daily update on 2024.03.18 by itload youmu

This commit is contained in:
YoumuLiu
2024-03-19 02:41:04 +08:00
parent 15bf989285
commit 0c50c6282e
200 changed files with 7663 additions and 3455 deletions
@@ -1,4 +1,34 @@
using StgSharp;
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Shader.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 System;
using System.Collections.Generic;
@@ -10,6 +40,12 @@ namespace StgSharp.Graphics
{
public partial class Form
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Shader CreateShader(ShaderType type, int count)
{
return new Shader(this.gl, gl.CreateShaderSet(count, type), type);
}
/// <summary>
/// Create an instance of <see cref="Shader"/> program
/// </summary>
@@ -20,18 +56,14 @@ namespace StgSharp.Graphics
return new ShaderProgram(GL);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Shader CreateShader(ShaderType type, int count)
{
return new Shader(this.gl, gl.CreateShaderSet(count, type), type);
}
}
public class Shader
{
private readonly IglFunc GL;
internal readonly glHandleSet handle;
public readonly ShaderType type;
private readonly IglFunc GL;
internal Shader(IglFunc gl, glHandleSet handle, ShaderType usage)
{
@@ -40,17 +72,6 @@ namespace StgSharp.Graphics
type = usage;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, string code)
{
if (code == null)
{
throw new ArgumentNullException("Must provide enough code");
}
GL.LoadShaderSource(handle[index], code + '\0');
GL.CompileShader(handle[index]);
}
//TODO:写链接着色器的文档注释
/// <summary>
///
@@ -63,16 +84,29 @@ namespace StgSharp.Graphics
GL.AttachShader(target.handle, handle[index]);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, string code)
{
if (code == null)
{
throw new ArgumentNullException("Must provide enough code");
}
GL.LoadShaderSource(handle[index], $"{code}\0");
GL.CompileShader(handle[index]);
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public class ShaderProgram
{
internal readonly glHandle handle;
private readonly IglFunc GL;
internal readonly glHandle handle;
/// <summary>
/// Inti a shader with no program attached.
@@ -83,29 +117,6 @@ namespace StgSharp.Graphics
handle = GL.CreateProgram();
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public unsafe void Link()
{
if (InternalIO.InternalLinkShaderProgram(GL.Context, handle.Value) == 0)
{
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
@@ -145,6 +156,29 @@ namespace StgSharp.Graphics
return new Uniform<T, U, V>(this, name, GL);
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public unsafe void Link()
{
if (InternalIO.InternalLinkShaderProgram(GL.Context, handle.Value) == 0)
{
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", string.Empty);
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
/// <summary>
/// Let the current context use this shader.
/// </summary>
@@ -153,5 +187,6 @@ namespace StgSharp.Graphics
{
GL.UseProgram(handle);
}
}
}
@@ -1,4 +1,34 @@
using StgSharp.Graphics;
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="ShaderGenerator.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.Graphics;
using System;
using System.Collections.Generic;
@@ -11,6 +41,7 @@ namespace StgSharp.Graphics.GL.ShaderEdit
{
public class ShaderGenerator
{
private List<string> codeList;
private List<ShaderFunction> usedShaderFunctions;
@@ -18,19 +49,18 @@ namespace StgSharp.Graphics.GL.ShaderEdit
{
throw new NotImplementedException();
}
}
public class ShaderFunction
{
private string name;
private List<string> codeList;
private List<ShaderParameter> inputList;
private string name;
private ShaderParameter outPut;
public int ParameterCount
{
get { return inputList.Count; }
}
public int ParameterCount => inputList.Count;
public void EmitCall(ShaderFunction function, ShaderParameter outPut, params ShaderParameter[] inputParams)
{
@@ -52,7 +82,7 @@ namespace StgSharp.Graphics.GL.ShaderEdit
throw new Exception("Provided parameters does not match function's parameter list.");
}
}
string codeLine = ""; // adding a line like " outvalue = Func(input1, input2,...); "
string codeLine = string.Empty; // adding a line like " outvalue = Func(input1, input2,...); "
if (outPut != ShaderParameter.Void)
{
codeLine += $"{outPut.name} = ";
@@ -65,13 +95,16 @@ namespace StgSharp.Graphics.GL.ShaderEdit
codeLine += ");\n";
codeList.Add(codeLine);
}
}
public class ShaderParameter
{
internal readonly InternalShaderType type;
internal readonly string name;
public static readonly ShaderParameter Void = new ShaderParameter(string.Empty, InternalShaderType.Void);
internal readonly bool isReadOnly;
internal readonly string name;
internal readonly InternalShaderType type;
public ShaderParameter(string name, InternalShaderType type)
{
@@ -80,8 +113,6 @@ namespace StgSharp.Graphics.GL.ShaderEdit
isReadOnly = false;
}
public static readonly ShaderParameter Void = new ShaderParameter("", InternalShaderType.Void);
public static bool IsSameType(ShaderParameter param1, ShaderParameter param2)
{
if (param1.type != InternalShaderType.Struct)
@@ -93,6 +124,7 @@ namespace StgSharp.Graphics.GL.ShaderEdit
throw new Exception("Struct is currently not supported.");
}
}
}
public enum InternalShaderType
@@ -1,4 +1,34 @@
using StgSharp.Math;
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Uniform.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.Math;
using System;
using System.Collections.Generic;
@@ -11,8 +41,14 @@ namespace StgSharp.Graphics
{
public class Uniform<T> where T : struct
{
internal glSHandle id;
private IglFunc GL;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
internal unsafe Uniform(
ShaderProgram program, string name, IglFunc gl)
@@ -21,18 +57,20 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
}
public class Uniform<T, U>
where T : struct
where U : struct
{
internal glSHandle id;
private IglFunc GL;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
internal unsafe Uniform(
ShaderProgram program, string name, IglFunc gl)
@@ -41,10 +79,6 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
}
public class Uniform<T, U, V>
@@ -52,8 +86,14 @@ namespace StgSharp.Graphics
where U : struct
where V : struct
{
internal glSHandle id;
private IglFunc GL;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
public unsafe Uniform(ShaderProgram program, string name, IglFunc gl)
{
@@ -61,10 +101,6 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
}
public class Uniform<T, U, V, W>
@@ -73,8 +109,14 @@ namespace StgSharp.Graphics
where V : struct
where W : struct
{
internal glSHandle id;
private IglFunc GL;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
internal unsafe Uniform(ShaderProgram program, string name, IglFunc gl)
{
@@ -82,14 +124,23 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
}
internal partial class GLonRender : IglFunc
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
@@ -120,21 +171,11 @@ namespace StgSharp.Graphics
api->glUniform4f(uniform.id.DirectValue, v0, v1, v2, v3);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
}
internal unsafe partial class GLonUpdate
{
private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1f;
private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1fv;
private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1i;
@@ -142,6 +183,53 @@ namespace StgSharp.Graphics
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal3f;
private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal4f;
private static void UniformVal1f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
}
private static unsafe void UniformVal1fv(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default, v = default;
frameOpBuffer.TryDequeue(out m);
frameOpBuffer.TryDequeue(out v);
activatedContext->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&v);
}
private static void UniformVal1i(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
}
private static void UniformVal2f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
}
private static void UniformVal3f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
}
private static void UniformVal4f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
}
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float f0, float f1, float f2)
{
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
@@ -194,55 +282,9 @@ namespace StgSharp.Graphics
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
Vec4d m = vec;
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(Vec4d*)&m);
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(&m));
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
}
private static void UniformVal1f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
}
private static unsafe void UniformVal1fv(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default, v = default;
frameOpBuffer.TryDequeue(out m);
frameOpBuffer.TryDequeue(out v);
activatedContext->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&v);
}
private static void UniformVal1i(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
}
private static void UniformVal2f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
}
private static void UniformVal3f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
}
private static void UniformVal4f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
}
}
}