214 lines
6.5 KiB
C#
214 lines
6.5 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="FBOframe.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.GL;
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using StgSharp.Logic;
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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 fboFrame : glRenderStream
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{
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ElementBuffer ebo;
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TriggerButton button;
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Rectangle tex;
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ShaderProgram s;
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TextureGL t;
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Uniform<int> texUniform;
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VertexArray vao;
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VertexBuffer vbo;
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internal TimeSpanProvider spanProvider;
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public fboFrame(ViewPort args, (int,int,int) cube) : base(args,cube)
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{
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}
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protected override string[] InputPortsName
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=>
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[
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"TextureInput"
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];
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protected override string[] OutputPortsName
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=>
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[
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"Output"
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];
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protected override void Deinit()
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{
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throw new NotImplementedException();
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}
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protected override void Init()
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{
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//spanProvider = new TimeSpanProvider(1 / 60.00f, TimeSpanProvider.DefaultProvider);
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SetSizeLimit(800, 800, 800, 800);
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FrameSizeCallback = new FrameBufferSizeHandler(
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(window, width, height) =>
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{
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glFunc.Viewport(0, 0, width, height);
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});
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vbo = CreateVertexBuffer(2);
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vao = CreateVertexArray(1);
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ebo = CreateElementBuffer(1);
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Rectangle rec = new Rectangle(
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-0.9f, 0.9f,
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0.9f, 0.9f,
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0.9f, -0.9f,
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-0.9f, -0.9f
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);
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/*
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Rectangle tex = new Rectangle(
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-0.8f, 0.8f, 0,
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0.8f, 0.8f, 0,
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0.8f, -0.8f, 0,
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-0.8f, -0.8f, 0
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);
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/**/
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/**/
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tex = new Rectangle(
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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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/**/
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s = CreateShaderProgram();
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Shader vert = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader frag = CreateShaderSegment(ShaderType.Fragment, 1);
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vert.Compile(0, Shader.FromCodeFile("Shader\\fbo.vert"));
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frag.Compile(0, Shader.FromCodeFile("Shader\\fbo.frag"));
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vert.AttachTo(0, s);
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frag.AttachTo(0, s);
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s.Link();
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vao.Bind(0);
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ebo.Bind(0);
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ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
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vbo.Bind(0);
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vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.Bind(1);
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vbo.WriteVectorData(1, tex.VertexStream, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(1, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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t = CreateTexture(1);
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t.Bind2D(0);
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t.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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t.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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TextureGL.Activate(TextureUnit.Unit0);
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texUniform = s.GetUniform<int>("tex");
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glFunc.SetUniformValue(texUniform, 0);
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ViewPortDesigner vpDesigner = new ViewPortDesigner();
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vpDesigner.CreateKeyboardButtonGroup(null,null,null,null,null);
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button = vpDesigner.CreateKeyboardButton(
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rec,null,false
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);
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}
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protected override void Main(
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in Dictionary<string, BlueprintPipeline> input,
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in Dictionary<string, BlueprintPipeline> output)
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{
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TexturePipeline p = input["TextureInput"].Args as TexturePipeline;
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Image i = (p ?? throw new Exception("Pipeline has null value")).Value;
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AnimationBuilder animation = new AnimationBuilder(
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(float f, out Polygon4 frame) =>
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{
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frame = tex;
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return i;
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}, TimeFunction.One);
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button.Enable(animation);
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FrameBuffer.BindNull();
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glFunc.ClearColor(0.4f, 0.1f, 0f, 1.0f);
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glFunc.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
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s.Use();
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vao.Bind(0);
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foreach (PlainGeometryMesh item in button)
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{
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t.LoadTexture(0, item.TextureImage);
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}
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glFunc.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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//glFunc.DrawElements(GeometryType.LINES, 6, TypeCode.UInt32, IntPtr.Zero);
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BlueprintPipeline.SkipAll(output);
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PollEvents();
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SwapBuffers();
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}
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protected override void ProcessInput()
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{
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}
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}
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}
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