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
@@ -29,7 +29,7 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Graphics.GL;
using StgSharp.Graphics.OpenGL;
using StgSharp.Math;
using System;
@@ -43,15 +43,16 @@ namespace StgSharp.Graphics.ShaderEdit
{
public class ShaderGenerator
{
private Dictionary<int,ShaderParameter> uniformDefine;
private Dictionary<int, ShaderParameter> uniformDefine;
private List<string> codeList;
private List<ShaderFunction> usedShaderFunctions;
public Uniform<T> DefineUniform<T>(string name, int index) where T : struct
{
ShaderParameter p = new ShaderParameter(name,ShaderParameter.TypeMarshal<T>());
uniformDefine.Add(index,p);
//return new Uniform<T>();
ShaderParameter p = new ShaderParameter(name, ShaderParameter.TypeMarshal<T>());
uniformDefine.Add(index, p);
//return new Uniform<TView>();
throw new NotImplementedException();
}
@@ -59,10 +60,11 @@ namespace StgSharp.Graphics.ShaderEdit
public class ShaderFunction
{
private List<string> codeList;
private List<ShaderParameter> inputList;
private string name;
private ShaderParameter outPut;
private string name;
public int ParameterCount => inputList.Count;
@@ -104,10 +106,11 @@ namespace StgSharp.Graphics.ShaderEdit
public class ShaderParameter
{
public static readonly ShaderParameter Void = new ShaderParameter(string.Empty, InternalShaderType.Void);
internal readonly bool isReadOnly;
internal readonly string name;
internal readonly InternalShaderType type;
internal readonly string name;
public ShaderParameter(string name, InternalShaderType type)
{
@@ -1,4 +1,34 @@
using StgSharp.Graphics.GL;
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="ShaderStruct.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;
@@ -10,44 +40,49 @@ namespace StgSharp.Graphics.ShaderEdit
{
public class ShaderStructMember
{
internal InternalShaderType type;
internal object value;
}
public class ShaderStruct
{
internal Dictionary<glSHandle, ShaderStructMember> uniformPair;
public ShaderStruct(params (glSHandle, ShaderStructMember)[] uniformPairs)
internal Dictionary<GlHandle, ShaderStructMember> uniformPair;
internal ShaderStruct() { }
public ShaderStruct(params (GlHandle, ShaderStructMember)[] uniformPairs)
{
uniformPair = new Dictionary<glSHandle, ShaderStructMember>();
uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
if (uniformPairs.Length == 0)
{
return;
}
foreach (var item in uniformPairs)
foreach ((GlHandle, ShaderStructMember) item in uniformPairs)
{
uniformPair.Add(item.Item1,item.Item2);
uniformPair.Add(item.Item1, item.Item2);
}
}
internal ShaderStruct() { }
public unsafe void SetAllUniforms()
{
GLcontext* gl = (GLcontext*) glFunc.CurrentContextHandle;
foreach (var uniform in uniformPair)
OpenglContext* gl = (OpenglContext*)OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
foreach (KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair)
{
int id = uniform.Key.Value;
int id = uniform.Key.SignedValue;
ShaderStructMember s = uniform.Value;
switch (s.type)
{
case InternalShaderType.Struct: throw new ArgumentException(
case InternalShaderType.Struct:
throw new ArgumentException(
"Incorrect type \"Struct\" defined in this self define type");
case InternalShaderType.Void:throw new ArgumentException(
case InternalShaderType.Void:
throw new ArgumentException(
"Incorrect type \"Void\" defined in this self define type");
case InternalShaderType.Float:
gl->glUniform1f(id, (float)s.value);
@@ -62,5 +97,6 @@ namespace StgSharp.Graphics.ShaderEdit
}
}
}//------------------------------------ End of Class ---------------------------------------
}
}