Files
stgsharp/源代码/StgSharpDebug/Test/Particle.cs
T

221 lines
6.9 KiB
C#

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
{
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"];
protected override void Deinit()
{
throw new NotImplementedException();
}
ShaderProgram s;
PlainInstancingBuffer<ParticleOnPlain> buffer;
VertexBuffer vbo;
VertexArray vao;
ElementBuffer ebo;
FrameBuffer fbo;
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 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);
FrameSizeCallback =
(IntPtr id, uint width, uint height) => glFunc.Viewport(0, 0, width, height);
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);
}
TextureGL t;
RenderBuffer rbo;
Image i;
protected override void Main(
in Dictionary<string, BlueprintPipeline> input,
in Dictionary<string, BlueprintPipeline> output)
{
buffer.UpdateAllParticles();
fbo.Bind(0);
vao.Bind(0);
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();
/**/
t.Bind2D(0);
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();
/**/
}
protected override void ProcessInput()
{
if (CheckKey(KeyboardKey.ESCAPE) == KeyStatus.PRESS)
{
InternalIO.glfwSetWindowShouldClose(CanvasHandle, 1);
}
}
}
}