daily update on 20240828 by nitload youmu, autotexture added
This commit is contained in:
@@ -1,4 +1,34 @@
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using StgSharp.Graphics.OpenGL;
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="IglConvertable.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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@@ -10,26 +40,26 @@ namespace StgSharp.Graphics.ShaderEdit
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{
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public interface IglConvertable
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{
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/// <summary>
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///
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/// </summary>
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public void SetAllUniforms();
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/// <summary>
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///
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/// </summary>
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public void GainAllUniforms(ShaderProgram source, params string[] uniformName);
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/// <summary>
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///
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/// </summary>
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public void DisplayGLtypeDefinition();
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/// <summary>
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///
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/// </summary>
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public void GainAllUniforms(ShaderProgram source, params string[] uniformName);
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public ShaderStruct GetConvertedGLtype();
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/// <summary>
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///
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/// </summary>
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public void SetAllUniforms();
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}
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}
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@@ -44,30 +44,31 @@ namespace StgSharp.Graphics.OpenGL
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public abstract partial class glRenderStream : RenderStream
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected sealed override Shader CreateShaderSegment(ShaderType type, int count)
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{
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return new Shader( GL.CreateShaderSet(count, type), type, this);
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}
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/// <summary>
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/// Create an instance of <see cref="Shader"/> program
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/// </summary>
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/// <returns>New instance of <see cref="Shader"/> instance. </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected sealed override ShaderProgram CreateShaderProgram()
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protected override sealed ShaderProgram CreateShaderProgram()
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{
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return new ShaderProgram(this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override sealed Shader CreateShaderSegment(ShaderType type, int count)
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{
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return new Shader(GL.CreateShaderSet(count, type), type, this);
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}
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}
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public class Shader : ISSDSerializable
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{
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private readonly GlFunction GL;
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private readonly OpenGLFunction GL;
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internal readonly GlHandle[] handle;
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public readonly ShaderType type;
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public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
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internal unsafe Shader(GlHandle[] handle, ShaderType usage, glRenderStream stream)
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{
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this.handle = handle;
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@@ -75,6 +76,8 @@ namespace StgSharp.Graphics.OpenGL
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type = usage;
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}
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public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
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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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@@ -86,14 +89,13 @@ namespace StgSharp.Graphics.OpenGL
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GL.AttachShader(target.handle, handle[index]);
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}
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public static byte[] FromCodeFile(string fileRoute)
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public void CheckStatus(int index, ShaderStatus status)
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{
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string str = File.ReadAllText(fileRoute);
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if (string.IsNullOrEmpty(str))
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string log = GL.GetShaderStatus(this, index, (int)status);
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if (!string.IsNullOrEmpty(log))
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{
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throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
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throw new Exception($"{$"Shader Error \t{status}\n"}{log}");
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}
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return Encoding.UTF8.GetBytes(str);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -105,7 +107,7 @@ namespace StgSharp.Graphics.OpenGL
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}
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GL.LoadShaderSource(handle[index], codeStream);
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GL.CompileShader(handle[index]);
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CheckStatus(index,ShaderStatus.CompileStatus);
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CheckStatus(index, ShaderStatus.CompileStatus);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -115,14 +117,24 @@ namespace StgSharp.Graphics.OpenGL
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{
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throw new ArgumentNullException(nameof(codeStream));
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}
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GL.LoadShaderSource(handle[index],Encoding.ASCII.GetBytes( codeStream));
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GL.LoadShaderSource(handle[index], Encoding.ASCII.GetBytes(codeStream));
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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}
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public override string ToString()
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public void FromBytes(byte[] stream)
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{
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return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
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throw new NotImplementedException();
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}
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public static byte[] FromCodeFile(string fileRoute)
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{
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string str = File.ReadAllText(fileRoute);
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if (string.IsNullOrEmpty(str))
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{
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throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
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}
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return Encoding.UTF8.GetBytes(str);
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}
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public byte[] GetBytes()
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@@ -130,24 +142,16 @@ namespace StgSharp.Graphics.OpenGL
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return Array.Empty<byte>();
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}
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public void CheckStatus(int index, ShaderStatus status)
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{
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string log = GL.GetShaderStatus(this,index, (int)status);
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if (!string.IsNullOrEmpty(log))
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{
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throw new Exception($"Shader Error \t{status}\n" + log);
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}
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}
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public byte[] GetBytes(out int length)
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{
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throw new NotImplementedException();
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}
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public void FromBytes(byte[] stream)
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public override string ToString()
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{
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throw new NotImplementedException();
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return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
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}
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}
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public enum ShaderStatus : int
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@@ -157,7 +161,8 @@ namespace StgSharp.Graphics.OpenGL
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public class ShaderProgram
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{
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private readonly GlFunction GL;
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private readonly OpenGLFunction GL;
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internal readonly GlHandle handle;
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/// <summary>
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@@ -191,7 +196,7 @@ namespace StgSharp.Graphics.OpenGL
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where T : struct
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where U : struct
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{
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return new Uniform<T, U>(GL.GetUniformLocation(this.handle,name));
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return new Uniform<T, U>(GL.GetUniformLocation(this.handle, name));
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}
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/// <summary>
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@@ -42,109 +42,112 @@ namespace StgSharp.Graphics.OpenGL
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{
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public class Uniform
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{
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internal GlHandle id;
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public GlHandle Handle
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{
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get => id;
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}
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}
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public sealed class Uniform<T> : Uniform
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where T : struct
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{
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internal unsafe Uniform(GlHandle id)
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{
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this.id = id;
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}
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internal Uniform()
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{
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}
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internal unsafe Uniform(GlHandle id)
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{
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this.id = id;
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}
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internal static Uniform<T> FromHandle(GlHandle handle)
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{
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return new Uniform<T>() { id = handle };
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return new Uniform<T> { id = handle };
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}
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}
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public sealed class Uniform<T, U>: Uniform
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public sealed class Uniform<T, U> : Uniform
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where T : struct
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where U : struct
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{
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internal unsafe Uniform(GlHandle id)
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{
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this.id = id;
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}
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internal Uniform()
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{
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}
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internal static Uniform<T,U> FromHandle(GlHandle handle)
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internal unsafe Uniform(GlHandle id)
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{
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return new Uniform<T, U>() { id = handle };
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this.id = id;
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}
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internal static Uniform<T, U> FromHandle(GlHandle handle)
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{
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return new Uniform<T, U> { id = handle };
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}
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}
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public sealed class Uniform<T, U, V>:Uniform
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public sealed class Uniform<T, U, V> : Uniform
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where T : struct
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where U : struct
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where V : struct
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{
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internal unsafe Uniform(GlHandle id)
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{
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this.id = id;
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}
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internal Uniform()
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{
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}
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internal static Uniform<T,U,V> FromHandle(GlHandle handle)
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internal unsafe Uniform(GlHandle id)
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{
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return new Uniform<T, U, V>() { id = handle };
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this.id = id;
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}
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internal static Uniform<T, U, V> FromHandle(GlHandle handle)
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{
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return new Uniform<T, U, V> { id = handle };
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}
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}
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public sealed class Uniform<T, U, V, W>:Uniform
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public sealed class Uniform<T, U, V, W> : Uniform
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where T : struct
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where U : struct
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where V : struct
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where W : struct
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{
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internal Uniform()
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{
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}
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internal unsafe Uniform(GlHandle id)
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{
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this.id = id;
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}
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internal Uniform()
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{
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}
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internal static Uniform<T, U, V, W> FromHandle(GlHandle handle)
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{
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return new Uniform<T, U, V, W>() { id = handle };
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return new Uniform<T, U, V, W> { id = handle };
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}
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}
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public unsafe partial class GlFunction
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public unsafe partial class OpenGLFunction
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue
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(Uniform<Matrix44> uniform, Matrix44 mat)
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@@ -157,7 +160,7 @@ namespace StgSharp.Graphics.OpenGL
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public void SetUniformValue(Uniform<float, float, float, float> uniform, vec4d vec)
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{
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vec4d temp = vec;
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Context.glUniform1fv(uniform.id.SignedValue , 4, &temp);
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Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
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}
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@@ -165,37 +168,37 @@ namespace StgSharp.Graphics.OpenGL
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public void SetUniformValue(Uniform<vec4d> uniform, vec4d vec)
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{
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vec4d temp = vec;
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Context.glUniform1fv(uniform.id.SignedValue , 4, &temp);
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Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<float> uniform, float v0)
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{
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Context.glUniform1f(uniform.id.SignedValue , v0);
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Context.glUniform1f(uniform.id.SignedValue, v0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<int> uniform, int i0)
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{
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Context.glUniform1i(uniform.id.SignedValue , i0);
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Context.glUniform1i(uniform.id.SignedValue, i0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<float, float> uniform, float v0, float v1)
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{
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Context.glUniform2f(uniform.id.SignedValue , v0, v1);
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Context.glUniform2f(uniform.id.SignedValue, v0, v1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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Context.glUniform3f(uniform.id.SignedValue , v0, v1, v2);
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Context.glUniform3f(uniform.id.SignedValue, v0, v1, v2);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
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{
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Context.glUniform4f(uniform.id.SignedValue , v0, v1, v2, v3);
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Context.glUniform4f(uniform.id.SignedValue, v0, v1, v2, v3);
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}
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}
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Reference in New Issue
Block a user