public void ButtonMain( 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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//autoT.SelectTextureAndBind(mesh.TextureImage);
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f_t.LoadTexture( 0, mesh.TextureImage );
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//GL.Assert(true);
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frameMainShader.Use(); //GL.Assert(true);
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GL.DrawElements(
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GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero );
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}
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//GL.ClearError();
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//GL.Assert(true);
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}
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public void Main()
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{
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temp++;
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//GL.ClearError();
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GL.Viewport( 0, 0, ( uint )Width, ( uint )Height );
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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(false);
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GL.Viewport( 0, 0, ( uint )Width, ( uint )Height );
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/**/
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GL.TextureImage2d<byte>(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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( uint )Width, ( uint )Height, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, null );
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/**/
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//GL.Assert(false);
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//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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GL.ClearColor( ( 0.6f + TimePassed ) % 1.0f, 0.1f, 0.3f, 1 );
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//GL.Assert( false );
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//Console.WriteLine(GL.CheckFrameBufferStatus(FrameBufferTarget.All));
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GL.Clear( MaskBufferBit.COLOR /**/ | MaskBufferBit.DEPTH /**/ );
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//GL.Assert(false);
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vbo.Bind( 1 );
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vbo.WriteVectorData<Vec4>(
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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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//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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//Console.Write($"size set to {Height},{Width}");
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//Console.WriteLine($"Image resized to {i.Height} {i.Width}");
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GL.GetTextureImage(
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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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public void NothingMain()
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{
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GL.ClearError();
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//GL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
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GL.ClearColor( 0.5f, 0.2f, 0.3f, 1.0f );
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GL.Assert( false );
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}
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public void RenderButton(
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ButtonStatus status,
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float statusBegin,
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in TextureProvider provider )
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{
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provider.UpdateFromImage( i );
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}
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internal static Vec3 DefaultRotation(
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TimeSpanProvider provider,
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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 Vec3( Scaler.Cos( angle ), Scaler.Sin( angle ),
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0 ) ) * provider.SpanLengthLowPrecession;
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}
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protected override void CustomizeDeinit() { }
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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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float ai = Scaler.Abs( i - 5.0f );
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for( int t = 0; t < 10; t++ ) {
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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 Vec3(
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( ( ( -5 ) + i ) * 0.2f ) + 0.1f,
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( ( ( -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, TimeProvider, DefaultRotation );
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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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0.05f, 0.05f, 0.05f, -0.05f, -0.05f, -0.05f, -0.05f, 0.05f );
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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(
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0, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
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vbo.WriteVectorData<Vec4>(
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1, buffer.CoordAndRotationSpan, BufferUsage.StreamDraw );
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vao.SetVertexAttribute(
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1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
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vao.SetVertexAttribute(
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2, 1, TypeCode.Single, false, 4 * sizeof( float ),
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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>(
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2, buffer.ScalingSpan, BufferUsage.StaticDraw );
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vao.SetVertexAttribute(
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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( (0, 0, -100), (0, 0, 0), (0, 1, 0) );
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NativeCameraViewRange( new Degree( 1.5f ), Vec2.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.Assert(true);
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t = CreateTexture( 1 );
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t.Bind2D( 0 );
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GL.TextureImage2d<byte>(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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( uint )Width, ( uint )Height, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, null! );
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t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
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t.Set2dFilterProperty(
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0, TextureFilter.Linear, TextureFilter.Linear );
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//GL.Assert(true);
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GL.FrameBufferTexture2d(
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FrameBufferTarget.All, glAttachment.Color( 0 ),
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Texture2DTarget.Texture2D, t[ 0 ], 0 );
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GL.SetRenderBufferStorage(
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RenderBufferInternalFormat.Depth24_Stencil8, this.Size );
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GL.CombineFrameBufferRenderBuffer(
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FrameBufferAttachment.DepthAndStencil, rbo[ 0 ] );
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Console.WriteLine(
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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(
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this.Size, ImageChannel.WithAlphaChannel, imageStream );
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time = s.GetUniform<float>( "time" );
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Vec2[] 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, 0.9f, 0.9f, 0.9f, -0.9f, -0.9f, -0.9f );
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//GL.Assert(true);
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ButtonTextureProvider = new TextureProvider(
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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(
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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(
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0, ButtonBounding.VertexStream, BufferUsage.StaticDraw );
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f_vao.SetVertexAttribute(
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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(
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1, buttonTextureCoordArray, BufferUsage.StaticDraw );
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f_vao.SetVertexAttribute(
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1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
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//GL.Assert(true);
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autoT = CreateAutoTexture( 4 );
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autoT.DefaultTextureProperty = new TextureProperty(
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TextureFilter.Nearest, TextureFilter.Nearest,
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TextureWrap.Repeat, TextureWrap.Repeat );
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f_t = CreateTexture( 1 );
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f_t.Bind2D( 0 );
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f_t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
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f_t.Set2dFilterProperty(
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0, TextureFilter.Nearest, TextureFilter.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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GL.ClearError();
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GL.Assert( true );
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}
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}
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}
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