daily update on 20240828 by nitload youmu, autotexture added

This commit is contained in:
Nitload
2024-08-28 10:58:31 +08:00
parent d082071f2d
commit 1ee4e4a42f
586 changed files with 60910 additions and 123106 deletions
@@ -1,232 +0,0 @@
Info 2024-06-10T03:51:45.3844560+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:51:45.5301845+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T03:51:45.5394697+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T03:53:05.2638737+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:53:05.3986813+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T03:53:05.4074243+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T03:53:20.0978686+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:53:20.2405718+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T03:53:20.2486427+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T03:58:44.9904084+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:59:35.5661006+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T03:59:35.7041981+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T04:02:09.9071531+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:02:10.7951542+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T04:02:10.8047643+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T04:05:20.9151190+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:05:21.0924552+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T04:05:21.1020065+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T04:05:53.0098837+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:05:53.1706206+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T04:05:53.1809108+08:00
No supported OpenGL extensions are found.
Info 2024-06-10T04:22:18.9955029+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:22:19.1161027+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info 2024-06-10T04:22:19.1243615+08:00
No supported OpenGL extensions are found.
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@@ -8,12 +8,21 @@
".NETCoreApp,Version=v6.0": {
"StgSharpDebug/1.0.0": {
"dependencies": {
"BidirectionalDict": "1.2.0",
"Microsoft.Windows.CsWin32": "0.3.49-beta"
},
"runtime": {
"StgSharpDebug.dll": {}
}
},
"BidirectionalDict/1.2.0": {
"runtime": {
"lib/netcoreapp3.1/BidirectionalDict.dll": {
"assemblyVersion": "1.2.0.0",
"fileVersion": "1.2.0.0"
}
}
},
"Microsoft.Windows.CsWin32/0.3.49-beta": {
"dependencies": {
"Microsoft.Windows.SDK.Win32Docs": "0.1.42-alpha",
@@ -40,6 +49,13 @@
"serviceable": false,
"sha512": ""
},
"BidirectionalDict/1.2.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-hjLTwpPTQBdseFVTVH1vf7Pbaj5ATKIM3DQN8Hup22ixyC14+r1bE4YFjtZmWfcegvJR74zYtatBTwpOHmIMNQ==",
"path": "bidirectionaldict/1.2.0",
"hashPath": "bidirectionaldict.1.2.0.nupkg.sha512"
},
"Microsoft.Windows.CsWin32/0.3.49-beta": {
"type": "package",
"serviceable": true,
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@@ -4,62 +4,49 @@
<name>StgSharpDebug</name>
</assembly>
<members>
<member name="T:StgSharp.Graphics.View">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.View.GetKeyStatus(StgSharp.Logic.ViewModelBase,StgSharp.KeyboardKey)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param name="form"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by searching its name.
</summary>
<param name="name">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.GL.BufferObjectBase">
<member name="T:StgSharp.Graphics.BufferObjectBase">
<summary>
Interface of all kinds OpenGL buffer objects
</summary>
</member>
<member name="P:StgSharp.Graphics.GL.BufferObjectBase.Item(System.Int32)">
<member name="P:StgSharp.Graphics.BufferObjectBase.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.BufferObjectBase.Bind(System.Int32)">
<member name="M:StgSharp.Graphics.BufferObjectBase.Bind(System.Int32)">
<summary>
Bind a buffer instance to OpenGL
</summary>
<param name="index">Index of handle of the object in this instance to be bind</param>
</member>
<member name="M:StgSharp.Graphics.GL.BufferObjectBase.ToString">
<member name="M:StgSharp.Graphics.BufferObjectBase.ToString">
<inheritdoc/>
</member>
<member name="T:StgSharp.Graphics.GL.ElementBuffer">
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by searching its name.
</summary>
<param name="name">the name of the Opengl function</param>
<returns>An Intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.OpenGL.ElementBuffer">
<summary>
A collection of handle to Element Buffer Object in OpenglFunc.
Each <see langword="uint"/> value indexed from instance of this class this
is the only handle to one Element Buffer Object.
</summary>
</member>
<member name="M:StgSharp.Graphics.GL.FrameBuffer.Bind(System.Int32)">
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(System.Int32)">
<summary>
Bind the frame buffer object with name frame buffer to the frame buffer target specified by target.
<see langword="FrameBufferTarget.All"/> will be set as default target.
</summary>
<param name="index">Index of object to be binded in handle set</param>
</member>
<member name="M:StgSharp.Graphics.GL.FrameBuffer.Bind(StgSharp.Graphics.GL.FrameBufferTarget,System.Int32)">
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.Int32)">
<summary>
Bind the frame buffer object with name frame buffer to the frame buffer target specified by target.
Target of this frame buffer should be set manually.
@@ -67,139 +54,140 @@
<param name="target">The frame buffer target of the binding operation.</param>
<param name="index">Index of object to be binded in handle set</param>
</member>
<member name="M:StgSharp.Graphics.GL.TextureGL.LoadTexture(System.Int32,StgSharp.Graphics.Image)">
<member name="M:StgSharp.Graphics.OpenGL.TextureGL.LoadTexture(System.Int32,StgSharp.Graphics.Image)">
<summary>
Load an <see cref="T:StgSharp.Graphics.Image" /> to certain texture.
</summary>
<param name="index"> </param>
<param name="i"> </param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteMatrixData``1(System.Int32,``0,StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferData">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteScalerData``1(System.Int32,``0[],StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferArray">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteScalerData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="scalerSpan">A <see cref="T:System.Span`1"/> of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteVectorData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="vectorSpan">A <see cref="T:System.Span`1"/> of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteVectorData``1(System.Int32,``0[],StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="vectorArray">A array of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.Unbind">
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.GL.glManager.LoadGLapi(StgSharp.Graphics.ViewPort)">
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteMatrixData``1(System.Int32,``0,StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Load all supported OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.ViewPort"/> context.
Set _data to current vertex buffer object
</summary>
<param name="vp">The <see cref="T:StgSharp.Graphics.ViewPort"/> used as current OpenGL context</param>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferData">Data to write in</param>
<param name="usage">How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.glManager.LoadGLfunc(System.String)">
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferArray">Data to write in</param>
<param name="usage">How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="scalerSpan">A <see cref="T:System.Span`1"/> of _data to write in</param>
<param name="usage">How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="vectorSpan">A <see cref="T:System.Span`1"/> of _data to write in</param>
<param name="usage">How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="vectorArray">A array of _data to write in</param>
<param name="usage">How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
</summary>
<param name="name">ContextName of the OpenGL api</param>
<returns>The funtion pointer of the api in stream of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.GL.glFunc.BindFrameBuffer(StgSharp.Graphics.GL.FrameBufferTarget,StgSharp.Graphics.glHandle)">
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadOpenGLApiTo(System.IntPtr)">
<summary>
Load all supported OpenGL APIs and bind them to given <see cref="T:StgSharp.MVVM.ViewPort"/>.
</summary>
<param name="contextHandle">The handle to current OpenGL viewPortDisplay</param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.BindFrameBuffer(StgSharp.Graphics.OpenGL.FrameBufferTarget,StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Bind a frame buffer to a frame buffer target
Same function as <see href="https://docs.gl/gl3/glBindFramebuffer">glBindFramebuffer</see>.
Same function as <see href="https://docs._gl/gl3/glBindFramebuffer">glBindFramebuffer</see>.
</summary>
<param name="target"> The frame buffer target of the binding operation.</param>
<param name="handle"> The handle of the frame buffer object to bind.</param>
</member>
<member name="M:StgSharp.Graphics.GL.glRenderStream.MakeAsCurrentContext">
<member name="M:StgSharp.Graphics.OpenGL.glRenderStream.MakeAsCurrentContext">
<summary>
Init an OpenGl context if current form has not been binded to any context. and set the context binded to
current form as current OpenGL context.
Initialize an OpenGl viewPortDisplay if current form has not been binded to any viewPortDisplay.
and set the viewPortDisplay binded to current form as current OpenGL viewPortDisplay.
</summary>
<exception cref="T:System.Exception">
Something goes wrong and StgSharp fails in creating a new OpenGL context.
Something goes wrong and StgSharp fails in creating a new OpenGL viewPortDisplay.
</exception>
</member>
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateElementBuffer(System.Int32)">
<member name="M:StgSharp.Graphics.OpenGL.glRenderStream.CreateElementBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.GL.ElementBuffer"/>.
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.ElementBuffer"/>.
</summary>
<param name="count">Amount of EBO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateTexture(System.Int32)">
<member name="M:StgSharp.Graphics.OpenGL.glRenderStream.CreateTexture(System.Int32)">
<summary>
Create a sets of <see cref="T:StgSharp.Graphics.GL.TextureGL"/>
Create a sets of <see cref="T:StgSharp.Graphics.OpenGL.TextureGL"/>
</summary>
<param name="count">Amount of textures to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateVertexArray(System.Int32)">
<member name="M:StgSharp.Graphics.OpenGL.glRenderStream.CreateVertexArray(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.GL.VertexArray"/>.
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexArray"/>.
</summary>
<param name="count">Amount of VAO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateVertexBuffer(System.Int32)">
<member name="M:StgSharp.Graphics.OpenGL.glRenderStream.CreateVertexBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.GL.VertexBuffer"/>.
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexBuffer"/>.
</summary>
<param name="count">Amount of Object to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateShaderProgram">
<member name="M:StgSharp.Graphics.OpenGL.glRenderStream.CreateShaderProgram">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.GL.Shader"/> program
Create an instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.GL.Shader"/> instance. </returns>
<returns>New instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader"/> instance. </returns>
</member>
<member name="M:StgSharp.Graphics.GL.Shader.AttachTo(System.Int32,StgSharp.Graphics.GL.ShaderProgram)">
<member name="M:StgSharp.Graphics.OpenGL.Shader.AttachTo(System.Int32,StgSharp.Graphics.OpenGL.ShaderProgram)">
<summary>
Attach one shader code to a shader program.
</summary>
<param name="target">Shader program to attach</param>
<param name="index">Index of shader code in current shader code set.</param>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.#ctor(StgSharp.Graphics.GL.glRenderStream)">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.#ctor(StgSharp.Graphics.OpenGL.glRenderStream)">
<summary>
Init a program with no shader attached.
CustomizeInit a program with no shader attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``1(System.String)">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
@@ -207,7 +195,7 @@
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``2(System.String)">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``2(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
@@ -215,7 +203,7 @@
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``3(System.String)">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``3(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
@@ -223,7 +211,7 @@
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``4(System.String)">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``4(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
@@ -231,43 +219,19 @@
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.Link">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Link">
<summary>
Link the shader to current context.
Link the shader to current viewPortDisplay.
</summary>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.Use">
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Use">
<summary>
Let the current context use this shader.
Let the current viewPortDisplay use this shader.
</summary>
</member>
<member name="T:StgSharp.Graphics.glHandle">
<member name="P:StgSharp.Graphics.Image.PixelUpdateCount">
<summary>
A handle to an OpenGL object,
must be indexed from a <see cref="T:StgSharp.Graphics.glHandleSet"/>.
Direct call will cause <see langword="InvalidOperationException"/>
</summary>
</member>
<member name="T:StgSharp.Graphics.glHandleSet">
<summary>
A handle to an OpenGL object.
</summary>
</member>
<member name="M:StgSharp.Graphics.glHandleSet.Release">
<summary>
Release all resource in this handle.
This will release all resource in this <see cref="T:StgSharp.Graphics.glHandle"/>.
This <see langword="glHandle"/> will be not usable.
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.SetAllUniforms">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.GL.ShaderProgram,System.String[])">
<summary>
Hash code of time pixels updated last time.
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition">
@@ -275,12 +239,22 @@
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GetConvertedGLtype">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.SetAllUniforms">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.RenderStream.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
@@ -290,9 +264,9 @@
<param name="maxWidth">Maximum width of current form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="M:StgSharp.Graphics.RenderStream.NativeCameraUniform(StgSharp.Graphics.GL.ShaderProgram,System.String)">
<member name="M:StgSharp.Graphics.RenderStream.NativeCameraUniform(StgSharp.Graphics.OpenGL.ShaderProgram,System.String)">
<summary>
Get <see cref="T:StgSharp.Graphics.GL.Uniform`1"/>(T is <see cref="T:StgSharp.Math.Matrix44"/>) uniform from a shader.
Get <see cref="T:StgSharp.Graphics.OpenGL.Uniform`1"/>(TView is <see cref="T:StgSharp.Math.Matrix44"/>) uniform from a shader.
This uniform will be used as projection matrix of this camera.
Additionally, for multi-shader rendering, each shader requires a uniform,
so do not ignore return value of this method.
@@ -300,11 +274,11 @@
<param name="source">Shader using this camera</param>
<param name="name">ContextName of projection camera named in shader</param>
<returns>
<see cref="T:StgSharp.Graphics.GL.Uniform`1"/>(T is <see cref="T:StgSharp.Math.Matrix44"/>) representing
<see cref="T:StgSharp.Graphics.OpenGL.Uniform`1"/>(TView is <see cref="T:StgSharp.Math.Matrix44"/>) representing
projection matrix in shader program.
</returns>
</member>
<member name="M:StgSharp.Graphics.Camera.GainAllUniforms(StgSharp.Graphics.GL.ShaderProgram,System.String[])">
<member name="M:StgSharp.Graphics.Camera.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
Get all uniform related to this <see cref="T:StgSharp.Graphics.Camera"/>.
</summary>
@@ -317,7 +291,7 @@
</member>
<member name="M:StgSharp.StgSharp.InitGL(System.Int32,System.Int32)">
<summary>
Init an instance of OpenGL program,
CustomizeInit an instance of OpenGL program,
This method should be called before any other StgSharp api.
</summary>
</member>
@@ -423,16 +397,6 @@
Data is actually stored in <see cref="T:StgSharp.Data.SSD"/>s in certain RAID mode.
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for checking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
@@ -443,6 +407,16 @@
Y position of an enemy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for checking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
@@ -474,7 +448,7 @@
<summary>
Calculate movement to center
</summary>
<param name="tick">Current time tick</param>
<param name="tick">CurrentBlueprint time tick</param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
@@ -482,13 +456,14 @@
A square
</summary>
</member>
<member name="M:StgSharp.Logic.Blueprint.RunRepeatedly(System.Func{System.Boolean})">
<member name="T:StgSharp.BluePrint.Blueprint">
<summary>
Run all nodes repeatedly until it is instructed to terminate.
A sets of complex logic designed for running in multi threads environment.
Warning: do not run a <see cref="T:StgSharp.BluePrint.Blueprint"/> instance in multi threads more than once.
</summary>
<param name="terminateInstructor">Instructor to terminate all tasks. Returns <see langword="true"/> if tasks should terminate</param>
</member>
<member name="T:StgSharp.Logic.BlueprintNode">
<member name="T:StgSharp.BluePrint.BlueprintNode">
<summary>
</summary>
@@ -497,27 +472,87 @@
in current node, the port on the other node cannot get the change.
</risk>
</member>
<member name="M:StgSharp.Logic.ViewModelBase.Show">
<member name="M:StgSharp.Collections.IBidirectionalDictionary`2.Contains(`1)">
<summary>
Init this form and render it on screen, and respond with operation
Determines whether the <see cref="T:StgSharp.Collections.IBidirectionalDictionary`2" /> contains the
specified key.
</summary>
<param name="key"> The value to locate in the <see cref="T:StgSharp.Collections.IBidirectionalDictionary`2" />. </param>
<returns>
true if the <see cref="T:StgSharp.Collections.IBidirectionalDictionary`2" /> contains an element with the
specified key; otherwise, false.
</returns>
</member>
<member name="M:StgSharp.Collections.IBidirectionalDictionary`2.Contains(`0)">
<summary>
Determines whether the <see cref="T:StgSharp.Collections.IBidirectionalDictionary`2" /> contains the
specified key.
</summary>
<param name="key"> The value to locate in the <see cref="T:StgSharp.Collections.IBidirectionalDictionary`2" />. </param>
<returns>
true if the <see cref="T:StgSharp.Collections.IBidirectionalDictionary`2"/> contains an element with the
specified key; otherwise, false.
</returns>
</member>
<member name="T:StgSharp.Timing.TimeSpanProvider">
<summary>
A microsecond-accuracy timer. It will refresh every a certain time span.
</summary>
</member>
<member name="P:StgSharp.Logic.ViewModelBase.Height">
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider"/> and define the length of time span. Length of a single time span is defined in microseconds.
</summary>
<param name="spanMicroSeconds"></param>
<param name="provider"></param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Double,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider"/> and define the length of time span.
Length of a single time span is defined in seconds.
</summary>
<param name="spanSeconds"></param>
<param name="provider"></param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,System.Int32,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider"/> and define the length of time span. Length of a single time span is defined in microseconds.
</summary>
<param name="spanLength"></param>
<param name="maxSpan"></param>
<param name="provider"></param>
</member>
<member name="P:StgSharp.Timing.TimeSpanProvider.SpanRefreshCallback">
<summary>
The method this <see cref="T:StgSharp.Timing.TimeSpanProvider"/> will call every time a new time span started.
</summary>
</member>
<member name="P:StgSharp.Timing.TimeSpanProvider.DefaultProvider">
<summary>
Time source provider provided in <see cref="T:StgSharp.StgSharp"/> internal framework.
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.UseViewModel(System.String)">
<summary>
CustomizeInit this form and render it on screen, and respond with operation
</summary>
</member>
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Height">
<summary>
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Logic.ViewModelBase.Size">
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Width">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Logic.ViewModelBase.Width">
<member name="P:StgSharp.MVVM.ViewModel.ViewModelBase.Size">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="M:StgSharp.Logic.ViewModelBase.SetSize(StgSharp.Math.vec2d)">
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSize(StgSharp.Math.vec2d)">
<summary>
Resize the current form
</summary>
@@ -525,7 +560,7 @@
A <see cref="T:StgSharp.Math.vec2d"/> (width,height) representing the new size of current form
</param>
</member>
<member name="M:StgSharp.Logic.ViewModelBase.SetSizeLimit(StgSharp.Math.vec2d,StgSharp.Math.vec2d)">
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(StgSharp.Math.vec2d,StgSharp.Math.vec2d)">
<summary>
Set the size limit of current form
</summary>
@@ -536,7 +571,7 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Logic.ViewModelBase.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
@@ -545,42 +580,26 @@
<param name="maxWidth">Maximum width of current form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="T:StgSharp.TimeSpanProvider">
<member name="T:StgSharp.MVVM.View.ViewBase">
<summary>
A microsecond-accuracy timer. It will refresh every a certain time span.
ViewBase is the base type for all view types, providing context binding and control element binding.
A complete view should contain one complete <see cref="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1"/>, <see cref="T:StgSharp.MVVM.View.ViewBase.ViewRender`1"/>, and <see cref="!:ViewResponder"/>,
which provide layout descriptions of control elements, user responses, and rendering implementations in the view.
Data between instances of <see cref="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1"/>, <see cref="T:StgSharp.MVVM.View.ViewBase.ViewRender`1"/>, and <see cref="T:StgSharp.MVVM.View.ViewBase.ViewResponder`1"/> is shared through <see cref="T:StgSharp.MVVM.View.ViewBase"/>.
</summary>
</member>
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Int64,StgSharp.Logic.TimeSourceProviderBase)">
<member name="M:StgSharp.MVVM.View.ViewBase.GetKeyStatus(StgSharp.KeyboardKey)">
<summary>
Create a new <see cref="T:StgSharp.TimeSpanProvider"/> and define the length of time span. Length of a single time span is defined in microseconds.
Get the status of a certain key on the keyboard.
</summary>
<param name="spanMicroSeconds"></param>
<param name="provider"></param>
<param name="key"></param>
<returns><see cref="T:StgSharp.KeyStatus"/> representing if a key is pressed or released.</returns>
</member>
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Double,StgSharp.Logic.TimeSourceProviderBase)">
<member name="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1">
<summary>
Create a new <see cref="T:StgSharp.TimeSpanProvider"/> and define the length of time span.
Length of a single time span is defined in seconds.
</summary>
<param name="spanSeconds"></param>
<param name="provider"></param>
</member>
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Int64,System.Int32,StgSharp.Logic.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.TimeSpanProvider"/> and define the length of time span. Length of a single time span is defined in microseconds.
</summary>
<param name="spanLength"></param>
<param name="maxSpan"></param>
<param name="provider"></param>
</member>
<member name="P:StgSharp.TimeSpanProvider.DefaultProvider">
<summary>
Time source provider provided in <see cref="T:StgSharp.StgSharp"/> internal framework.
</summary>
</member>
<member name="P:StgSharp.TimeSpanProvider.SpanRefreshCallback">
<summary>
The method this <see cref="T:StgSharp.TimeSpanProvider"/> will call every time a new time span started.
ViewDesigner provides descriptions of various controls in the view,
binds the controls to specific user actions and behaviors,
and describes the layout and interactions of each control.
</summary>
</member>
<member name="T:Windows.Win32.Foundation.COLORREF">