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
@@ -0,0 +1,161 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="AutoTexture.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
using StgSharp.Collections;
namespace StgSharp.Graphics.OpenGL
{
public sealed class AutoTextureGL
{
private BidirectionalDictionary<Image, int> imageIndexMap = new BidirectionalDictionary<Image, int>();
private Dictionary<Image, int> imageUpdateIndex = new Dictionary<Image, int>();
private int _size, _currentIndex;
private LinkedList<int> usedTextureIndex;
private Queue<int> unusedTextureUnitIndex;
private TextureProperty[] propertyCache;
private TextureGL texturePackage;
private TextureProperty _textureProperty;
private OpenGLFunction GL
{
get => texturePackage.GL;
}
private AutoTextureGL(TextureGL texture)
{
texturePackage = texture;
_size = texture.Count;
imageIndexMap = new BidirectionalDictionary<Image, int>();
unusedTextureUnitIndex = new Queue<int>(
Enumerable.Range(0, _size));
usedTextureIndex = new LinkedList<int>();
propertyCache = new TextureProperty[_size];
}
public AutoTextureGL(int textureObjectSize, [NotNull]glRenderStream binding)
{
this._size = textureObjectSize;
imageIndexMap = new BidirectionalDictionary<Image, int>();
texturePackage = new TextureGL(textureObjectSize, binding);
unusedTextureUnitIndex = new Queue<int>(
Enumerable.Range(0, _size));
usedTextureIndex = new LinkedList<int>();
propertyCache = new TextureProperty[_size];
}
public TextureProperty DefaultTextureProperty
{
get => _textureProperty;
set => _textureProperty = value;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SelectTextureAndBind(Image i)
{
TextureProperty property = _textureProperty;
SelectTextureAndBind(i, property);
}
public void SelectTextureAndBind([NotNull]Image i, TextureProperty property)
{
//usable texture with image match
if (imageIndexMap.TryGetValue(i, out int index))
{
//prop setting match
if (propertyCache[index] == property)
{
_currentIndex = index; //GL.Assert(true);
texturePackage.Bind2D(index); //GL.Assert(true);
if (i.PixelUpdateCount != imageUpdateIndex[i])
{
texturePackage.LoadTexture(index, i); //GL.Assert(true);
}
}
else
{
_currentIndex = index; //GL.Assert(true);
texturePackage.Bind2D(index); //GL.Assert(true);
texturePackage.Set2dProperty(index, property); //GL.Assert(true);
if (i.PixelUpdateCount != imageUpdateIndex[i])
{
texturePackage.LoadTexture(index, i); //GL.Assert(true);
}
}
}
else
{
if (unusedTextureUnitIndex.TryDequeue(out int newIndex))
{
//has extra unused texture object
imageIndexMap.Add(i, index);
texturePackage.Bind2D(index);
texturePackage.Set2dProperty(index, property);
texturePackage.LoadTexture(index, i);
usedTextureIndex.AddLast(newIndex);
propertyCache[newIndex] = property;
imageUpdateIndex[i] = i.PixelUpdateCount;
}
else
{
//recycle from current
int reusedIndex = usedTextureIndex.First!.Value;
usedTextureIndex.RemoveFirst();
usedTextureIndex.AddLast(reusedIndex);
imageIndexMap[i] = reusedIndex;
propertyCache[newIndex] = property;
imageUpdateIndex[i] = i.PixelUpdateCount;
}
}
}
public static AutoTextureGL ToAuto([NotNull]TextureGL texture)
{
if (texture.IndexOfCurrentTexture != -1)
{
throw new InvalidOperationException("Texture to be converted has been editted.");
}
return new AutoTextureGL(texture);
}
}
}
@@ -0,0 +1,84 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="EBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
/// <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>
public sealed unsafe class ElementBuffer : GlBufferObjectBase
{
internal ElementBuffer(int n, glRenderStream binding) : base(binding)
{
_bufferHandle = GL.GenBuffers(n);
}
public override sealed void Bind(int index)
{
GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
}
public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage)
where T : struct, IConvertible
{
GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ElementArrayBuffer, bufferArray, usage);
}
public void SetValue<T>(int index, ReadOnlySpan<T> bufferSpan, BufferUsage usage)
where T : struct, IConvertible
{
GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ElementArrayBuffer, bufferSpan, usage);
}
protected override sealed void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteBuffers(_bufferHandle);
}
}
}
}
@@ -0,0 +1,97 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="FBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
#pragma warning disable CA1008
#pragma warning disable CA1028
public enum FrameBufferTarget : uint
#pragma warning restore CA1028
#pragma warning restore CA1008
{
Read = GLconst.READ_FRAMEBUFFER,
All = GLconst.FRAMEBUFFER,
Draw = GLconst.DRAW_FRAMEBUFFER,
}
public sealed class FrameBuffer : GlBufferObjectBase
{
internal unsafe FrameBuffer(int count, glRenderStream binding) : base(binding)
{
_bufferHandle = GL.GenFrameBuffers(count);
}
/// <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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override unsafe void Bind(int index)
{
GL.BindFrameBuffer(FrameBufferTarget.All, _bufferHandle[index]);
}
/// <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.
/// </summary>
/// <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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Bind(FrameBufferTarget target, int index)
{
GL.BindFrameBuffer(target, _bufferHandle[index]);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void BindNull()
{
OpenGLFunction.CurrentGL.BindFrameBuffer(FrameBufferTarget.All, GlHandle.Zero);
}
protected override void Dispose(bool disposing)
{
throw new NotImplementedException();
}
}
}
@@ -0,0 +1,53 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="GLBufferObjectBase.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public abstract class GlBufferObjectBase : BufferObjectBase
{
private readonly glRenderStream _contextBinding;
protected GlBufferObjectBase(glRenderStream contextBinding)
{
binding = contextBinding;
_contextBinding = contextBinding;
}
protected OpenGLFunction GL => _contextBinding.GL;
}
}
@@ -0,0 +1,71 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="RBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Security.Principal;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed class RenderBuffer : GlBufferObjectBase
{
public RenderBuffer(int count, glRenderStream binding) : base(binding)
{
_bufferHandle = GL.GenRenderBuffer(count);
}
public override void Bind(int index)
{
GL.BindRenderBuffer(this[index]);
}
public void Store(RenderBufferInternalFormat format, (int width, int height) size)
{
if ((size.width > binding.Width) || (size.height > binding.Height))
{
StgSharp.LogWarning("FrameBuffer is larger than current canvas binding");
}
}
protected override void Dispose(bool disposing)
{
throw new NotImplementedException();
}
}
}
@@ -0,0 +1,285 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="TextureGL.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Data;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Drawing;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class TextureGL
{
private int currentEditingTextureIndex;
private OpenGLFunction _gl;
internal GlHandle[] _textureHandle;
internal TextureGL( int count, glRenderStream binding )
{
//sourceList = new Image[count];
this._gl = binding.GL;
_textureHandle = _gl.GenTextures( count );
}
internal OpenGLFunction GL => _gl;
public GlHandle this[ int index ]
{
get => _textureHandle[ index ];
}
public int Count
{
get => _textureHandle.Length;
}
//internal Image[] sourceList;
public int IndexOfCurrentTexture
{
get => currentEditingTextureIndex;
}
public void ActivateAs( TextureUnit unit ) { _gl.ActiveTextureUnit( ( uint )unit ); }
public void Bind2D( int index )
{
currentEditingTextureIndex = index;
_gl.BindTexture( GLconst.TEXTURE_2D, _textureHandle[ index ] );
}
/// <summary>
/// Load an <see cref="Image" /> to certain texture.
/// </summary>
/// <param name="index"> </param>
/// <param name="i"> </param>
public unsafe void LoadTexture( int index, Image i )
{
byte[] handle = i.PixelBuffer;
_gl.TextureImage2d(
Texture2DTarget.Texture2D, 0, ( uint )i.Channel, ( uint )i.Width, ( uint )i.Height,
( uint )i.Channel, i.PixelLayout, pixels: handle );
_gl.GenerateMipmap( Texture2DTarget.Texture2D );
}
#region texture setting
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Set2dFilterProperty(
int index,
TextureFilter onMinify,
TextureFilter onMagnify )
{
#if DEBUG
if( index != currentEditingTextureIndex )
{
throw new InvalidOperationException(
"Texture to be editted is not the one being activated." );
}
#endif
_gl.TextureParameter( GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, ( int )onMinify );
_gl.TextureParameter( GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, ( int )onMagnify );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Set2dWrapProperty(
int index,
TextureWrap onHorizontial,
TextureWrap onVertical )
{
#if DEBUG
if( index != currentEditingTextureIndex )
{
throw new InvalidOperationException(
"Texture to be editted is not the one being activated." );
}
#endif
_gl.TextureParameter( GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, ( int )onHorizontial );
_gl.TextureParameter( GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, ( int )onVertical );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Set2dProperty( int index, TextureProperty property )
{
Set2dFilterProperty( index, property.FilterOnMinify, property.FilterOnMagnify );
Set2dWrapProperty( index, property.WrapOnHorizontial, property.WrapOnVertical );
}
#endregion texture setting
}
[StructLayout( LayoutKind.Explicit )]
public struct TextureProperty
{
[FieldOffset( 0 )] private M128 mask;
[FieldOffset( 0 )] private TextureFilter mag;
[FieldOffset( 4 )] private TextureFilter min;
[FieldOffset( 8 )] private TextureWrap hori;
[FieldOffset( 12 )] private TextureWrap vert;
public TextureProperty(
TextureFilter onMagnify,
TextureFilter onMinify,
TextureWrap onHorizontial,
TextureWrap onVertical )
{
FilterOnMagnify = onMagnify;
FilterOnMinify = onMinify;
WrapOnHorizontial = onHorizontial;
WrapOnVertical = onVertical;
}
public TextureFilter FilterOnMagnify
{
get => mag;
set => mag = value;
}
public TextureFilter FilterOnMinify
{
get => min;
set => min = value;
}
public TextureWrap WrapOnHorizontial
{
get => hori;
set => hori = value;
}
public TextureWrap WrapOnVertical
{
get => vert;
set => vert = value;
}
public override int GetHashCode()
{
return HashCode.Combine(
FilterOnMagnify, FilterOnMagnify, WrapOnHorizontial, WrapOnVertical );
}
public override bool Equals([NotNullWhen(true)] object obj)
{
return base.Equals(obj);
}
public override string ToString()
{
return $"FilterOnMagnify:{FilterOnMagnify}, " +
$"FilterOnMagnify:{FilterOnMagnify}, " +
$"WrapOnHorizontial:{WrapOnHorizontial}, " +
$"WrapOnVertical:{WrapOnVertical}";
}
public static implicit operator TextureProperty(
(
TextureFilter onMagnify, TextureFilter onMinify,
TextureWrap onHorizontial, TextureWrap onVertical
) propertyValueTuple )
{
return new TextureProperty(
propertyValueTuple.onMagnify, propertyValueTuple.onMinify,
propertyValueTuple.onHorizontial, propertyValueTuple.onVertical );
}
public static bool operator ==(TextureProperty left, TextureProperty right)
{
return left.mask == right.mask;
}
public static bool operator !=(TextureProperty left, TextureProperty right)
{
return left.mask != right.mask;
}
}
#pragma warning disable CA1008
public enum TextureFilter
#pragma warning restore CA1008
{
Nearest = GLconst.NEAREST,
Linear = GLconst.LINEAR,
NearestLinearMipmap = GLconst.NEAREST_MIPMAP_LINEAR,
LinearLinearMipmap = GLconst.LINEAR_MIPMAP_LINEAR,
NearestNearestMipmap = GLconst.NEAREST_MIPMAP_NEAREST,
LinearNearestMipmap = GLconst.LINEAR_MIPMAP_NEAREST,
}
#pragma warning disable CA1008
public enum TextureUnit
#pragma warning restore CA1008
{
Unit0 = GLconst.TEXTURE0,
Unit1 = GLconst.TEXTURE1,
Unit2 = GLconst.TEXTURE2,
Unit3 = GLconst.TEXTURE3,
Unit4 = GLconst.TEXTURE4,
Unit5 = GLconst.TEXTURE5,
Unit6 = GLconst.TEXTURE6,
Unit7 = GLconst.TEXTURE7,
Unit8 = GLconst.TEXTURE8,
Unit9 = GLconst.TEXTURE9,
Unit10 = GLconst.TEXTURE10,
Unit11 = GLconst.TEXTURE11,
Unit12 = GLconst.TEXTURE12,
Unit13 = GLconst.TEXTURE13,
Unit14 = GLconst.TEXTURE14,
Unit15 = GLconst.TEXTURE15,
}
#pragma warning disable CA1008
public enum TextureWrap
#pragma warning restore CA1008
{
Repeat = GLconst.REPEAT,
MirroredRepeat = GLconst.MIRRORED_REPEAT,
ClampToEdge = GLconst.CLAMP_TO_EDGE,
ClampToBorder = GLconst.CLAMP_TO_BORDER,
}
}
@@ -0,0 +1,78 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="VAO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class VertexArray : GlBufferObjectBase
{
internal VertexArray(int n, glRenderStream binding) : base(binding)
{
_bufferHandle = GL.GenVertexArrays(n);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override sealed void Bind(int index)
{
GL.BindVertexArray(_bufferHandle[index]);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void BindNull()
{
OpenGLFunction.CurrentGL.BindVertexArray(GlHandle.Zero);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVertexAttribute(uint index, int vertexLength, TypeCode dataType, bool isNomalized, uint stride, int pointer)
{
GL.SetVertexAttribute(
index, vertexLength, dataType,
isNomalized,
stride, pointer);
}
protected override sealed void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteVertexArrays(_bufferHandle);
}
}
}
}
@@ -0,0 +1,152 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="VBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Net.Security;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class VertexBuffer : GlBufferObjectBase
{
internal VertexBuffer(int n, glRenderStream binding) : base(binding)
{
_bufferHandle = GL.GenBuffers(n);
}
public override sealed void Bind(int index)
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
}
/// <summary>
///
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Unbind()
{
GL.BindBuffer(BufferType.ArrayBuffer, GlHandle.Zero);
}
/// <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="BufferUsage"/></param>
public void WriteMatrixData<T>(int index, T bufferData, BufferUsage usage)
where T : struct, IMat
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, bufferData, usage);
}
/// <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="BufferUsage"/></param>
public void WriteScalerData<T>(int index, T[] bufferArray, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, bufferArray, usage);
}
/// <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="Span{T}"/> of _data to write in</param>
/// <param name="usage">How OpenGL use these _data, defined by <see cref="BufferUsage"/></param>
public void WriteScalerData<T>(int index, ReadOnlySpan<T> scalerSpan, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, scalerSpan, usage);
}
/// <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="Span{T}"/> of _data to write in</param>
/// <param name="usage">How OpenGL use these _data, defined by <see cref="BufferUsage"/></param>
public void WriteVectorData<T>(int index, ReadOnlySpan<T> vectorSpan, BufferUsage usage) where T : struct, IVector
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorSpan, usage);
}
/// <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="BufferUsage"/></param>
public void WriteVectorData<T>(int index, T[] vectorArray, BufferUsage usage) where T : struct, IVector
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, usage);
}
protected override sealed void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteBuffers(_bufferHandle);
}
}
}
}
@@ -0,0 +1,75 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="GlHandle.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
#if Windows
using Microsoft.Win32.SafeHandles;
#endif
using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security.AccessControl;
using System.Security.Cryptography;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
[StructLayout(LayoutKind.Explicit, Size = 4)]
public struct GlHandle
{
[FieldOffset(0)] public int SignedValue;
[FieldOffset(0)] public uint Value;
public static GlHandle Zero
{
get => new GlHandle { Value = 0 };
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static GlHandle Alloc(uint value)
{
return new GlHandle { Value = value };
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static GlHandle SignedAlloc(int value)
{
return new GlHandle { SignedValue = value };
}
}
}
@@ -0,0 +1,65 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="IglConvertable.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.ShaderEdit
{
public interface IglConvertable
{
/// <summary>
///
/// </summary>
public void DisplayGLtypeDefinition();
/// <summary>
///
/// </summary>
public void GainAllUniforms(ShaderProgram source, params string[] uniformName);
/// <summary>
///
/// </summary>
/// <returns></returns>
public ShaderStruct GetConvertedGLtype();
/// <summary>
///
/// </summary>
public void SetAllUniforms();
}
}
@@ -0,0 +1,269 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Shader.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp;
using StgSharp.Data;
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Xml.Linq;
namespace StgSharp.Graphics.OpenGL
{
public abstract partial class glRenderStream : RenderStream
{
/// <summary>
/// Create an instance of <see cref="Shader"/> program
/// </summary>
/// <returns>New instance of <see cref="Shader"/> instance. </returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override sealed ShaderProgram CreateShaderProgram()
{
return new ShaderProgram(this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override sealed Shader CreateShaderSegment(ShaderType type, int count)
{
return new Shader(GL.CreateShaderSet(count, type), type, this);
}
}
public class Shader : ISSDSerializable
{
private readonly OpenGLFunction GL;
internal readonly GlHandle[] handle;
public readonly ShaderType type;
internal unsafe Shader(GlHandle[] handle, ShaderType usage, glRenderStream stream)
{
this.handle = handle;
GL = stream.GL;
type = usage;
}
public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
/// <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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachTo(int index, ShaderProgram target)
{
GL.AttachShader(target.handle, handle[index]);
}
public void CheckStatus(int index, ShaderStatus status)
{
string log = GL.GetShaderStatus(this, index, (int)status);
if (!string.IsNullOrEmpty(log))
{
throw new Exception($"{$"Shader Error \t{status}\n"}{log}");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, byte[] codeStream)
{
if (codeStream == null)
{
throw new ArgumentNullException(nameof(codeStream));
}
GL.LoadShaderSource(handle[index], codeStream);
GL.CompileShader(handle[index]);
CheckStatus(index, ShaderStatus.CompileStatus);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, string codeStream)
{
if (codeStream == null)
{
throw new ArgumentNullException(nameof(codeStream));
}
GL.LoadShaderSource(handle[index], Encoding.ASCII.GetBytes(codeStream));
GL.CompileShader(handle[index]);
CheckStatus(index, ShaderStatus.CompileStatus);
}
public void FromBytes(byte[] stream)
{
throw new NotImplementedException();
}
public static byte[] FromCodeFile(string fileRoute)
{
string str = File.ReadAllText(fileRoute);
if (string.IsNullOrEmpty(str))
{
throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
}
return Encoding.UTF8.GetBytes(str);
}
public byte[] GetBytes()
{
return Array.Empty<byte>();
}
public byte[] GetBytes(out int length)
{
throw new NotImplementedException();
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public enum ShaderStatus : int
{
CompileStatus = GLconst.COMPILE_STATUS,
}
public class ShaderProgram
{
private readonly OpenGLFunction GL;
internal readonly GlHandle handle;
/// <summary>
/// CustomizeInit a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram(glRenderStream binding)
{
GL = binding.GL;
handle = GL.CreateProgram();
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">ContextName of the Uniform in shader code</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe Uniform<T> GetUniform<T>(string name) where T : struct
{
return new Uniform<T>(GL.GetUniformLocation(this.handle, name));
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">ContextName of the Uniform in shader code</param>
/// <returns></returns>
public unsafe Uniform<T, U> GetUniform<T, U>(string name)
where T : struct
where U : struct
{
return new Uniform<T, U>(GL.GetUniformLocation(this.handle, name));
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">ContextName of the Uniform in shader code</param>
/// <returns></returns>
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name)
where T : struct
where U : struct
where V : struct
{
return new Uniform<T, U, V>(GL.GetUniformLocation(this.handle, name));
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">ContextName of the Uniform in shader code</param>
/// <returns></returns>
public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>(string name)
where T : struct
where U : struct
where V : struct
where W : struct
{
return new Uniform<T, U, V, W>(GL.GetUniformLocation(this.handle, name));
}
/// <summary>
/// Link the shader to current viewPortDisplay.
/// </summary>
public unsafe void Link()
{
if (InternalIO.InternalLinkShaderProgram((OpenglContext*)this.GL.ContextHandle, handle.Value) == 0)
{
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", string.Empty);
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
/// <summary>
/// Let the current viewPortDisplay use this shader.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(handle);
}
~ShaderProgram()
{
//handle.Dispose();
}
}
}
@@ -0,0 +1,206 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Uniform.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public class Uniform
{
internal GlHandle id;
public GlHandle Handle
{
get => id;
}
}
public sealed class Uniform<T> : Uniform
where T : struct
{
internal Uniform()
{
}
internal unsafe Uniform(GlHandle id)
{
this.id = id;
}
internal static Uniform<T> FromHandle(GlHandle handle)
{
return new Uniform<T> { id = handle };
}
}
public sealed class Uniform<T, U> : Uniform
where T : struct
where U : struct
{
internal Uniform()
{
}
internal unsafe Uniform(GlHandle id)
{
this.id = id;
}
internal static Uniform<T, U> FromHandle(GlHandle handle)
{
return new Uniform<T, U> { id = handle };
}
}
public sealed class Uniform<T, U, V> : Uniform
where T : struct
where U : struct
where V : struct
{
internal Uniform()
{
}
internal unsafe Uniform(GlHandle id)
{
this.id = id;
}
internal static Uniform<T, U, V> FromHandle(GlHandle handle)
{
return new Uniform<T, U, V> { id = handle };
}
}
public sealed class Uniform<T, U, V, W> : Uniform
where T : struct
where U : struct
where V : struct
where W : struct
{
internal Uniform()
{
}
internal unsafe Uniform(GlHandle id)
{
this.id = id;
}
internal static Uniform<T, U, V, W> FromHandle(GlHandle handle)
{
return new Uniform<T, U, V, W> { id = handle };
}
}
public unsafe partial class OpenGLFunction
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue
(Uniform<Matrix44> uniform, Matrix44 mat)
{
Matrix44 temp = mat;
Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, false, (float*)&temp);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float, float, float, float> uniform, vec4d vec)
{
vec4d temp = vec;
Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<vec4d> uniform, vec4d vec)
{
vec4d temp = vec;
Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float> uniform, float v0)
{
Context.glUniform1f(uniform.id.SignedValue, v0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<int> uniform, int i0)
{
Context.glUniform1i(uniform.id.SignedValue, i0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float, float> uniform, float v0, float v1)
{
Context.glUniform2f(uniform.id.SignedValue, v0, v1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
Context.glUniform3f(uniform.id.SignedValue, v0, v1, v2);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
Context.glUniform4f(uniform.id.SignedValue, v0, v1, v2, v3);
}
}
}
@@ -0,0 +1,47 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glAPICalling.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
[AttributeUsage(AttributeTargets.Method)]
public sealed class OpenGLAPICallingAttribute : Attribute
{
public OpenGLAPICallingAttribute()
{
}
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,689 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glApiManagerConst.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public static partial class glManager
{
#region coreVersion
private static bool core10 = false;
private static bool core11 = false;
private static bool core12 = false;
private static bool core13 = false;
private static bool core14 = false;
private static bool core15 = false;
private static bool core20 = false;
private static bool core21 = false;
private static bool core30 = false;
private static bool core31 = false;
private static bool core32 = false;
private static bool core33 = false;
private static bool core40 = false;
private static bool core41 = false;
private static bool core42 = false;
private static bool core43 = false;
private static bool core44 = false;
private static bool core45 = false;
private static bool core46 = false;
#endregion
#region extension
private static bool _3DFX_tbuffer;
private static bool _3DFX_texture_compression_FXT1;
private static bool _4DFX_multisample;
private static bool AMD_blend_minmax_factor;
private static bool AMD_conservative_depth;
private static bool AMD_debug_output;
private static bool AMD_depth_clamp_separate;
private static bool AMD_draw_buffers_blend;
private static bool AMD_framebuffer_multisample_advanced;
private static bool AMD_framebuffer_sample_positions;
private static bool AMD_gcn_shader;
private static bool AMD_gpu_shader_half_float;
private static bool AMD_gpu_shader_int16;
private static bool AMD_gpu_shader_int64;
private static bool AMD_interleaved_elements;
private static bool AMD_multi_draw_indirect;
private static bool AMD_name_gen_delete;
private static bool AMD_occlusion_query_event;
private static bool AMD_performance_monitor;
private static bool AMD_pinned_memory;
private static bool AMD_query_buffer_object;
private static bool AMD_sample_positions;
private static bool AMD_seamless_cubemap_per_texture;
private static bool AMD_shader_atomic_counter_ops;
private static bool AMD_shader_ballot;
private static bool AMD_shader_explicit_vertex_parameter;
private static bool AMD_shader_gpu_shader_half_float_fetch;
private static bool AMD_shader_image_load_store_lod;
private static bool AMD_shader_stencil_export;
private static bool AMD_shader_trinary_minmax;
private static bool AMD_sparse_texture;
private static bool AMD_stencil_operation_extended;
private static bool AMD_texture_gather_bias_lod;
private static bool AMD_texture_texture4;
private static bool AMD_transform_feedback3_lines_triangles;
private static bool AMD_transform_feedback4;
private static bool AMD_vertex_shader_layer;
private static bool AMD_vertex_shader_tessellator;
private static bool AMD_vertex_shader_viewport_index;
private static bool APPLE_aux_depth_stencil;
private static bool APPLE_client_storage;
private static bool APPLE_element_array;
private static bool APPLE_fence;
private static bool APPLE_float_pixels;
private static bool APPLE_flush_buffer_range;
private static bool APPLE_object_purgeable;
private static bool APPLE_rgb_422;
private static bool APPLE_row_bytes;
private static bool APPLE_specular_vector;
private static bool APPLE_texture_range;
private static bool APPLE_transform_hint;
private static bool APPLE_vertex_array_object;
private static bool APPLE_vertex_array_range;
private static bool APPLE_vertex_program_evaluators;
private static bool APPLE_ycbcr_422;
private static bool ARB_arrays_of_arrays;
private static bool ARB_base_instance;
private static bool ARB_bindless_texture;
private static bool ARB_blend_func_extended;
private static bool ARB_buffer_storage;
private static bool ARB_cl_event;
private static bool ARB_clear_buffer_object;
private static bool ARB_clear_texture;
private static bool ARB_clip_control;
private static bool ARB_color_buffer_float;
private static bool ARB_compatibility;
private static bool ARB_compressed_texture_pixel_storage;
private static bool ARB_compute_shader;
private static bool ARB_compute_variable_group_size;
private static bool ARB_conditional_render_inverted;
private static bool ARB_conservative_depth;
private static bool ARB_copy_buffer;
private static bool ARB_copy_image;
private static bool ARB_cull_distance;
private static bool ARB_debug_output;
private static bool ARB_depth_buffer_float;
private static bool ARB_depth_clamp;
private static bool ARB_depth_texture;
private static bool ARB_derivative_control;
private static bool ARB_direct_state_access;
private static bool ARB_draw_buffers;
private static bool ARB_draw_buffers_blend;
private static bool ARB_draw_elements_base_vertex;
private static bool ARB_draw_indirect;
private static bool ARB_draw_instanced;
private static bool ARB_enhanced_layouts;
private static bool ARB_ES2_compatibility;
private static bool ARB_ES3_1_compatibility;
private static bool ARB_ES3_2_compatibility;
private static bool ARB_ES3_compatibility;
private static bool ARB_explicit_attrib_location;
private static bool ARB_explicit_uniform_location;
private static bool ARB_fragment_coord_conventions;
private static bool ARB_fragment_layer_viewport;
private static bool ARB_fragment_program;
private static bool ARB_fragment_program_shadow;
private static bool ARB_fragment_shader;
private static bool ARB_fragment_shader_interlock;
private static bool ARB_framebuffer_no_attachments;
private static bool ARB_framebuffer_object;
private static bool ARB_framebuffer_sRGB;
private static bool ARB_geometry_shader4;
private static bool ARB_get_program_binary;
private static bool ARB_get_texture_sub_image;
private static bool ARB_gl_spirv;
private static bool ARB_gpu_shader_fp64;
private static bool ARB_gpu_shader_int64;
private static bool ARB_gpu_shader5;
private static bool ARB_half_float_pixel;
private static bool ARB_half_float_vertex;
private static bool ARB_imaging;
private static bool ARB_indirect_parameters;
private static bool ARB_instanced_arrays;
private static bool ARB_internalformat_query;
private static bool ARB_internalformat_query2;
private static bool ARB_invalidate_subdata;
private static bool ARB_map_buffer_alignment;
private static bool ARB_map_buffer_range;
private static bool ARB_matrix_palette;
private static bool ARB_multi_bind;
private static bool ARB_multi_draw_indirect;
private static bool ARB_multisample;
private static bool ARB_multitexture;
private static bool ARB_occlusion_query;
private static bool ARB_occlusion_query2;
private static bool ARB_parallel_shader_compile;
private static bool ARB_pipeline_statistics_query;
private static bool ARB_pixel_buffer_object;
private static bool ARB_point_parameters;
private static bool ARB_point_sprite;
private static bool ARB_polygon_offset_clamp;
private static bool ARB_post_depth_coverage;
private static bool ARB_program_interface_query;
private static bool ARB_provoking_vertex;
private static bool ARB_query_buffer_object;
private static bool ARB_robust_buffer_access_behavior;
private static bool ARB_robustness;
private static bool ARB_robustness_isolation;
private static bool ARB_sample_locations;
private static bool ARB_sample_shading;
private static bool ARB_sampler_objects;
private static bool ARB_seamless_cube_map;
private static bool ARB_seamless_cubemap_per_texture;
private static bool ARB_separate_shader_objects;
private static bool ARB_shader_atomic_counter_ops;
private static bool ARB_shader_atomic_counters;
private static bool ARB_shader_ballot;
private static bool ARB_shader_bit_encoding;
private static bool ARB_shader_clock;
private static bool ARB_shader_draw_parameters;
private static bool ARB_shader_group_vote;
private static bool ARB_shader_image_load_store;
private static bool ARB_shader_image_size;
private static bool ARB_shader_objects;
private static bool ARB_shader_precision;
private static bool ARB_shader_stencil_export;
private static bool ARB_shader_storage_buffer_object;
private static bool ARB_shader_subroutine;
private static bool ARB_shader_texture_image_samples;
private static bool ARB_shader_texture_lod;
private static bool ARB_shader_viewport_layer_array;
private static bool ARB_shading_language_100;
private static bool ARB_shading_language_420pack;
private static bool ARB_shading_language_include;
private static bool ARB_shading_language_packing;
private static bool ARB_shadow;
private static bool ARB_shadow_ambient;
private static bool ARB_sparse_buffer;
private static bool ARB_sparse_texture;
private static bool ARB_sparse_texture_clamp;
private static bool ARB_sparse_texture2;
private static bool ARB_spirv_extensions;
private static bool ARB_stencil_texturing;
private static bool ARB_sync;
private static bool ARB_tessellation_shader;
private static bool ARB_texture_barrier;
private static bool ARB_texture_border_clamp;
private static bool ARB_texture_buffer_object;
private static bool ARB_texture_buffer_object_rgb32;
private static bool ARB_texture_buffer_range;
private static bool ARB_texture_compression;
private static bool ARB_texture_compression_bptc;
private static bool ARB_texture_compression_rgtc;
private static bool ARB_texture_cube_map;
private static bool ARB_texture_cube_map_array;
private static bool ARB_texture_env_add;
private static bool ARB_texture_env_combine;
private static bool ARB_texture_env_crossbar;
private static bool ARB_texture_env_dot3;
private static bool ARB_texture_filter_anisotropic;
private static bool ARB_texture_filter_minmax;
private static bool ARB_texture_float;
private static bool ARB_texture_gather;
private static bool ARB_texture_mirror_clamp_to_edge;
private static bool ARB_texture_mirrored_repeat;
private static bool ARB_texture_multisample;
private static bool ARB_texture_non_power_of_two;
private static bool ARB_texture_query_levels;
private static bool ARB_texture_query_lod;
private static bool ARB_texture_rectangle;
private static bool ARB_texture_rg;
private static bool ARB_texture_rgb10_a2ui;
private static bool ARB_texture_stencil8;
private static bool ARB_texture_storage;
private static bool ARB_texture_storage_multisample;
private static bool ARB_texture_swizzle;
private static bool ARB_texture_view;
private static bool ARB_timer_query;
private static bool ARB_transform_feedback_instanced;
private static bool ARB_transform_feedback_overflow_query;
private static bool ARB_transform_feedback2;
private static bool ARB_transform_feedback3;
private static bool ARB_transpose_matrix;
private static bool ARB_uniform_buffer_object;
private static bool ARB_vertex_array_bgra;
private static bool ARB_vertex_array_object;
private static bool ARB_vertex_attrib_64bit;
private static bool ARB_vertex_attrib_binding;
private static bool ARB_vertex_blend;
private static bool ARB_vertex_buffer_object;
private static bool ARB_vertex_program;
private static bool ARB_vertex_shader;
private static bool ARB_vertex_type_10f_11f_11f_rev;
private static bool ARB_vertex_type_2_10_10_10_rev;
private static bool ARB_viewport_array;
private static bool ARB_window_pos;
private static bool ATI_draw_buffers;
private static bool ATI_element_array;
private static bool ATI_envmap_bumpmap;
private static bool ATI_fragment_shader;
private static bool ATI_map_object_buffer;
private static bool ATI_meminfo;
private static bool ATI_pixel_format_float;
private static bool ATI_pn_triangles;
private static bool ATI_separate_stencil;
private static bool ATI_text_fragment_shader;
private static bool ATI_texture_env_combine3;
private static bool ATI_texture_float;
private static bool ATI_texture_mirror_once;
private static bool ATI_vertex_array_object;
private static bool ATI_vertex_attrib_array_object;
private static bool ATI_vertex_streams;
private static bool EXT_422_pixels;
private static bool EXT_abgr;
private static bool EXT_bgra;
private static bool EXT_bindable_uniform;
private static bool EXT_blend_color;
private static bool EXT_blend_equation_separate;
private static bool EXT_blend_func_separate;
private static bool EXT_blend_logic_op;
private static bool EXT_blend_minmax;
private static bool EXT_blend_subtract;
private static bool EXT_clip_volume_hint;
private static bool EXT_cmyka;
private static bool EXT_color_subtable;
private static bool EXT_compiled_vertex_array;
private static bool EXT_convolution;
private static bool EXT_coordinate_frame;
private static bool EXT_copy_texture;
private static bool EXT_cull_vertex;
private static bool EXT_debug_label;
private static bool EXT_debug_marker;
private static bool EXT_depth_bounds_test;
private static bool EXT_direct_state_access;
private static bool EXT_draw_buffers2;
private static bool EXT_draw_instanced;
private static bool EXT_draw_range_elements;
private static bool EXT_EGL_image_storage;
private static bool EXT_EGL_sync;
private static bool EXT_external_buffer;
private static bool EXT_fog_coord;
private static bool EXT_framebuffer_blit;
private static bool EXT_framebuffer_blit_layers;
private static bool EXT_framebuffer_multisample;
private static bool EXT_framebuffer_multisample_blit_scaled;
private static bool EXT_framebuffer_object;
private static bool EXT_framebuffer_sRGB;
private static bool EXT_geometry_shader4;
private static bool EXT_gpu_program_parameters;
private static bool EXT_gpu_shader4;
private static bool EXT_histogram;
private static bool EXT_index_array_formats;
private static bool EXT_index_func;
private static bool EXT_index_material;
private static bool EXT_index_texture;
private static bool EXT_light_texture;
private static bool EXT_memory_object;
private static bool EXT_memory_object_fd;
private static bool EXT_memory_object_win32;
private static bool EXT_misc_attribute;
private static bool EXT_multi_draw_arrays;
private static bool EXT_multisample;
private static bool EXT_multiview_tessellation_geometry_shader;
private static bool EXT_multiview_texture_multisample;
private static bool EXT_multiview_timer_query;
private static bool EXT_packed_depth_stencil;
private static bool EXT_packed_float;
private static bool EXT_packed_pixels;
private static bool EXT_paletted_texture;
private static bool EXT_pixel_buffer_object;
private static bool EXT_pixel_transform;
private static bool EXT_pixel_transform_color_table;
private static bool EXT_point_parameters;
private static bool EXT_polygon_offset;
private static bool EXT_polygon_offset_clamp;
private static bool EXT_post_depth_coverage;
private static bool EXT_provoking_vertex;
private static bool EXT_raster_multisample;
private static bool EXT_rescale_normal;
private static bool EXT_secondary_color;
private static bool EXT_semaphore;
private static bool EXT_semaphore_fd;
private static bool EXT_semaphore_win32;
private static bool EXT_separate_shader_objects;
private static bool EXT_separate_specular_color;
private static bool EXT_shader_framebuffer_fetch;
private static bool EXT_shader_framebuffer_fetch_non_coherent;
private static bool EXT_shader_image_load_formatted;
private static bool EXT_shader_image_load_store;
private static bool EXT_shader_integer_mix;
private static bool EXT_shader_samples_identical;
private static bool EXT_shadow_funcs;
private static bool EXT_shared_texture_palette;
private static bool EXT_sparse_texture2;
private static bool EXT_stencil_clear_tag;
private static bool EXT_stencil_two_side;
private static bool EXT_stencil_wrap;
private static bool EXT_subtexture;
private static bool EXT_texture;
private static bool EXT_texture_array;
private static bool EXT_texture_buffer_object;
private static bool EXT_texture_compression_latc;
private static bool EXT_texture_compression_rgtc;
private static bool EXT_texture_compression_s3tc;
private static bool EXT_texture_cube_map;
private static bool EXT_texture_env_add;
private static bool EXT_texture_env_combine;
private static bool EXT_texture_env_dot3;
private static bool EXT_texture_filter_anisotropic;
private static bool EXT_texture_filter_minmax;
private static bool EXT_texture_integer;
private static bool EXT_texture_lod_bias;
private static bool EXT_texture_mirror_clamp;
private static bool EXT_texture_object;
private static bool EXT_texture_perturb_normal;
private static bool EXT_texture_shadow_lod;
private static bool EXT_texture_shared_exponent;
private static bool EXT_texture_snorm;
private static bool EXT_texture_sRGB;
private static bool EXT_texture_sRGB_decode;
private static bool EXT_texture_sRGB_R8;
private static bool EXT_texture_sRGB_RG8;
private static bool EXT_texture_storage;
private static bool EXT_texture_swizzle;
private static bool EXT_texture3D;
private static bool EXT_timer_query;
private static bool EXT_transform_feedback;
private static bool EXT_vertex_array;
private static bool EXT_vertex_array_bgra;
private static bool EXT_vertex_attrib_64bit;
private static bool EXT_vertex_shader;
private static bool EXT_vertex_weighting;
private static bool EXT_win32_keyed_mutex;
private static bool EXT_window_rectangles;
private static bool EXT_x11_sync_object;
private static bool GREMEDY_frame_terminator;
private static bool GREMEDY_string_marker;
private static bool HP_convolution_border_modes;
private static bool HP_image_transform;
private static bool HP_occlusion_test;
private static bool HP_texture_lighting;
private static bool IBM_cull_vertex;
private static bool IBM_multimode_draw_arrays;
private static bool IBM_rasterpos_clip;
private static bool IBM_static_data;
private static bool IBM_texture_mirrored_repeat;
private static bool IBM_vertex_array_lists;
private static bool INGR_blend_func_separate;
private static bool INGR_color_clamp;
private static bool INGR_interlace_read;
private static bool INTEL_blackhole_render;
private static bool INTEL_conservative_rasterization;
private static bool INTEL_fragment_shader_ordering;
private static bool INTEL_framebuffer_CMAA;
private static bool INTEL_map_texture;
private static bool INTEL_parallel_arrays;
private static bool INTEL_performance_query;
private static bool KHR_blend_equation_advanced;
private static bool KHR_blend_equation_advanced_coherent;
private static bool KHR_context_flush_control;
private static bool KHR_debug;
private static bool KHR_no_error;
private static bool KHR_parallel_shader_compile;
private static bool KHR_robust_buffer_access_behavior;
private static bool KHR_robustness;
private static bool KHR_shader_subgroup;
private static bool KHR_texture_compression_astc_hdr;
private static bool KHR_texture_compression_astc_ldr;
private static bool KHR_texture_compression_astc_sliced_3d;
private static bool MESA_framebuffer_flip_x;
private static bool MESA_framebuffer_flip_y;
private static bool MESA_framebuffer_swap_xy;
private static bool MESA_pack_invert;
private static bool MESA_program_binary_formats;
private static bool MESA_resize_buffers;
private static bool MESA_shader_integer_functions;
private static bool MESA_tile_raster_order;
private static bool MESA_window_pos;
private static bool MESA_ycbcr_texture;
private static bool MESAX_texture_stack;
private static bool NV_alpha_to_coverage_dither_control;
private static bool NV_bindless_multi_draw_indirect;
private static bool NV_bindless_multi_draw_indirect_count;
private static bool NV_bindless_texture;
private static bool NV_blend_equation_advanced;
private static bool NV_blend_equation_advanced_coherent;
private static bool NV_blend_minmax_factor;
private static bool NV_blend_square;
private static bool NV_clip_space_w_scaling;
private static bool NV_command_list;
private static bool NV_compute_program5;
private static bool NV_compute_shader_derivatives;
private static bool NV_conditional_render;
private static bool NV_conservative_raster;
private static bool NV_conservative_raster_dilate;
private static bool NV_conservative_raster_pre_snap;
private static bool NV_conservative_raster_pre_snap_triangles;
private static bool NV_conservative_raster_underestimation;
private static bool NV_copy_depth_to_color;
private static bool NV_copy_image;
private static bool NV_deep_texture3D;
private static bool NV_depth_buffer_float;
private static bool NV_depth_clamp;
private static bool NV_draw_texture;
private static bool NV_draw_vulkan_image;
private static bool NV_evaluators;
private static bool NV_explicit_multisample;
private static bool NV_fence;
private static bool NV_fill_rectangle;
private static bool NV_float_buffer;
private static bool NV_fog_distance;
private static bool NV_fragment_coverage_to_color;
private static bool NV_fragment_program;
private static bool NV_fragment_program_option;
private static bool NV_fragment_program2;
private static bool NV_fragment_program4;
private static bool NV_fragment_shader_barycentric;
private static bool NV_fragment_shader_interlock;
private static bool NV_framebuffer_mixed_samples;
private static bool NV_framebuffer_multisample_coverage;
private static bool NV_geometry_program4;
private static bool NV_geometry_shader_passthrough;
private static bool NV_geometry_shader4;
private static bool NV_gpu_multicast;
private static bool NV_gpu_program4;
private static bool NV_gpu_program5;
private static bool NV_gpu_program5_mem_extended;
private static bool NV_gpu_shader5;
private static bool NV_half_float;
private static bool NV_internalformat_sample_query;
private static bool NV_light_max_exponent;
private static bool NV_memory_attachment;
private static bool NV_memory_object_sparse;
private static bool NV_mesh_shader;
private static bool NV_multisample_coverage;
private static bool NV_multisample_filter_hint;
private static bool NV_occlusion_query;
private static bool NV_packed_depth_stencil;
private static bool NV_parameter_buffer_object;
private static bool NV_parameter_buffer_object2;
private static bool NV_path_rendering;
private static bool NV_path_rendering_shared_edge;
private static bool NV_pixel_data_range;
private static bool NV_point_sprite;
private static bool NV_present_video;
private static bool NV_primitive_restart;
private static bool NV_primitive_shading_rate;
private static bool NV_query_resource;
private static bool NV_query_resource_tag;
private static bool NV_register_combiners;
private static bool NV_register_combiners2;
private static bool NV_representative_fragment_test;
private static bool NV_robustness_video_memory_purge;
private static bool NV_sample_locations;
private static bool NV_sample_mask_override_coverage;
private static bool NV_scissor_exclusive;
private static bool NV_shader_atomic_counters;
private static bool NV_shader_atomic_float;
private static bool NV_shader_atomic_float64;
private static bool NV_shader_atomic_fp16_vector;
private static bool NV_shader_atomic_int64;
private static bool NV_shader_buffer_load;
private static bool NV_shader_buffer_store;
private static bool NV_shader_storage_buffer_object;
private static bool NV_shader_subgroup_partitioned;
private static bool NV_shader_texture_footprint;
private static bool NV_shader_thread_group;
private static bool NV_shader_thread_shuffle;
private static bool NV_shading_rate_image;
private static bool NV_stereo_view_rendering;
private static bool NV_tessellation_program5;
private static bool NV_texgen_emboss;
private static bool NV_texgen_reflection;
private static bool NV_texture_barrier;
private static bool NV_texture_compression_vtc;
private static bool NV_texture_env_combine4;
private static bool NV_texture_expand_normal;
private static bool NV_texture_multisample;
private static bool NV_texture_rectangle;
private static bool NV_texture_rectangle_compressed;
private static bool NV_texture_shader;
private static bool NV_texture_shader2;
private static bool NV_texture_shader3;
private static bool NV_timeline_semaphore;
private static bool NV_transform_feedback;
private static bool NV_transform_feedback2;
private static bool NV_uniform_buffer_std430_layout;
private static bool NV_uniform_buffer_unified_memory;
private static bool NV_vdpau_interop;
private static bool NV_vdpau_interop2;
private static bool NV_vertex_array_range;
private static bool NV_vertex_array_range2;
private static bool NV_vertex_attrib_integer_64bit;
private static bool NV_vertex_buffer_unified_memory;
private static bool NV_vertex_program;
private static bool NV_vertex_program1_1;
private static bool NV_vertex_program2;
private static bool NV_vertex_program2_option;
private static bool NV_vertex_program3;
private static bool NV_vertex_program4;
private static bool NV_video_capture;
private static bool NV_viewport_array2;
private static bool NV_viewport_swizzle;
private static bool NVX_blend_equation_advanced_multi_draw_buffers;
private static bool NVX_conditional_render;
private static bool NVX_gpu_memory_info;
private static bool NVX_gpu_multicast2;
private static bool NVX_linked_gpu_multicast;
private static bool NVX_progress_fence;
private static bool OES_byte_coordinates;
private static bool OES_compressed_paletted_texture;
private static bool OES_fixed_point;
private static bool OES_query_matrix;
private static bool OES_read_format;
private static bool OES_single_precision;
private static bool OML_interlace;
private static bool OML_resample;
private static bool OML_subsample;
private static bool OVR_multiview;
private static bool OVR_multiview2;
private static bool PGI_misc_hints;
private static bool PGI_vertex_hints;
private static bool REND_screen_coordinates;
private static bool S3_s3tc;
private static bool SGI_color_matrix;
private static bool SGI_color_table;
private static bool SGI_texture_color_table;
private static bool SGIS_detail_texture;
private static bool SGIS_fog_function;
private static bool SGIS_generate_mipmap;
private static bool SGIS_multisample;
private static bool SGIS_pixel_texture;
private static bool SGIS_point_line_texgen;
private static bool SGIS_point_parameters;
private static bool SGIS_sharpen_texture;
private static bool SGIS_texture_border_clamp;
private static bool SGIS_texture_color_mask;
private static bool SGIS_texture_edge_clamp;
private static bool SGIS_texture_filter4;
private static bool SGIS_texture_lod;
private static bool SGIS_texture_select;
private static bool SGIS_texture4D;
private static bool SGIX_async;
private static bool SGIX_async_histogram;
private static bool SGIX_async_pixel;
private static bool SGIX_blend_alpha_minmax;
private static bool SGIX_calligraphic_fragment;
private static bool SGIX_clipmap;
private static bool SGIX_convolution_accuracy;
private static bool SGIX_depth_pass_instrument;
private static bool SGIX_depth_texture;
private static bool SGIX_flush_raster;
private static bool SGIX_fog_offset;
private static bool SGIX_fragment_lighting;
private static bool SGIX_framezoom;
private static bool SGIX_igloo_interface;
private static bool SGIX_instruments;
private static bool SGIX_interlace;
private static bool SGIX_ir_instrument1;
private static bool SGIX_list_priority;
private static bool SGIX_pixel_texture;
private static bool SGIX_pixel_tiles;
private static bool SGIX_polynomial_ffd;
private static bool SGIX_reference_plane;
private static bool SGIX_resample;
private static bool SGIX_scalebias_hint;
private static bool SGIX_shadow;
private static bool SGIX_shadow_ambient;
private static bool SGIX_sprite;
private static bool SGIX_subsample;
private static bool SGIX_tag_sample_buffer;
private static bool SGIX_texture_add_env;
private static bool SGIX_texture_coordinate_clamp;
private static bool SGIX_texture_lod_bias;
private static bool SGIX_texture_multi_buffer;
private static bool SGIX_texture_scale_bias;
private static bool SGIX_vertex_preclip;
private static bool SGIX_ycrcb;
private static bool SGIX_ycrcb_subsample;
private static bool SGIX_ycrcba;
private static bool SUN_convolution_border_modes;
private static bool SUN_global_alpha;
private static bool SUN_mesh_array;
private static bool SUN_slice_accum;
private static bool SUN_triangle_list;
private static bool SUN_vertex;
private static bool SUNX_constant_data;
private static bool WIN_phong_shading;
private static bool WIN_specular_fog;
#endregion
}
}
@@ -0,0 +1,104 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glException.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.Serialization;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed class GlExecutionException : Exception
{
public GlExecutionException()
{
}
public GlExecutionException(uint errorCode) : base($"Critical OpenGL error: {errorCode}")
{
}
}
public sealed class GlArrayFormatException : Exception
{
internal GlArrayFormatException(string message) : base(message)
{
}
internal GlArrayFormatException(SerializationInfo info, StreamingContext context) : base(info, context)
{
}
internal GlArrayFormatException(string message, Exception innerException) : base(message, innerException)
{
}
public GlArrayFormatException(PixelChannelLayout layout, string arrayname) :
base($"{arrayname} cannot be used as layout of {layout}")
{
}
}
public static partial class GlHelper
{
public static bool CheckArrayFormat(this Array array, PixelChannelLayout layout)
{
return layout switch
{
PixelChannelLayout.Byte or PixelChannelLayout.UByte332 or PixelChannelLayout.UByte233Rev
=> (array is byte[]) || (array is sbyte[]),
PixelChannelLayout.Short => array is short[],
PixelChannelLayout.UShort => array is ushort[],
PixelChannelLayout.Int => array is int[],
PixelChannelLayout.Float => array is float[],
PixelChannelLayout.UShort4444 => (array is ushort[]) || (array is byte[]),
PixelChannelLayout.UByte => (array is byte[]) || (array is sbyte[]),
PixelChannelLayout.UInt => array is uint[],
PixelChannelLayout.UShort565 or
PixelChannelLayout.UShort565Rev or
PixelChannelLayout.UShort4444Rev or
PixelChannelLayout.UShort5551 or
PixelChannelLayout.UShort1555Rev => array is ushort[],
PixelChannelLayout.UInt8888Rev or
PixelChannelLayout.UInt1010102 or
PixelChannelLayout.UInt2101010Rev => array is int[],
PixelChannelLayout.UInt8888 => array is uint[] or byte[],
_ => false,
};
}
}
}
@@ -0,0 +1,751 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glFunction.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.ExceptionServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp
{
internal static unsafe partial class InternalIO
{
[DllImport(SSC_libName, EntryPoint = "glCheckShaderStat",
CallingConvention = CallingConvention.Cdecl)]
#pragma warning disable CA5392
internal static extern int glCheckShaderStatus(ref OpenglContext context, uint shaderHandle, int key, ref IntPtr logPtr);
#pragma warning restore CA5392
}
}
namespace StgSharp.Graphics.OpenGL
{
public unsafe partial class OpenGLFunction
{
private static Dictionary<IntPtr, OpenGLFunction> contextToGLMap = new Dictionary<IntPtr, OpenGLFunction>();
private OpenglContext* _context;
private OpenGLFunction()
{
textureUnitCountGetter = new Lazy<int>(() => GetMaskInteger(GLconst.MAX_TEXTURE_IMAGE_UNITS));
unusedTextureImageUintInitilizing = new Lazy<ConcurrentQueue<TextureUnit>>(InitializeUnusedTextureImageUint);
}
internal IntPtr ContextHandle => (IntPtr)_context;
internal static OpenGLFunction CurrentGL { get; set; }
protected ref OpenglContext Context
{
get
{
#if DEBUG
if ((IntPtr)_context == IntPtr.Zero)
{
throw new NullReferenceException();
}
#endif
return ref (*_context);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ActiveTextureUnit(uint type)
{
Context.glActiveTexture(type);
}
[Conditional("DEBUG")]
public void Assert(bool shouldReportWhenNormal)
{
try
{
uint code = Context.glGetError();
if (code != GLconst.NO_ERROR)
{
throw new GlExecutionException(code);
}
if (shouldReportWhenNormal)
{
Console.WriteLine("OpenGL runs normally");
}
}
catch (GlExecutionException ex)
{
throw ex;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachShader(GlHandle program, GlHandle shader)
{
Context.glAttachShader(program.Value, shader.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindBuffer(BufferType bufferType, GlHandle handle)
{
Context.glBindBuffer((uint)bufferType, handle.Value);
}
/// <summary>
/// Bind a frame buffer to a frame buffer target
/// 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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindFrameBuffer(FrameBufferTarget target, GlHandle handle)
{
Context.glBindFramebuffer((uint)target, handle.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindRenderBuffer(GlHandle handle)
{
Context.glBindRenderbuffer(GLconst.RENDERBUFFER, handle.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindTexture(uint type, GlHandle texture)
{
Context.glBindTexture(type, texture.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindVertexArray(GlHandle handle)
{
Context.glBindVertexArray(handle.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public FrameBufferStatus CheckFrameBufferStatus(FrameBufferTarget target)
{
return (FrameBufferStatus)Context.glCheckFramebufferStatus((uint)target);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Clear(MaskBufferBit mask)
{
Context.glClear((uint)mask);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ClearColor(float R, float G, float B, float A)
{
Context.glClearColor(R, G, B, A);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ClearError()
{
while (Context.glGetError() != 0) { }
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ClearGraphicError()
{
while (Context.glGetError() != 0) { }
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void CombineFrameBufferRenderBuffer(FrameBufferAttachment attachment, GlHandle rboHandle)
{
Context.glFramebufferRenderbuffer(GLconst.FRAMEBUFFER, (uint)attachment, GLconst.RENDERBUFFER, rboHandle.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void CompileShader(GlHandle shaderhandle)
{
Context.glCompileShader(shaderhandle.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe GlHandle CreateGraphicProgram()
{
return GlHandle.Alloc(Context.glCreateProgram());
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public GlHandle CreateProgram()
{
return GlHandle.Alloc(Context.glCreateProgram());
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe GlHandle[] CreateProgram(int count)
{
GlHandle[] h = new GlHandle[count];
for (int i = 0; i < count; i++)
{
h.SetValue(i, Context.glCreateProgram());
}
return h;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public GlHandle[] CreateShaderSet(int count, ShaderType type)
{
GlHandle[] ret = new GlHandle[count];
uint t = (uint)type;
for (int i = 0; i < count; i++)
{
uint id = Context.glCreateShader(t);
if (id == 0)
{
uint error = Context.glGetError();
throw new InvalidOperationException($"Failed in creating shader: {error}");
}
ret[i] = GlHandle.Alloc(id);
}
return ret;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void DeleteBuffer(GlHandle handle)
{
Context.glDeleteBuffers(1, (uint*)&handle);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void DeleteBuffers(GlHandle[] handle)
{
if ((handle == null) || (handle.Length == 0))
{
throw new ArgumentNullException(nameof(handle));
}
fixed (GlHandle* hptr = handle)
{
uint* iptr = (uint*)hptr;
for (int i = 0; i < handle.Length; i++)
{
Context.glDeleteBuffers(1, iptr + i);
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void DeleteVertexArrays(GlHandle[] arrays)
{
fixed (GlHandle* hptr = arrays)
{
uint* iptr = (uint*)hptr;
for (int i = 0; i < arrays.Length; i++)
{
Context.glDeleteVertexArrays(1, iptr + i);
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void DrawElements(GeometryType mode, uint count, TypeCode type, IntPtr ptr)
{
uint a;
a = type switch
{
TypeCode.UInt32 => GLconst.UNSIGNED_INT,
TypeCode.UInt16 => GLconst.UNSIGNED_SHORT,
TypeCode.Byte => GLconst.UNSIGNED_BYTE,
_ => throw new ArgumentException(
$"{$"{$"Parameter error in parameter {nameof(type)} method DrawElements. "}"}{$"{$"Only {typeof(uint).Name},{typeof(ushort).Name},{typeof(byte).Name} types are supported."}"}")
};
Context.glDrawElements((uint)mode, count, a, (void*)ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void DrawElementsInstanced(
GeometryType mode, uint count, TypeCode type, IntPtr ptr, uint amount
)
{
uint a;
switch (type)
{
case TypeCode.UInt32:
a = GLconst.UNSIGNED_INT;
break;
case TypeCode.UInt16:
a = GLconst.UNSIGNED_SHORT;
break;
case TypeCode.Byte:
a = GLconst.UNSIGNED_BYTE;
break;
default:
InternalIO.InternalWriteLog(
$"{$"Parameter error in parameter {nameof(type)} method DrawElements. "}{$"Only {typeof(uint).Name},{typeof(ushort).Name},{typeof(byte).Name} types are supported."}",
LogType.Error);
return;
}
Context.glDrawElementsInstanced((uint)mode, count, a, (void*)ptr, amount);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Enable(GLOperation operation)
{
Context.glEnable((uint)operation);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void FrameBufferTexture2d(FrameBufferTarget target, uint attachment, Texture2DTarget texTarget, GlHandle textureHandle, int level)
{
Context.glFramebufferTexture2D(
(uint)target, attachment, (uint)texTarget, textureHandle.Value, level
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe GlHandle[] GenBuffers(int count)
{
GlHandle[] h = new GlHandle[count];
fixed (GlHandle* hptr = h)
{
for (int i = 0; i < count; i++)
{
Context.glGenBuffers(count, ((uint*)hptr) + i);
}
}
return h;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GenerateMipmap(Texture2DTarget target)
{
Context.glGenerateMipmap((uint)target);
}
public unsafe GlHandle[] GenFrameBuffers(int count)
{
GlHandle[] h = new GlHandle[count];
fixed (GlHandle* hptr = h)
{
Context.glGenFramebuffers(1, (uint*)hptr);
}
return h;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe GlHandle[] GenRenderBuffer(int count)
{
GlHandle[] h = new GlHandle[count];
fixed (GlHandle* hptr = h)
{
Context.glGenRenderbuffers(count, (uint*)hptr);
}
return h;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe GlHandle[] GenTextures(int count)
{
GlHandle[] h = new GlHandle[count];
fixed (GlHandle* hptr = h)
{
Context.glGenTextures(count, (uint*)hptr);
}
return h;
}
public unsafe GlHandle[] GenVertexArrays(int count)
{
GlHandle[] h = new GlHandle[count];
fixed (GlHandle* hptr = h)
{
Context.glGenVertexArrays(count, (uint*)hptr);
}
return h;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public uint GetError()
{
return Context.glGetError();
}
public unsafe int GetMaskInteger(uint statusCode)
{
int ret = 0;
Context.glGetIntegerv(statusCode, &ret);
return ret;
}
public string GetShaderStatus(Shader s, int index, int key)
{
IntPtr sptr = IntPtr.Zero;
if (InternalIO.glCheckShaderStatus(ref Context, s.handle[index].Value, key, ref sptr) == 0)
{
return Marshal.PtrToStringAnsi(sptr);
}
return string.Empty;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void GetTextureImage<T>(Texture2DTarget target, int level, ImageChannel channel, PixelChannelLayout channelLayout, T[] dataStream)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
#pragma warning disable CS8500
fixed (T* tptr = dataStream)
{
Context.glGetTexImage((uint)target, level, (uint)channel, (uint)channelLayout, tptr);
}
#pragma warning restore CS8500
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe GlHandle GetUniformLocation(GlHandle program, string name)
{
byte[] code = Encoding.UTF8.GetBytes(name);
fixed (byte* ptr = code)
{
int ret = Context.glGetUniformLocation(program.Value, ptr);
#if DEBUG
if ((ret == GLconst.INVALID_OPERATION) ||
(ret == GLconst.INVALID_VALUE))
{
throw new InvalidOperationException();
}
if (ret == -1)
{
throw new UniformEmptyReferenceException(nameof(program), name);
}
#endif
return GlHandle.SignedAlloc(ret);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void LoadShaderSource(GlHandle shaderHandle, byte[] codeStream)
{
fixed (byte* streamPtr = codeStream)
{
Context.glShaderSource(shaderHandle.Value, 1, &streamPtr, (void*)0);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadPixels(
(int X, int Y) beginPosition, (int width, int height) size, FrameBufferChannel format, PixelChannelLayout dataType, ref byte[] stream
)
{
fixed (byte* bptr = stream)
{
Context.glReadPixels(
beginPosition.X, beginPosition.Y,
size.width, size.height, (uint)format, (uint)dataType, bptr);
}
}
public void RereadImage(
in Image i, (int X, int Y) beginPosition, FrameBufferChannel format, PixelChannelLayout dataType)
{
byte[] pixels = i.PixelBuffer;
if (!pixels.CheckArrayFormat(dataType))
{
throw new GlArrayFormatException(dataType, "i.PixelArray");
}
fixed (byte* bptr = pixels)
{
Context.glReadPixels(
beginPosition.X, beginPosition.Y, i.Width, i.Height, (uint)format, (uint)dataType, bptr);
}
i.PixelUpdateCount++;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
where T : struct
{
int size = Marshal.SizeOf<T>();
#pragma warning disable CS8500
T* p = &bufferData;
#pragma warning restore CS8500
Context.glBufferData(
(uint)bufferType,
(IntPtr)size,
(IntPtr)p,
(uint)usage);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
if (bufferArray == null)
{
return;
}
#pragma warning disable CS8500
fixed (void* bufferPtr = bufferArray)
#pragma warning restore CS8500
{
Context.glBufferData(
(uint)bufferType,
(IntPtr)size,
(IntPtr)bufferPtr,
(uint)usage);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetBufferData<T>(BufferType bufferType, ReadOnlySpan<T> bufferArray, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
if (bufferArray == null)
{
return;
}
#pragma warning disable CS8500
fixed (void* bufferPtr = bufferArray)
#pragma warning restore CS8500
{
Context.glBufferData(
(uint)bufferType,
(IntPtr)size,
(IntPtr)bufferPtr,
(uint)usage);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetBufferData<T>(BufferType bufferType, Span<T> bufferArray, BufferUsage usage)
where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
if (bufferArray == null)
{
return;
}
#pragma warning disable CS8500
fixed (void* bufferPtr = &bufferArray.GetPinnableReference())
#pragma warning restore CS8500
{
Context.glBufferData(
(uint)bufferType,
(IntPtr)size,
(IntPtr)bufferPtr,
(uint)usage);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetBufferVectorData<T>(BufferType bufferType, ReadOnlySpan<T> bufferArray, BufferUsage usage)
where T : struct, IVector
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
if (bufferArray == null)
{
return;
}
#pragma warning disable CS8500
fixed (void* bufferPtr = &bufferArray.GetPinnableReference())
#pragma warning restore CS8500
{
Context.glBufferData(
(uint)bufferType,
(IntPtr)size,
(IntPtr)bufferPtr,
(uint)usage);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetBufferVectorData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
where T : struct, IVector
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
if (bufferArray == null)
{
return;
}
#pragma warning disable CS8500
fixed (void* bufferPtr = bufferArray)
#pragma warning restore CS8500
{
Context.glBufferData(
(uint)bufferType,
(IntPtr)size,
(IntPtr)bufferPtr,
(uint)usage);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetRenderBufferStorage(RenderBufferInternalFormat internalFormat, (int width, int height) size)
{
Context.glRenderbufferStorage(
GLconst.RENDERBUFFER, (uint)internalFormat, size.width, size.height
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVertexAttribute(uint index, int size, TypeCode t, bool normalized, uint stride, int pointer)
{
uint type = InternalIO.GLtype[t];
Context.glVertexAttribPointer(index, size, type, normalized ? 1 : 0, stride, (void*)pointer);
Context.glEnableVertexAttribArray(index);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void TextureImage2d<T>(Texture2DTarget target, int level, uint internalformat, uint width, uint height,
uint format, PixelChannelLayout type, T[] pixels) where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
#pragma warning disable CS8500
fixed (T* tptr = ((pixels == null) || (pixels.Length == 0)) ? null : pixels)
{
Context.glTexImage2D(
(uint)target, level, internalformat, width, height, 0, format, (uint)type, tptr);
}
#pragma warning restore CS8500
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void TextureImage2d<T>(Texture2DTarget target, int level, uint internalformat, uint width, uint height,
uint format, PixelChannelLayout type, Span<T> pixelSpan) where T : struct,
#if NET8_0_OR_GREATER
INumber
#else
IConvertible
#endif
{
#pragma warning disable CS8500
fixed (T* tptr = pixelSpan)
{
Context.glTexImage2D(
(uint)target, level, internalformat, width, height, 0, format, (uint)type, tptr);
}
#pragma warning restore CS8500
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void TextureParameter(int target, uint pname, int param)
{
Context.glTexParameteri((uint)target, pname, param);
}
public static bool TryGetFunctionPackage(IntPtr handle, out OpenGLFunction functionPackage)
{
return contextToGLMap.TryGetValue(handle, out functionPackage);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UseProgram(GlHandle program)
{
Context.glUseProgram(program.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void VertexAttributeDivisor(uint layoutIndex, uint divisor)
{
Context.glVertexAttribDivisor(layoutIndex, divisor);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Viewport(int x, int y, uint width, uint height)
{
Context.glViewport(x, y, width, height);
}
public void WaitAccomplishment()
{
Context.glFinish();
}
internal static OpenGLFunction BuildGlFunctionPackage(IntPtr handle)
{
OpenGLFunction pack;
if (contextToGLMap.TryGetValue(handle, out pack))
{
return pack;
}
pack = new OpenGLFunction { _context = (OpenglContext*)handle };
contextToGLMap.Add(handle, pack);
return pack;
}
~OpenGLFunction()
{
contextToGLMap.Remove(ContextHandle);
}
}
}
@@ -0,0 +1,146 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glRenderStream.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public abstract partial class glRenderStream : RenderStream
{
private OpenGLFunction _context;
protected internal OpenGLFunction GL
{
get { return _context; }
}
/// <summary>
/// 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="Exception">
/// Something goes wrong and StgSharp fails in creating a new OpenGL viewPortDisplay.
/// </exception>
public unsafe void MakeAsCurrentContext()
{
if (ContextHandle == default)
{
ContextHandle = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(OpenglContext)));
OpenglContext* contextID = (OpenglContext*)ContextHandle;
contextID->glGetString = (delegate*<uint, IntPtr>)IntPtr.Zero;
}
if (GL == null)
{
_context = OpenGLFunction.BuildGlFunctionPackage(ContextHandle);
}
if (OpenGLFunction.CurrentGL != GL)
{
OpenGLFunction.CurrentGL = GL;
InternalIO.glfwMakeContextCurrent(CanvasHandle);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight)
{
InternalIO.glfwSetWindowSizeLimits(this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal override sealed void Draw()
{
MakeAsCurrentContext();
Main();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal override sealed void PlatformSpecifiedInitialize()
{
MakeAsCurrentContext();
glManager.LoadOpenGLApiTo(Port.GraphicHandle);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal override sealed void Terminate()
{
CustomizeDeinit();
}
protected override sealed Uniform<Matrix44> NativeCameraUniform(ShaderProgram source, string name)
{
NativeCamera.GainAllUniforms(source, name);
return NativeCamera.convertedUniform;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override sealed void NativeCameraViewRange(Radius fieldOfRange, vec2d offset, (float frontDepth, float backDepth) viewDepth)
{
NativeCamera.SetViewRange(fieldOfRange, this.Size, offset, viewDepth);
}
protected override sealed void NativeCameraViewTarget(vec3d position, vec3d direction, vec3d up)
{
NativeCamera.SetViewDirection(position, direction, up);
}
#region Key Control
protected KeyStatus CheckKey(KeyboardKey key)
{
return InternalIO.glfwGetKey(this.CanvasHandle, (int)key);
}
protected KeyStatus CheckKey(Mouse key)
{
return InternalIO.glfwGetKey(this.CanvasHandle, (int)key);
}
protected KeyStatus CheckKey(Joystick key)
{
return InternalIO.glfwGetKey(this.CanvasHandle, (int)key);
}
#endregion
}
}
@@ -0,0 +1,109 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glResourceGenrator.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public partial class glRenderStream
{
/// <summary>
/// Create a set of <see cref="ElementBuffer"/>.
/// </summary>
/// <param name="count">Amount of EBO to be created.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected ElementBuffer CreateElementBuffer(int count)
{
return new ElementBuffer(count, this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected FrameBuffer CreateFrameBuffer(int count)
{
return new FrameBuffer(count, this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected RenderBuffer CreateRenderBuffer(int count)
{
return new RenderBuffer(count, this);
}
/// <summary>
/// Create a sets of <see cref="TextureGL"/>
/// </summary>
/// <param name="count">Amount of textures to be created.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected TextureGL CreateTexture(int count)
{
return new TextureGL(count, this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected AutoTextureGL CreateAutoTexture(int count)
{
return new AutoTextureGL(count, this);
}
/// <summary>
/// Create a set of <see cref="VertexArray"/>.
/// </summary>
/// <param name="count">Amount of VAO to be created.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected VertexArray CreateVertexArray(int count)
{
return new VertexArray(count, this);
}
/// <summary>
/// Create a set of <see cref="VertexBuffer"/>.
/// </summary>
/// <param name="count">Amount of Object to be created.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected VertexBuffer CreateVertexBuffer(int count)
{
return new VertexBuffer(count, this);
}
}
}
@@ -0,0 +1,99 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glResourceManager.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the ¡°Software¡±), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED ¡°AS IS¡±,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace StgSharp.Graphics.OpenGL
{
public partial class OpenGLFunction
{
private Lazy<int> textureUnitCountGetter;
private Lazy<ConcurrentQueue<TextureUnit>> unusedTextureImageUintInitilizing;
public int TextureUnitCount
{
get => textureUnitCountGetter.Value;
}
private ConcurrentQueue<TextureUnit> UnusedTextureImageUint
{
get => unusedTextureImageUintInitilizing.Value;
}
internal void ReturnAvailableUnit(IEnumerable<TextureUnit> source)
{
int v = GLconst.TEXTURE0 + TextureUnitCount;
foreach (TextureUnit unit in source)
{
if ((int)unit > v)
{
throw new InvalidOperationException("Source contains texture unit beyond context support.");
}
}
}
internal int TryGetAvailableTextureUnit(int count, out IEnumerable<TextureUnit> result)
{
result = new Queue<TextureUnit>();
for (int i = 0; i < count; i++)
{
if (UnusedTextureImageUint.TryDequeue(out TextureUnit unit))
{
(result as Queue<TextureUnit>)!.Enqueue(unit);
}
else
{
return i;
}
}
return count;
}
private ConcurrentQueue<TextureUnit> InitializeUnusedTextureImageUint()
{
ConcurrentQueue<TextureUnit> result = new ConcurrentQueue<TextureUnit>();
for (int index = 0; index < TextureUnitCount; index++)
{
result.Enqueue((TextureUnit)(GLconst.TEXTURE0 + index));
}
return result;
}
}
}