daily update on 20240828 by nitload youmu, autotexture added
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@@ -43,14 +43,15 @@ namespace StgSharp.Graphics.ShaderEdit
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{
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public class ShaderGenerator
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{
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private Dictionary<int,ShaderParameter> uniformDefine;
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private Dictionary<int, ShaderParameter> uniformDefine;
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private List<string> codeList;
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private List<ShaderFunction> usedShaderFunctions;
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public Uniform<T> DefineUniform<T>(string name, int index) where T : struct
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{
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ShaderParameter p = new ShaderParameter(name,ShaderParameter.TypeMarshal<T>());
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uniformDefine.Add(index,p);
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ShaderParameter p = new ShaderParameter(name, ShaderParameter.TypeMarshal<T>());
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uniformDefine.Add(index, p);
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//return new Uniform<TView>();
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throw new NotImplementedException();
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}
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@@ -59,10 +60,11 @@ namespace StgSharp.Graphics.ShaderEdit
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public class ShaderFunction
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{
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private List<string> codeList;
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private List<ShaderParameter> inputList;
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private string name;
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private ShaderParameter outPut;
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private string name;
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public int ParameterCount => inputList.Count;
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@@ -104,10 +106,11 @@ namespace StgSharp.Graphics.ShaderEdit
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public class ShaderParameter
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{
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public static readonly ShaderParameter Void = new ShaderParameter(string.Empty, InternalShaderType.Void);
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internal readonly bool isReadOnly;
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internal readonly string name;
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internal readonly InternalShaderType type;
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internal readonly string name;
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public ShaderParameter(string name, InternalShaderType type)
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{
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@@ -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="ShaderStruct.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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@@ -10,14 +40,19 @@ namespace StgSharp.Graphics.ShaderEdit
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{
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public class ShaderStructMember
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{
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internal InternalShaderType type;
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internal object value;
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}
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public class ShaderStruct
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{
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internal Dictionary<GlHandle, ShaderStructMember> uniformPair;
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internal ShaderStruct() { }
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public ShaderStruct(params (GlHandle, ShaderStructMember)[] uniformPairs)
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{
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uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
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@@ -26,28 +61,28 @@ namespace StgSharp.Graphics.ShaderEdit
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return;
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}
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foreach (var item in uniformPairs)
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foreach ((GlHandle, ShaderStructMember) item in uniformPairs)
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{
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uniformPair.Add(item.Item1,item.Item2);
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uniformPair.Add(item.Item1, item.Item2);
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}
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}
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internal ShaderStruct() { }
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public unsafe void SetAllUniforms()
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{
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OpenglContext* gl = (OpenglContext*)OpenGL.GlFunction.CurrentGL.ContextHandle;
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foreach (var uniform in uniformPair)
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OpenglContext* gl = (OpenglContext*)OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
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foreach (KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair)
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{
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int id = uniform.Key.SignedValue;
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ShaderStructMember s = uniform.Value;
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switch (s.type)
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{
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case InternalShaderType.Struct: throw new ArgumentException(
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case InternalShaderType.Struct:
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throw new ArgumentException(
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"Incorrect type \"Struct\" defined in this self define type");
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case InternalShaderType.Void:throw new ArgumentException(
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case InternalShaderType.Void:
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throw new ArgumentException(
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"Incorrect type \"Void\" defined in this self define type");
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case InternalShaderType.Float:
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gl->glUniform1f(id, (float)s.value);
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@@ -62,5 +97,6 @@ namespace StgSharp.Graphics.ShaderEdit
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}
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}
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}//------------------------------------ End of Class ---------------------------------------
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}
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}
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