daily update on 20240403 by nitload youmu
This commit is contained in:
@@ -4,12 +4,13 @@ using StgSharp.Graphics;
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using StgSharp.Math;
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using System;
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using System.Runtime.CompilerServices;
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namespace StgSharp
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{
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public class StgSharpDemoForm : Form
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{
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private Uniform<float, float, float> color;
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private Uniform<float, float, float, float> color;
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private ElementBuffer ebo;
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private Uniform<int> ourTexture;
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private Uniform<int> ourTexture2;
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@@ -18,48 +19,41 @@ namespace StgSharp
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private VertexArray vao;
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private VertexBuffer vbo;
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public static unsafe void ProcessInput(IntPtr windowPtr)
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protected override unsafe void ProcessInput()
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{
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if (InternalIO.glfwGetKey(windowPtr, (int)Operation.Key.ESCAPE)
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if (InternalIO.glfwGetKey(WindowID, (int)Operation.Key.ESCAPE)
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== KeyStatus.PRESS)
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{
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InternalIO.glfwSetWindowShouldClose(windowPtr, 1);
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InternalIO.glfwSetWindowShouldClose(WindowID, 1);
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}
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}
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public override void Deinit()
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protected override void DeInit()
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{
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/**/
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Console.WriteLine(1);
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vao.Dispose();
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Console.WriteLine(2);
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vbo.Dispose();
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Console.WriteLine(3);
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ebo.Dispose();
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Console.WriteLine(4);
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/**/
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}
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public unsafe void FormSizeCallback(IntPtr window, uint width, uint height)
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{
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gl.Viewport(0, 0, width, height);
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}
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public override void Init()
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protected override void Init()
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{
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InternalIO.InternalWriteLog("\n\n\n", "Program start", LogType.Info);
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SetMetadata(800, 800, "Hello, STG#!", IntPtr.Zero, null);
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MakeAsCurrentContext();
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this.LoadGLapi();
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SetSizeLimit(800, 800, 800, 800);
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this.LoadGLapi(null);
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FrameBufferSizeCallback =
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(IntPtr id, uint width, uint height) =>
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{
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gl.Viewport(0, 0, width, height);
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};
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{
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GL.Viewport(0, 0, width, height);
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};
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shader = CreateShaderProgram();
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var vertex = CreateShader(ShaderType.Vertex, 1);
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var fragment = CreateShader(ShaderType.Fragment, 1);
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@@ -67,22 +61,18 @@ namespace StgSharp
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vertex.AttachTo(0, shader);
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fragment.Compile(0, File.ReadAllText("Shader\\fragment.frag"));
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fragment.AttachTo(0, shader);
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shader.Link();
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Triangle tri = new Triangle(
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-0.5f, -0.3f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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);
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Rectangle rec = new Rectangle(
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-0.5f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f
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);
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Polygon5 polygon = new Polygon5(
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-0.4f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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@@ -90,59 +80,50 @@ namespace StgSharp
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0, -1, 0,
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-0.7f, -0.5f, 0.0f
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);
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vao = CreateVertexArray(1);
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vbo = CreateVertexBuffer(2);
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ebo = CreateElementBuffer(1);
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texture = CreateTexture(2);
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float[] texCoord = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f };
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gl.BindVertexArray(vao[0]);
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GL.BindVertexArray(vao[0]);
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ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
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vbo.SetValue(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW);
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gl.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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GL.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.SetValueArray(1, texCoord, BufferUsage.STATIC_DRAW);
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gl.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
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GL.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
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/**/
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gl.BindBuffer(BufferType.ARRAY_BUFFER, glHandle.Zero);
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GL.BindBuffer(BufferType.ARRAY_BUFFER, glHandle.Zero);
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vao.BindNull();
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/**/
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texture.Bind2D(0);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(0, "Shader\\Image1.png", null);
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texture.Bind2D(1);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(1, "Shader\\awesomeface.png", null);
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//color = GetUniform<float, float, float>(shader, "color");
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shader.Use();
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/**/
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color = shader.GetUniform<float, float, float>("color");
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color = shader.GetUniform<float, float, float, float>("color");
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ourTexture = shader.GetUniform<int>("ourTexture");
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gl.SetValue(ourTexture, 0);
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GL.SetValue(ourTexture, 0);
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ourTexture2 = shader.GetUniform<int>("ourTexture2");
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gl.SetValue(ourTexture2, 1);
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GL.SetValue(ourTexture2, 1);
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/**/
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}
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public override void Main()
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protected override void Main()
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{
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ProcessInput(WindowID);
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GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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gl.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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gl.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH );
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GL.Clear(MaskBufferBit.COLOR | MaskBufferBit.DEPTH);
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/**/
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vao.Bind(0);
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@@ -154,26 +135,25 @@ namespace StgSharp
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texture.Activate(TextureUnit.Unit1);
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texture.Bind2D(1);
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/**/
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/**/
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float time = CurrentFrameCount / 60.0f;
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gl.SetValue(color,
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GL.SetValue(color,
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0.5f + MathF.Cos(time),
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0.5f + MathF.Sin(time * 0.66667f + 2 * Scaler.Pi / 3),
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0.5f + MathF.Sin(time * 0.33333f + Scaler.Pi / 3)
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0.5f + MathF.Sin(time * 0.33333f + Scaler.Pi / 3),
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time
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);
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vao.Bind(0);
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gl.DrawElements(GepmetryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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vao.BindNull();
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/**/
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Console.Clear();
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Console.WriteLine(FrameSpeed);
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GL.DrawElements(GepmetryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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//vao.BindNull();
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/**/
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}
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//[RenderActivity(RenderPriority.Default,false)]
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[MultiFrameActivity()]
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public void Beep()
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{
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if (CurrentFrameCount%60==0)
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@@ -181,6 +161,14 @@ namespace StgSharp
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Console.Beep();
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}
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}
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[MethodImpl(MethodImplOptions.NoOptimization)]
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[RenderActivity(RenderPriority.Pre_1)]
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public void NoOp()
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{
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int a = 1;
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}
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}
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internal static class Program
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@@ -196,41 +184,10 @@ namespace StgSharp
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StgSharp.InitGL(4, 6);
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StgSharp.GlobalSetting.VSyncActivated = false;
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StgSharpDemoForm demoForm = new StgSharpDemoForm();
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demoForm.Init();
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demoForm.Show();
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StgSharp.Terminate();
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/**/
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/*
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GLparamQueue queue = new GLparamQueue();
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Thread t = default;
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for (int i = 0; i < 100; i++)
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{
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M128 m = new M128();
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m.Write<int>(0, 1 + i);
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m.Write<int>(1, 10 - i);
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m.Write<Int64>(1, 511L * i);
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queue.Enqueue(m);
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if (i == 10)
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{
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t = new Thread(new ThreadStart(
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() =>
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{
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for (int i = 0; i < 100; i++)
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{
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M128 m = default;
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queue.TryDequeue(out m);
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Console.WriteLine(m.ToString(10));
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}
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}
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));
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t.Start();
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}
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}
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t.Join();
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/**/
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}
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catch (Exception ex)
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{
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@@ -1,6 +1,6 @@
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#version 330 core
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in vec3 TexColor;
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in vec4 TexColor;
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in vec2 TexCoord;
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out vec4 FragColor;
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@@ -12,6 +12,6 @@ void main()
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{
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vec4 tex1 = texture(ourTexture, TexCoord);
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vec4 tex2 = texture(ourTexture2,TexCoord);
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FragColor = mix(tex1 * vec4( TexColor,1.0),tex2,0.2) /* *vec4( TexColor,1.0) /**/;
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FragColor = mix(tex1 * vec4( TexColor.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
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}
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@@ -4,22 +4,22 @@ layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aColor;
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layout(location = 2) in vec2 aTextCoord;
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out vec3 TexColor;
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out vec4 TexColor;
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out vec2 TexCoord;
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uniform vec3 color;
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uniform vec4 color;
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void main()
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{
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float as = color.z-0.5;
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float ac = sqrt(1 - as * as);
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float as = sin( color.w );
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float ac = cos( color.w );
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mat4x4 rotation = mat4x4(
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ac,-as,0,0,
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as,ac,0,0,
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0,0,1,0,
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0,0,0,1
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);
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gl_Position = rotation * (vec4(aPos.xyz,1.0) + vec4(color.xy-vec2(0.5,0.5),0.0,0.0));
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gl_Position = rotation * (vec4(aPos.xyz,1.0) + vec4(color.yz-vec2(0.5,0.5),0.0,0.0));
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TexColor = color;
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TexCoord = aTextCoord;
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}
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@@ -14,7 +14,7 @@ using System.Reflection;
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[assembly: System.Reflection.AssemblyCompanyAttribute("StgSharpDebug")]
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[assembly: System.Reflection.AssemblyConfigurationAttribute("Benchmark")]
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[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+b207f16616b7bd967d647a809cc27e7174063451")]
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[assembly: System.Reflection.AssemblyProductAttribute("StgSharpDebug")]
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[assembly: System.Reflection.AssemblyTitleAttribute("StgSharpDebug")]
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[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
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@@ -1 +1 @@
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e340c06b75b4a2ce53efde5f4632c7a375a08a6b1987e3663da0e443a4eb16a3
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50e37e0ed71a61b1b7b47268eb70b9151cfe47ecf112ddfa3cfa0ee8cc1f16ab
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+2
@@ -1,4 +1,6 @@
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is_global = true
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build_property.CsWin32InputMetadataPaths = C:\Users\Nitlo\.nuget\packages\microsoft.windows.sdk.win32metadata\55.0.45-preview\Windows.Win32.winmd|C:\Users\Nitlo\.nuget\packages\microsoft.windows.wdk.win32metadata\0.9.9-experimental\Windows.Wdk.winmd
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build_property.CsWin32InputDocPaths = C:\Users\Nitlo\.nuget\packages\microsoft.windows.sdk.win32docs\0.1.42-alpha\apidocs.msgpack
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build_property.TargetFramework = net6.0
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build_property.TargetPlatformMinVersion =
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build_property.UsingMicrosoftNETSdkWeb =
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Binary file not shown.
@@ -14,7 +14,7 @@ using System.Reflection;
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[assembly: System.Reflection.AssemblyCompanyAttribute("StgSharpDebug")]
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[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
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[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+ea2a4a7dcb0a67c25bbc49839aeb8cd582ba0408")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+b207f16616b7bd967d647a809cc27e7174063451")]
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[assembly: System.Reflection.AssemblyProductAttribute("StgSharpDebug")]
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[assembly: System.Reflection.AssemblyTitleAttribute("StgSharpDebug")]
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[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
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@@ -1 +1 @@
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c385dcdffa8fc64c5dbee012681b30ca72e22bfa0e770022c4e8ab92f11215ca
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5c1bd2ac8d9fe16bf2ab0a5b01f61de1cb52ad65e451491eb0a98f7a70a05f45
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@@ -1 +1 @@
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87387179d403eda220c231b05b13d28d27488334b6bc1d1fc43e415db883f5d6
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f9370ab911323f2fc92c1c2ce1e7900aee75fcff307963d78d083d0a270310cc
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Binary file not shown.
Binary file not shown.
@@ -1 +1 @@
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{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/ea2a4a7dcb0a67c25bbc49839aeb8cd582ba0408/*"}}
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{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/b207f16616b7bd967d647a809cc27e7174063451/*"}}
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@@ -24,12 +24,6 @@
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</summary>
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</member>
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<member name="P:StgSharp.Graphics.Form.GL">
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<summary>
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OpenGL package binded to current form context.
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A OpenGL context is only binded to current form.
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</summary>
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</member>
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<member name="P:StgSharp.Graphics.Form.Height">
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<summary>
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Height of this form, represent in <see cref="T:System.Int32"/>
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@@ -47,8 +41,9 @@
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</member>
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<member name="M:StgSharp.Graphics.Form.Init">
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<summary>
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Necessary operation to init this form.
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Necessary operation to init graphic elements this form.
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</summary>
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<param name="gl">OpenGL library binded to current form.</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.Main">
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<summary>
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@@ -101,15 +96,9 @@
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</summary>
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<param name="minWidth">Minimum width of current form</param>
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<param name="minHeight">Minimum height of current form</param>
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<param name="maxWidth">Maximum width of curent form</param>
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<param name="maxWidth">Maximum width of current form</param>
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<param name="maxHeight">Maximum height of current form</param>
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</member>
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<member name="M:StgSharp.Graphics.Form.GetGL">
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<summary>
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Get OpenGL library of this form's context.
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</summary>
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<returns>A <see cref="T:StgSharp.Graphics.IglFunc"/> package contains all opengl APIs</returns>
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</member>
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<member name="M:StgSharp.Graphics.Form.Show">
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<summary>
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Init this form and render it on screen, and respond with operation
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@@ -263,7 +252,7 @@
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
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<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form)">
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<summary>
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Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
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</summary>
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@@ -303,11 +292,11 @@
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.Shader.AttachTo(System.Int32,StgSharp.Graphics.ShaderProgram)">
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<summary>
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</summary>
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<param name="target"></param>
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<param name="index"></param>
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<summary>
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Attach one shader code to a shader program.
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</summary>
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<param name="target">Shader program to attach</param>
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<param name="index">Index of shader code in current shader code set.</param>
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.#ctor(StgSharp.Graphics.Form)">
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<summary>
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@@ -338,6 +327,14 @@
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<param name="name">Name of the Uniform in shader code</param>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``4(System.String)">
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<summary>
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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</summary>
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<param name="name">Name of the Uniform in shader code</param>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.Link">
|
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<summary>
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Link the shader to current context.
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@@ -348,274 +345,6 @@
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Let the current context use this shader.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
|
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<summary>
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Same function as OpenGL api glActiveTexture
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</summary>
|
||||
<param name="type">type of texture to activate</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)">
|
||||
<summary>
|
||||
Operation after alignment by calling <see cref="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)"/>.
|
||||
No calling of this method is acceptable, but it will bring the risk
|
||||
of that relevant code will not run if it is interrupted by frame overtime.
|
||||
Please call this method immediately after calling <see cref="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)"/>,
|
||||
too early or sonner may cause <see cref="T:System.InvalidOperationException"/>.
|
||||
</summary>
|
||||
<param name="form">The form used as frame update benchmark.</param>
|
||||
<param name="action">Operation after frame update alignment.</param>
|
||||
<exception cref="T:System.InvalidOperationException">The action binded to a wrong alignment.</exception>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
|
||||
<summary>
|
||||
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
|
||||
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
|
||||
This method is used as sigle thread method. If more than one
|
||||
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
|
||||
</summary>
|
||||
<param name="form">The form used as frame update benchmark.</param>
|
||||
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.AttachShader(StgSharp.Graphics.glHandle,StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Same fucntion as OpenGL api glAttachShader.
|
||||
Only the first <see href="shader"/> in handle
|
||||
will be attached to the first <see href="program"/> in handle.
|
||||
The rest shader and program will be ignored.
|
||||
</summary>
|
||||
<param name="program">Shader program to be attachec</param>
|
||||
<param name="shader">A shader part to attach</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.BindBuffer(StgSharp.Graphics.BufferType,StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Bind the indexed buffer object to certain type of buffer
|
||||
</summary>
|
||||
<param name="bufferType"></param>
|
||||
<param name="handle"></param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.BindTexture(System.UInt32,StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Same function as OpenGL api, glBindTexture.
|
||||
</summary>
|
||||
<param name="type">Type of texture to bind</param>
|
||||
<param name="texture">Sign of texture</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.BindVertexArray(StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Same function as OpenGL api, glBindVertexArray
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.Clear(StgSharp.Graphics.MaskBufferBit)">
|
||||
<summary>
|
||||
Clear buffers to preset values
|
||||
</summary>
|
||||
<param name="mask"></param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
|
||||
<summary>
|
||||
Call apiClearColor in OpenGL
|
||||
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
|
||||
Values specified by apiClearColor are clamped to the range [0,1]
|
||||
</summary>
|
||||
<param name="R">Specify the red values used when the color buffers are cleared.</param>
|
||||
<param name="G">Specify the red values used when the color buffers are cleared.</param>
|
||||
<param name="B">Specify the red values used when the color buffers are cleared.</param>
|
||||
<param name="A">Specify the red values used when the color buffers are cleared.</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.CreateProgram">
|
||||
<summary>
|
||||
Same function as OpenGL api, glCreateProgram
|
||||
</summary>
|
||||
<returns>A handle representing a single shader program</returns>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.CreateProgram(System.Int32)">
|
||||
<summary>
|
||||
Same function as OpenGL api, glCreateProgram.
|
||||
Used for creating multiple shader program.
|
||||
</summary>
|
||||
<returns>A handle representing all shader programs</returns>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
|
||||
<summary>
|
||||
Creates a form and its associated
|
||||
</summary>
|
||||
<param name="width">Required width</param>
|
||||
<param name="height">Required width</param>
|
||||
<param name="tittle">Tittle of the window </param>
|
||||
<param name="monitor"></param>
|
||||
<param name="share"></param>
|
||||
<exception cref="T:System.Exception"></exception>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffer(StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Same function as OpenGL api, glDeleteBuffer. This method can delete one buffer in one call
|
||||
</summary>
|
||||
<param name="handle">a handle representing the buffer to be deleted</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(StgSharp.Graphics.glHandleSet)">
|
||||
<summary>
|
||||
Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
|
||||
</summary>
|
||||
<param name="handleSet">Array of buffers to be deleted</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(StgSharp.Graphics.glHandleSet)">
|
||||
<summary>
|
||||
Same function as OpenGL api, glDeleteVertexArrays
|
||||
</summary>
|
||||
<param name="handleSet">Handle of vertex objects.</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.DrawElements(StgSharp.Graphics.GepmetryType,System.UInt32,System.TypeCode,System.IntPtr)">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
<param name="mode"></param>
|
||||
<param name="count"></param>
|
||||
<param name="type"></param>
|
||||
<param name="ptr"></param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.Int32)">
|
||||
<summary>
|
||||
Same fucntion as the OpenGL api glGenBuffers
|
||||
</summary>
|
||||
<param name="count"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.Int32)">
|
||||
<summary>
|
||||
Same fucnction as OpenGL api glGenTextures.
|
||||
</summary>
|
||||
<param name="count">amount of textures to generate</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.Int32)">
|
||||
<summary>
|
||||
Same fucntion as OpenGL api, glGenVertexArray
|
||||
</summary>
|
||||
<param name="count">Amount of vao to be generated</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.GetUniformLocation(StgSharp.Graphics.glHandle,System.String)">
|
||||
<summary>
|
||||
Same fucntion as OpenGL api, glGetUniformLocation
|
||||
</summary>
|
||||
<param name="program">Shader program to find the uniform</param>
|
||||
<param name="name">Name of the uniform </param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.MakeContexCurrent(StgSharp.Graphics.Form)">
|
||||
<summary>
|
||||
Make the OpenGL context of a certain <see cref="T:StgSharp.Graphics.Form"/> as the activated OpenGL context.
|
||||
</summary>
|
||||
<param name="form"></param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
|
||||
<summary>
|
||||
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
|
||||
all types of parameters are float.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
|
||||
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
|
||||
<summary>
|
||||
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
|
||||
all types of parameters are float.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
|
||||
<param name="v0">The value to be set</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
|
||||
<summary>
|
||||
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
|
||||
all types of parameters are int.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
|
||||
<param name="i0">The value to be set</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
|
||||
<summary>
|
||||
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
|
||||
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
|
||||
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
|
||||
<summary>
|
||||
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
|
||||
all types of parameters are float.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
|
||||
<param name="v0">The first value to be set</param>
|
||||
<param name="v1">The second value to be set</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
|
||||
<summary>
|
||||
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
|
||||
all types of parameters are float.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
|
||||
<param name="v0">The first value to be set</param>
|
||||
<param name="v1">The second value to be set</param>
|
||||
<param name="v2">The third value to be set</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
|
||||
<summary>
|
||||
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
|
||||
all types of parameters are float.
|
||||
</summary>
|
||||
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
|
||||
<param name="v0">The first value to be set</param>
|
||||
<param name="v1">The second value to be set</param>
|
||||
<param name="v2">The third value to be set</param>
|
||||
<param name="v3">The forth value to be set</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.TypeCode,System.Boolean,System.UInt32,System.Int32)">
|
||||
<summary>
|
||||
Set how a shader parameter read data from a VBO.
|
||||
</summary>
|
||||
<param name="index">Serial number of the parameter</param>
|
||||
<param name="size">Amount of data each elements contains</param>
|
||||
<param name="t">Type of data read by shader</param>
|
||||
<param name="normalized"></param>
|
||||
<param name="stride">Pixels stride of each sets of data</param>
|
||||
<param name="pointer"></param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d``1(System.Int32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Same function as OpenGL api glTexImage2d
|
||||
</summary>
|
||||
<param name="target">texture target to load image in</param>
|
||||
<param name="level">level of mipmap, 0 if default</param>
|
||||
<param name="internalformat">OpenGL's internal color channel format</param>
|
||||
<param name="width">width of image</param>
|
||||
<param name="height">height of image</param>
|
||||
<param name="format">color channels of this image</param>
|
||||
<param name="type">how this image express each pixel</param>
|
||||
<param name="pixels">data array of pixels</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.TextureParameter(System.Int32,System.UInt32,System.Int32)">
|
||||
<summary>
|
||||
Same fucntion as OpenGL api glTexParameteri
|
||||
</summary>
|
||||
<param name="target">texture target to set parameters</param>
|
||||
<param name="pname">name of parameter</param>
|
||||
<param name="param">value of parameter</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.UseProgram(StgSharp.Graphics.glHandle)">
|
||||
<summary>
|
||||
Same fucntion as OpenGL api glUseShader.
|
||||
</summary>
|
||||
<param name="program">Sign of program to be used</param>
|
||||
</member>
|
||||
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.UInt32,System.UInt32)">
|
||||
<summary>
|
||||
Same function as the OpenGL api, glViewPort
|
||||
</summary>
|
||||
<param name="x"></param>
|
||||
<param name="y"></param>
|
||||
<param name="width"></param>
|
||||
<param name="height"></param>
|
||||
</member>
|
||||
<member name="P:StgSharp.IEntity.CollisionSensor">
|
||||
<summary>
|
||||
A sensor used for cheking out if a bullet hit a player or something else
|
||||
@@ -802,13 +531,6 @@
|
||||
A pair of <see cref="T:System.Boolean"/> value
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StgSharp.Logic.Bool2.Value">
|
||||
<summary>
|
||||
A <see cref="T:System.UInt16"/> value.
|
||||
The lower byte is <see cref="F:StgSharp.Logic.Bool2.bool0"/>,
|
||||
and higher byte is <see cref="F:StgSharp.Logic.Bool2.bool1"/>.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StgSharp.Logic.Bool2.bool0">
|
||||
<summary>
|
||||
The first <see cref="T:System.Boolean"/> value.
|
||||
@@ -819,6 +541,13 @@
|
||||
The second <see cref="T:System.Boolean"/> value.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StgSharp.Logic.Bool2.Value">
|
||||
<summary>
|
||||
A <see cref="T:System.UInt16"/> value.
|
||||
The lower byte is <see cref="F:StgSharp.Logic.Bool2.bool0"/>,
|
||||
and higher byte is <see cref="F:StgSharp.Logic.Bool2.bool1"/>.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StgSharp.TimeSpanProvider">
|
||||
<summary>
|
||||
A microsecond-accuracy timer. It will refresh every a certain time span.
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user