daily update on 20240104 by nitload youmu, double threading not work

This commit is contained in:
Nitload
2024-01-04 08:58:12 +08:00
parent 14eaab455f
commit 2767c91293
138 changed files with 9692 additions and 11011 deletions
File diff suppressed because it is too large Load Diff
@@ -132,21 +132,17 @@ namespace StgSharp.Graphics
}
[StructLayout(LayoutKind.Sequential)]
public struct GLFWgamepadstate
public unsafe struct GLFWgamepadstate
{
/*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`
* or `GLFW_RELEASE`.
*/
byte[] buttons = new byte[15];
public fixed byte buttons[15];
/*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0
* to 1.0 inclusive.
*/
float[] axes = new float[6];
public GLFWgamepadstate()
{
}
public fixed float axes[6];
}
[StructLayout(LayoutKind.Sequential)]
@@ -216,10 +212,8 @@ namespace StgSharp.Graphics
public bool stickyMouseButtons = false;
public bool lockKeyMods = false;
public int cursorMode = 0;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 8)]
public byte[] mouseButtons = new byte[8];
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 349)]
public byte[] keys = new byte[349];
public fixed byte mouseButtons[8];
public fixed byte keys[349];
// Virtual cursor position when cursor is disabled
public double virtualCursorPosX = 0, virtualCursorPosY = 0;
public bool rawMouseMotion = false;
@@ -307,8 +301,7 @@ namespace StgSharp.Graphics
internal struct Ns
{
GLFWbool retina = false;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
byte[] frameName = new byte[256];
public fixed byte frameName[256];
public Ns()
{
@@ -318,10 +311,9 @@ namespace StgSharp.Graphics
internal struct X11
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
byte[] className = new byte[256];
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
byte[] instanceName = new byte[256];
public fixed byte className[256];
public fixed byte instanceName[256];
public X11()
{
@@ -337,8 +329,7 @@ namespace StgSharp.Graphics
internal struct Wl
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
byte[] appId = new byte[256];
public fixed byte appId[256];
public Wl()
{
@@ -517,8 +508,7 @@ namespace StgSharp.Graphics
{
GLFWbool available;
void* handle;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
byte*[] extensions = new byte*[2];
fixed ulong extensions[2];
IntPtr GetInstanceProcAddr;
GLFWbool KHR_surface;
GLFWbool KHR_win32_surface;
@@ -560,10 +550,8 @@ namespace StgSharp.Graphics
public unsafe struct GLFWmapping
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 128)]
byte[] name = new byte[128];
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 33)]
byte[] guid = new byte[33];
fixed byte name[128];
fixed byte guid[33];
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 15)]
GLFWmapelement[] buttons = new GLFWmapelement[15];
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
@@ -584,11 +572,9 @@ namespace StgSharp.Graphics
int buttonCount;
byte* hats;
int hatCount;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 128)]
byte[] name = new byte[128];
fixed byte name[128];
void* userPointer;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 33)]
byte[] guid = new byte[33];
fixed byte guid[33];
//GLFWmapping* mapping;
IntPtr mapping;
@@ -783,8 +769,7 @@ namespace StgSharp.Graphics
[StructLayout(LayoutKind.Sequential)]
internal unsafe struct VkExtensionProperties
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
byte[] extensionName = new byte[256];
fixed byte extensionName[256];
uint specVersion;
public VkExtensionProperties()
File diff suppressed because it is too large Load Diff
+131 -119
View File
@@ -1,6 +1,8 @@
using StgSharp.Controlling;
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
@@ -21,40 +23,36 @@ namespace StgSharp.Graphics
/// </summary>
public abstract partial class Form
{
#region metadata
internal LinkedList<Control> allControl;
internal Vector4 color;
internal Thread formThread;
internal IglFunc GL;
internal Vector4 backgroundColor;
internal unsafe GLcontext* contextID;
internal DynamicArrayList<IntPtr> formBuffer;
internal int height;
internal IntPtr monitor;
internal string name;
internal FormRenderBuffer RenderBuffer;
internal Form sharedForm;
internal FrameUpdateTimer timer = new FrameUpdateTimer();
internal FormUpdateBuffer UpdateBuffer;
internal int width;
internal IntPtr windowID;
private bool alignAtRender;
private bool alignAtUpdate;
private bool isSingleThread;
private Action OnRender;
private Action OnUpdate;
#region thread sync
internal readonly SemaphoreSlim ouetrPong = new SemaphoreSlim(0, 1);
private SemaphoreSlim ping = new SemaphoreSlim(1, 1);
private SemaphoreSlim pong = new SemaphoreSlim(0, 1);
protected IglFunc gl;
private bool closed;
#endregion
private Form()
#region form thread setting
internal FrameUpdateTimer timer = new FrameUpdateTimer();
private SemaphoreSlim _renderFinishSignal = new SemaphoreSlim(0, 1);
private SemaphoreSlim _renderStartSignal = new SemaphoreSlim(1, 1);
private bool isSingleThread = true;
private Thread renderThread;
#endregion
#region glapicount
private int missingAPIcount = 0;
private int problemAPIcount = 0;
#endregion
protected Form()
{
#if NET5_0_OR_GREATER
Unsafe.SkipInit(out UpdateBuffer);
Unsafe.SkipInit(out RenderBuffer);
Unsafe.SkipInit(out GL);
#endif
}
/// <summary>
@@ -66,6 +64,20 @@ namespace StgSharp.Graphics
set => height = value;
}
/// <summary>
/// OpenGL package used by current form context.
/// </summary>
public IglFunc GL
{
get => gl;
internal set => gl = value;
}
internal Thread RenderThread
{
get { return renderThread; }
}
/// <summary>
/// Representing
/// </summary>
@@ -73,6 +85,7 @@ namespace StgSharp.Graphics
{
get { return isSingleThread; }
}
/// <summary>
/// Width of this form, represent in <see cref="int"/>
/// </summary>
@@ -86,148 +99,152 @@ namespace StgSharp.Graphics
}
}
/// <summary>
/// Width of this form, represent in <see cref="int"/>
/// </summary>
public int Width
{
get => width;
set => width = value;
}
internal bool IsSingleThread
{
get { return isSingleThread; }
}
internal SemaphoreSlim RenderFinishSignal
{
get { return _renderFinishSignal; }
set { _renderFinishSignal = value; }
}
internal SemaphoreSlim RenderStrartSignal
{
get { return _renderStartSignal; }
set { _renderStartSignal = value; }
}
unsafe ~Form()
{
Marshal.FreeHGlobal((IntPtr)contextID);
RenderBuffer.GL.api = default;
}
#region form main
public abstract void Deinit(object[] args);
public abstract void Deinit(params object[] args);
/// <summary>
/// Necessary operation to init this form.
/// </summary>
/// <param name="args"></param>
public abstract void Init(object[] args);
public abstract void Init(params object[] args);
/// <summary>
/// Behaviour of current form when in a render cycle.
/// When this form
/// </summary>
/// <param name="args"></param>
public abstract void Main(object[] args);
public abstract void Main(params object[] args);
/// <summary>
/// Init this form and render it on screen, and respond with operation
/// </summary>
public void Show(object[] args)
public void Show(params object[] args)
{
if (args == null)
if (gl == null)
{
args = new object[4] { null, null, null, null };
InternalIO.InternalWriteLog($"Attempt to show form {name} before init", LogType.Error);
}
Operation.RegistForm(this);
if (!TimeLine.RenderStarted)
else if (isSingleThread)
{
TimeLine.RenderAll();
while (gl.GetWindowShouldClose(this))
{
Main(args);
}
}
try
else
{
Thread updateThread = new Thread(InternalUpdateFrame);
Thread renderThread = new Thread(InternalRenderFrame);
updateThread.Start(args[1]);
renderThread.Start(args[2]);
updateThread.Join();
while (gl.GetWindowShouldClose(this))
{
Main(args);
}
renderThread.Join();
ping.Dispose();
pong.Dispose();
InternalDeinit(args[3]);
}
catch (Exception)
{
throw;
}
}
internal void InternalDeinit(object args)
private void InternalRender()
{
Deinit((object[])args);
#pragma warning disable CS8602
ConcurrentQueue<Action<int>> glActions = (gl as GLonUpdate).GLactionQueue;
#pragma warning restore CS8602
Action currentAction = new Action(() => { return; });
while (gl.GetWindowShouldClose(this))
{
if (glActions.TryDequeue(out currentAction))
{
currentAction();
}
}
}
internal void InternalInit(object args)
internal void InternalDeinit(params object[] args)
{
Deinit(args);
}
internal void InternalInit(params object[] args)
{
Init((object[])args);
}
internal void InternalRenderFrame()
{
while (InternalIO.glfw.WindowShouldClose(windowID) != 0)
{
ping.Wait();
try
{
OnRender();
timer.WaitNextFrame();
pong.Release();
}
catch (NullReferenceException)
{
throw new Exception("Forget to reload GL apis");
pong.Release();
}
}
}
internal void InternalUpdateFrame()
{
while (InternalIO.glfw.WindowShouldClose(windowID) != 0)
{
pong.Wait();
try
{
OnUpdate();
timer.WaitNextFrame();
ping.Release();
}
catch (NullReferenceException)
{
throw new Exception("Forget to reload GL apis");
ping.Release();
}
}
}
/// <summary>
/// Define how current form render in one frame.
/// </summary>
/// <param name="totalThread">
///
/// Please define
/// <param name="requireDoubleRendering">
/// Please define this befor calling any OpenGL api and other graphic methods.
/// </param>
protected void SetRenderThreads(bool requireDoubleRendering)
protected unsafe void SetRenderThreads(int requiredThreds)
{
switch (requireDoubleRendering)
if (gl != default)
{
case true:
isSingleThread = false;
OnUpdate = new Action(() => { });
break;
case false:
isSingleThread = false;
break;
throw new InvalidOperationException("Cannot define threads after loading gl context.");
}
if (requiredThreds == 1)
{
isSingleThread = true;
}
else if (requiredThreds == 2)
{
isSingleThread = false;
}
else
{
throw new Exception();
}
IntPtr ptr = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(GLcontext)));
contextID = (GLcontext*)ptr;
*contextID = new GLcontext();
contextID->glGetString = (delegate*<uint, IntPtr>)IntPtr.Zero;
InternalIO.InternalWriteLog("Successfully create a context binded to current form. " +
$"Its ID is {(ulong)ptr}", LogType.Info);
if (isSingleThread)
{
gl = new GLonRender(contextID);
}
else
{
GLonUpdate pack = new GLonUpdate(contextID);
gl = pack;
renderThread = new Thread(new ThreadStart(InternalRender));
}
}
#endregion
/// <summary>
/// Constructor of a Form, creats an instance of a form and
/// initilize all the customizing operations.
/// Set all necessary metadata to current form instance
/// </summary>
public void InitForm(int width, int height, string name, IntPtr monitor, Form sharedForm)
public void SetMetadata(int width, int height, string name, IntPtr monitor, Form sharedForm)
{
this.width = width;
this.height = height;
@@ -267,18 +284,10 @@ namespace StgSharp.Graphics
{
windowID = windowPtr;
}
GLcontext glContext = new GLcontext();
IntPtr ptr = Marshal.AllocHGlobal(sizeof(GLcontextIO));
contextID = (GLcontextIO*)ptr;
*contextID = new GLcontextIO();
InternalIO.InternalWriteLog("Successfully create a context binded to current form. " +
$"Its ID is {(ulong)ptr}", LogType.Info);
GLonRender glRender = new GLonRender(glContext);
GLonUpdate glUpdate = new GLonUpdate(glContext);
}
InternalIO.InternalSetCurrentGLContext(windowID, (IntPtr)contextID);
}
}
InternalIO.InternalSetCurrentGLContext(windowID, contextID);
}
/// <summary>
/// Resize the current form
@@ -298,6 +307,7 @@ namespace StgSharp.Graphics
/// <param name="size">
/// A <see cref="Vec2d"/> (width,height) representing the new size of current form
/// </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetSize(Vec2d size)
{
this.Size = size;
@@ -312,6 +322,7 @@ namespace StgSharp.Graphics
/// <param name="minHeight">Minimum height of current form</param>
/// <param name="maxWidth">Maximum width of curent form</param>
/// <param name="maxHeight">Maximum height of current form</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight)
{
InternalIO.glfw.SetWindowSizeLimits(
@@ -328,6 +339,7 @@ namespace StgSharp.Graphics
/// <param name="maxSize">
/// Maximum size of current form. In form of a <see cref="Vec2d"/> of (width,height)
/// </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetSizeLimit(Vec2d minSize, Vec2d maxSize)
{
InternalIO.glfw.SetWindowSizeLimits(
+26 -11
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@@ -1,20 +1,37 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public unsafe class ElementBuffer : IDisposable, IBufferObject
public partial class Form
{
uint[] _bufferID;
private IglFunc GL;
/// <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(uint count)
{
return new ElementBuffer(count, this.gl);
}
}
internal ElementBuffer(int n, IglFunc glFunc)
/// <summary>
/// A collecion of handle to Element Buffer Object in OpenGL.
/// Each <see cref="uint"/> value indexed from instance of this class this
/// is the only handle to one Element Buffer Object.
/// </summary>
public unsafe class ElementBuffer : IBufferObject
{
internal ElementBuffer(uint n, IglFunc gl)
{
_bufferID = new uint[n];
GL = glFunc;
GL = gl;
fixed (uint* id = _bufferID)
{
GL.GenBuffers(n, id);
@@ -26,7 +43,7 @@ namespace StgSharp.Graphics
get { return _bufferID[n]; }
}
public void Bind(int index)
public override void Bind(int index)
{
GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferID[index]);
}
@@ -38,14 +55,12 @@ namespace StgSharp.Graphics
GL.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage);
}
public void Dispose()
protected sealed override void Dispose(bool disposing)
{
fixed (uint* id = _bufferID)
if (disposing)
{
GL.DeleteBuffers(_bufferID.Length, id);
GL.DeleteBuffers((uint)_bufferID.Length, _bufferID);
}
}
}
}
@@ -1,25 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
internal class FormRenderBuffer
{
internal GLonRender GL;
internal InternalFormBuffer data;
}
internal class FormUpdateBuffer
{
internal GLonUpdate GL;
internal InternalFormBuffer data;
}
internal class InternalFormBuffer
{
}
}
@@ -9,9 +9,38 @@ namespace StgSharp.Graphics
/// <summary>
/// Interface of all kinds OpenGL buffer onjects
/// </summary>
public interface IBufferObject
public abstract class IBufferObject : IDisposable
{
uint this[int index] { get; }
void Bind(int index);
protected uint[] _bufferID;
protected IglFunc GL;
/// <summary>
/// Get the only handle to one of the Object instance
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public uint this[int index]
{
get { return _bufferID[index]; }
}
/// <summary>
/// Bind a buffer instance to OpenGL
/// </summary>
/// <param name="index">Index of handle of the object in this instance to be bind</param>
public abstract void Bind(int index);
protected abstract void Dispose(bool disposing);
~IBufferObject()
{
Dispose(disposing: false);
}
public void Dispose()
{
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}
+28 -24
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@@ -5,55 +5,59 @@ using System.Text;
namespace StgSharp.Graphics
{
public unsafe struct VertexArray : IDisposable, IBufferObject
public partial class Form
{
internal uint[] _bufferID;
private IglFunc GL;
/// <summary>
/// Create a set of <see cref="VertexArray"/>.
/// </summary>
/// <param name="count">Amount of VAO to be crated.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected VertexArray CreateVertexArray(uint count)
{
return new VertexArray(count, gl);
}
}
internal VertexArray(int n)
public unsafe class VertexArray : IBufferObject
{
internal VertexArray(uint n, IglFunc gl)
{
_bufferID = new uint[n];
//GL = glFunc;
GL = gl;
fixed (uint* id = _bufferID)
{
GL.GenVertexArrays(n, id);
}
}
public uint this[int n]
{
get
{
return _bufferID[n];
}
}
public void Bind(int index)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public sealed override void Bind(int index)
{
GL.BindVertexArray(_bufferID[index]);
}
public void Dispose()
{
fixed (uint* id = _bufferID)
{
GL.DeleteVertexArrays(_bufferID.Length, id);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void BindNull()
{
GL.BindVertexArray(0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVertexAttribute(uint index, int vertexLength, Type dataType, bool isNomalized, int stride, int pointer)
public void SetVertexAttribute(uint index, int vertexLength, Type dataType, bool isNomalized, uint stride, int pointer)
{
GL.SetVertexAttribute(
index, vertexLength, dataType,
isNomalized,
stride, pointer);
}
protected sealed override void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteVertexArrays((uint)_bufferID.Length, _bufferID);
}
}
}
}
+30 -14
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@@ -3,17 +3,29 @@ 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
{
public unsafe struct VertexBuffer : IDisposable, IBufferObject
public partial class Form
{
internal uint[] _bufferID;
private IglFunc GL;
/// <summary>
/// Create aset of <see cref="VertexBuffer"/>.
/// </summary>
/// <param name="count">Amount of Object to be created.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected VertexBuffer CreateVertexBuffer(uint count)
{
return new VertexBuffer(count, gl);
}
}
internal VertexBuffer(int n, IglFunc glFunc)
public unsafe class VertexBuffer : IBufferObject
{
internal VertexBuffer(uint n, IglFunc glFunc)
{
_bufferID = new uint[n];
GL = glFunc;
@@ -23,29 +35,33 @@ namespace StgSharp.Graphics
}
}
public uint this[int n]
{
get { return _bufferID[n]; }
}
/// <summary>
///
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Unbind()
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, 0);
}
public void Bind(int index)
public sealed override void Bind(int index)
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
GL.BindBuffer(BufferType.ARRAY_BUFFER, (uint)index);
}
public void Dispose()
internal void ChangeEnvironment(IglFunc gl)
{
fixed (uint* id = _bufferID)
GL = gl;
}
protected sealed override void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteBuffers(_bufferID.Length, id);
fixed (uint* id = _bufferID)
{
GL.DeleteBuffers((uint)_bufferID.Length, _bufferID);
}
}
}
+121 -117
View File
@@ -11,139 +11,143 @@ namespace StgSharp.Graphics
{
public partial class Form
{
protected Texture CreateTexture(int n)
protected Texture CreateTexture(uint n)
{
return new Texture(n, GL);
return new Texture(n, this.GL);
}
}
public unsafe class Texture
{
internal uint[] textureId;
internal Image[] sourceList;
internal static bool[] unitActivated = new bool[16];
private IglFunc GL;
internal void ChangeEnvironment(IglFunc gl)
{
GL = gl;
}
protected unsafe class Texture
internal Texture(uint n, IglFunc gl)
{
internal uint[] textureId;
internal Image[] sourceList;
internal static bool[] unitActivated = new bool[16];
private IglFunc GL;
internal Texture(int n, IglFunc glFunc)
textureId = new uint[n];
sourceList = new Image[n];
GL = gl;
fixed (uint* id = textureId)
{
textureId = new uint[n];
sourceList = new Image[n];
GL = glFunc;
fixed (uint* id = textureId)
{
GL.GenTextures(n, id);
}
GL.GenTextures(n, id);
}
public void Bind2D(int index)
{
GL.BindTexture(GLconst.TEXTURE_2D, textureId[index]);
}
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <param name="index"></param>
/// <param name="loader"></param>
public unsafe void LoadTexture(int index, string name, ImageLoader loader)
{
sourceList[index] = new Image();
fixed (Image.ImageInfo* textureInfo = &sourceList[index].info)
{
InternalIO.InternalLoadImage(name, textureInfo, loader);
}
if (sourceList[index].info.pixelPtr != IntPtr.Zero)
{
uint channel;
switch (sourceList[index].info.channel)
{
case 1:
channel = GLconst.RED; break;
case 2:
channel = GLconst.RG; break;
case 3:
channel = GLconst.RGB; break;
case 4:
channel = GLconst.RGBA; break;
default:
channel = 0;
break;
}
GL.TextureImage2d(
GLconst.TEXTURE_2D, 0, channel,
sourceList[index].Width, sourceList[index].Height,
channel, GLconst.UNSIGNED_BYTE, (byte*)sourceList[index].info.pixelPtr
);
}
else
{
InternalIO.InternalWriteLog($"Failed to load image file of \"{name}\".", LogType.Error);
}
}
#region texture set
public void Set2dFilterProperty(
Filter onMinify, Filter onMagnify)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
}
public void Set2dWrapProperty(
Wrap onHorizontial, Wrap onVertical)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
}
#endregion
public void Activate(TextureUnit unit)
{
GL.ActiveTexture((uint)unit);
}
}
public enum TextureUnit
public void Bind2D(int index)
{
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,
GL.BindTexture(GLconst.TEXTURE_2D, textureId[index]);
}
public enum Wrap
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <param name="index"></param>
/// <param name="loader"></param>
public unsafe void LoadTexture(int index, string name, ImageLoader loader)
{
Repeat = GLconst.REPEAT,
MirroredRepeat = GLconst.MIRRORED_REPEAT,
ClampToEdge = GLconst.CLAMP_TO_EDGE,
ClampToBorder = GLconst.CLAMP_TO_BORDER,
sourceList[index] = new Image();
fixed (Image.ImageInfo* textureInfo = &sourceList[index].info)
{
InternalIO.InternalLoadImage(name, textureInfo, loader);
}
if (sourceList[index].info.pixelPtr != IntPtr.Zero)
{
uint channel;
switch (sourceList[index].info.channel)
{
case 1:
channel = GLconst.RED; break;
case 2:
channel = GLconst.RG; break;
case 3:
channel = GLconst.RGB; break;
case 4:
channel = GLconst.RGBA; break;
default:
channel = 0;
break;
}
GL.TextureImage2d(
GLconst.TEXTURE_2D, 0, channel,
(uint)sourceList[index].Width, (uint)sourceList[index].Height,
channel, GLconst.UNSIGNED_BYTE, (byte*)sourceList[index].info.pixelPtr
);
}
else
{
InternalIO.InternalWriteLog($"Failed to load image file of \"{name}\".", LogType.Error);
}
}
public enum Filter
#region texture set
public void Set2dFilterProperty(
Filter onMinify, Filter onMagnify)
{
Nearest = GLconst.NEAREST,
Linear = GLconst.LINEAR,
Nearest_LinearMipmap = GLconst.NEAREST_MIPMAP_LINEAR,
Linear_LinearMipmap = GLconst.LINEAR_MIPMAP_LINEAR,
Nearest_NearestMipmap = GLconst.NEAREST_MIPMAP_NEAREST,
Linear_NearestMipmap = GLconst.LINEAR_MIPMAP_NEAREST,
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
}
public void Set2dWrapProperty(
Wrap onHorizontial, Wrap onVertical)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
}
#endregion
public void Activate(TextureUnit unit)
{
GL.ActiveTexture((uint)unit);
}
}
public enum TextureUnit
{
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,
}
public enum Wrap
{
Repeat = GLconst.REPEAT,
MirroredRepeat = GLconst.MIRRORED_REPEAT,
ClampToEdge = GLconst.CLAMP_TO_EDGE,
ClampToBorder = GLconst.CLAMP_TO_BORDER,
}
public enum Filter
{
Nearest = GLconst.NEAREST,
Linear = GLconst.LINEAR,
Nearest_LinearMipmap = GLconst.NEAREST_MIPMAP_LINEAR,
Linear_LinearMipmap = GLconst.LINEAR_MIPMAP_LINEAR,
Nearest_NearestMipmap = GLconst.NEAREST_MIPMAP_NEAREST,
Linear_NearestMipmap = GLconst.LINEAR_MIPMAP_NEAREST,
}
}
@@ -9,15 +9,7 @@ namespace StgSharp.Graphics
{
public unsafe partial class Form
{
internal GLcontextIO* contextID;
private int missingAPIcount = 0;
private int problemAPIcount = 0;
internal GLcontext glContext
{
get { return RenderBuffer.GL.api; }
}
}
}
+74 -47
View File
@@ -1,6 +1,7 @@
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@@ -11,19 +12,18 @@ namespace StgSharp.Graphics
internal unsafe partial class GLonRender : IglFunc
{
internal GLcontext* api;
FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
internal GLonRender(GLcontext context)
internal GLonRender(GLcontext* context)
{
api = context;
}
internal GLcontext api;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.ActiveTexture(uint type)
{
api.ActiveTexture(type);
api->glActiveTexture(type);
}
void IglFunc.AfterAlign(Form form, Action action)
@@ -45,41 +45,44 @@ namespace StgSharp.Graphics
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.AttachShader(uint program, uint shader)
{
api.AttachShader(program, shader);
api->glAttachShader(program, shader);
}
void IglFunc.BindBuffer(BufferType bufferType, uint index)
{
api.BindBuffer((uint)bufferType, index);
api->glBindBuffer((uint)bufferType, index);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindTexture(uint type, uint texture)
{
api.BindTexture(type, texture);
api->glBindTexture(type, texture);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindVertexArray(uint index)
{
api.BindVertexArray(index);
api->glBindVertexArray(index);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.Clear(MaskBufferBit mask)
{
api.Clear((uint)mask);
api->glClear((uint)mask);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.ClearColor(float R, float G, float B, float A)
{
api.ClearColor(R, G, B, A);
api->glClearColor(R, G, B, A);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.ClearGraphicError()
{
while (api.GetError() != 0) { }
while (api->glGetError() != 0) { }
}
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
{
uint shaderID;
@@ -123,7 +126,7 @@ namespace StgSharp.Graphics
[MethodImpl(MethodImplOptions.AggressiveInlining)]
uint IglFunc.CreateProgram()
{
return api.CreateProgram();
return api->glCreateProgram();
}
unsafe IntPtr IglFunc.CreateWindowHandle(
@@ -152,36 +155,44 @@ namespace StgSharp.Graphics
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe uint IglFunc.CreatGraphicProgram()
{
return api.CreateProgram();
return api->glCreateProgram();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
unsafe void IglFunc.DeleteBuffer(uint handle)
{
api.DeleteBuffers(count, ptr);
api->glDeleteBuffers(1, &handle);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
unsafe void IglFunc.DeleteBuffers(uint count, uint[] handle)
{
api.DeleteVertexArrays(count, ptr);
fixed (uint* ptr = handle)
api->glDeleteBuffers(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
unsafe void IglFunc.DeleteVertexArrays(uint count, uint[] arrays)
{
fixed (uint* ptr = arrays)
api->glDeleteVertexArrays(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
{
uint a;
switch (type.Name)
switch (Type.GetTypeCode(type))
{
case "UInt32":
case TypeCode.UInt32:
a = GLconst.UNSIGNED_INT;
break;
case "UInt16":
case TypeCode.UInt16:
a = GLconst.UNSIGNED_SHORT;
break;
case "Byte":
case TypeCode.Byte:
a = GLconst.UNSIGNED_BYTE;
break;
default:
@@ -191,31 +202,31 @@ namespace StgSharp.Graphics
LogType.Error);
return;
}
api.DrawElements((uint)mode, count, a, (void*)ptr);
api->glDrawElements((uint)mode, count, a, (void*)ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.GenBuffers(int count, uint* ptr)
unsafe void IglFunc.GenBuffers(uint count, uint* ptr)
{
api.GenBuffers(count, ptr);
api->glGenBuffers(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.GenTextures(int count, uint* ptr)
unsafe void IglFunc.GenTextures(uint count, uint* ptr)
{
api.GenTextures(count, ptr);
api->glGenTextures(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
unsafe void IglFunc.GenVertexArrays(uint count, uint* ptr)
{
api.GenVertexArrays(count, ptr);
api->glGenVertexArrays(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.GetGraphicError()
{
string error = null;
uint code = api.GetError();
uint code = api->glGetError();
while (code != 0)
{
error += $"OpenGL error {code}\n";
@@ -242,7 +253,7 @@ namespace StgSharp.Graphics
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
{
return api.GetUniformLocation(program, ptr);
return api->glGetUniformLocation(program, ptr);
}
unsafe bool IglFunc.GetWindowShouldClose(Form form)
@@ -263,9 +274,9 @@ namespace StgSharp.Graphics
unsafe void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
int size = sizeof(T);
api.BufferData(
api->glBufferData(
(uint)bufferType,
size,
(UIntPtr)size,
&bufferData,
(uint)usage);
}
@@ -274,14 +285,20 @@ namespace StgSharp.Graphics
unsafe void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
fixed (void* bufferPtr = &bufferArray[0])
api.BufferData(
if (bufferArray == null)
{
return;
}
fixed (void* bufferPtr = bufferArray)
api->glBufferData(
(uint)bufferType,
size,
(UIntPtr)size,
bufferPtr,
(uint)usage);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
@@ -290,11 +307,17 @@ namespace StgSharp.Graphics
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
{
uint type = InternalIO.GLtype[t];
api.VertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
api.EnableVertexAttribArray(index);
api->glVertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
api->glEnableVertexAttribArray(index);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.SetWindowShouldClose(Form form, bool mark)
{
InternalIO.glfw.SetWindowShouldClose(form.windowID, mark ? 1 : 0);
}
unsafe void IglFunc.SwapBuffers(Form form)
@@ -306,27 +329,31 @@ namespace StgSharp.Graphics
InternalIO.glfw.SwapBuffers(form.windowID);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
{
api.TexImage2D(
api->glTexImage2D(
target, level, internalformat, width, height, 0, format, type, pixels
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.TextureParameter(uint target, uint pname, int param)
{
api.TexParameteri(target, pname, param);
api->glTexParameteri(target, pname, param);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.UseProgram(uint program)
{
api.UseProgram(program);
api->glUseProgram(program);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.Viewport(int x, int y, int width, int height)
void IglFunc.Viewport(int x, int y, uint width, uint height)
{
api.Viewport(x, y, width, height);
api->glViewport(x, y, width, height);
}
}
+48 -167
View File
@@ -1,6 +1,7 @@
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -10,217 +11,97 @@ namespace StgSharp.Graphics
{
internal class GLonTimeout : IglFunc
{
FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
private static readonly GLonTimeout singleInstance
= new GLonTimeout();
FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
private GLonTimeout() { }
internal static GLonTimeout Set()
{
return singleInstance;
}
void IglFunc.ActiveTexture(uint type) => throw signal;
void IglFunc.ActiveTexture(uint type)
{
throw signal;
}
void IglFunc.AfterAlign(Form form, Action action) => throw signal;
void IglFunc.AfterAlign(Form form, Action action)
{
throw signal;
}
void IglFunc.AlignFrame(Form form) => throw signal;
void IglFunc.AlignFrame(Form form)
{
throw signal;
}
void IglFunc.AttachShader(uint program, uint shader) => throw signal;
void IglFunc.AttachShader(uint program, uint shader)
{
throw signal;
}
void IglFunc.BindBuffer(BufferType bufferType, uint index) => throw signal;
void IglFunc.BindBuffer(BufferType bufferType, uint index)
{
throw signal;
}
void IglFunc.BindTexture(uint type, uint texture) => throw signal;
void IglFunc.BindTexture(uint type, uint texture)
{
throw signal;
}
void IglFunc.BindVertexArray(uint index) => throw signal;
void IglFunc.BindVertexArray(uint index)
{
throw signal;
}
void IglFunc.Clear(MaskBufferBit mask) => throw signal;
void IglFunc.Clear(MaskBufferBit mask)
{
throw signal;
}
void IglFunc.ClearColor(float R, float G, float B, float A) => throw signal;
void IglFunc.ClearColor(float R, float G, float B, float A)
{
throw signal;
}
void IglFunc.ClearGraphicError() => throw signal;
void IglFunc.ClearGraphicError()
{
throw signal;
}
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType) => throw signal;
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
{
throw signal;
}
uint IglFunc.CreateProgram() => throw signal;
uint IglFunc.CreateProgram()
{
throw signal;
}
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) => throw signal;
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
{
throw signal;
}
uint IglFunc.CreatGraphicProgram() => throw signal;
uint IglFunc.CreatGraphicProgram()
{
throw signal;
}
public void DeleteBuffer(uint handle) => throw signal;
unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.DeleteBuffers(uint count, uint[] ptr) => throw signal;
unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.DeleteVertexArrays(uint count, uint[] ptr) => throw signal;
void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
{
throw signal;
}
void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr) => throw signal;
unsafe void IglFunc.GenBuffers(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.GenBuffers(uint count, uint* ptr) => throw signal;
unsafe void IglFunc.GenTextures(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.GenTextures(uint count, uint* ptr) => throw signal;
unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
{
throw signal;
}
unsafe void IglFunc.GenVertexArrays(uint count, uint* ptr) => throw signal;
void IglFunc.GetGraphicError()
{
throw signal;
}
void IglFunc.GetGraphicError() => throw signal;
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
{
throw signal;
}
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr) => throw signal;
bool IglFunc.GetWindowShouldClose(Form form)
{
throw signal;
}
bool IglFunc.GetWindowShouldClose(Form form) => throw signal;
void IglFunc.MakeContexCurrent(Form form)
{
throw signal;
}
void IglFunc.MakeContexCurrent(Form form) => throw signal;
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
throw signal;
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) => throw signal;
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
throw signal;
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) => throw signal;
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
throw signal;
}
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2) => throw signal;
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1) => throw signal;
void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
throw signal;
}
void IglFunc.SetValue(Uniform<float> uniform, float v0) => throw signal;
void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
throw signal;
}
void IglFunc.SetValue(Uniform<int> uniform, int i0) => throw signal;
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
throw signal;
}
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec) => throw signal;
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
{
throw signal;
}
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer) => throw signal;
void IglFunc.SwapBuffers(Form form)
{
throw signal;
}
void IglFunc.SwapBuffers(Form form) => throw signal;
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
{
throw signal;
}
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels) => throw signal;
void IglFunc.TextureParameter(uint target, uint pname, int param)
{
throw signal;
}
void IglFunc.TextureParameter(uint target, uint pname, int param) => throw signal;
void IglFunc.UseProgram(uint program)
{
throw signal;
}
void IglFunc.UseProgram(uint program) => throw signal;
void IglFunc.Viewport(int x, int y, int width, int height)
{
throw signal;
}
void IglFunc.Viewport(int x, int y, uint width, uint height) => throw signal;
internal static GLonTimeout Set() => singleInstance;
void IglFunc.SetWindowShouldClose(Form form, bool mark) => throw signal;
}
}
+295 -82
View File
@@ -1,28 +1,55 @@
using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
internal partial class GLonUpdate : IglFunc
{
private FrameTimeoutException refreshSignal = new();
internal readonly GLcontext api;
using glMetaData = (
int i0, int i1, int i2, int i3,
double d0, double d1, double d2, double d3,
IntPtr p0, IntPtr p1, IntPtr p2, IntPtr p3
);
internal GLonUpdate(GLcontext context)
internal unsafe partial class GLonUpdate : IglFunc
{
internal GLcontext* api;
private ConcurrentQueue<Action> glActionQueue;
private FrameTimeoutException refreshSignal = new();
private DynamicArrayList<glMetaData> threadBuffer = new DynamicArrayList<glMetaData>(16, default);
ConcurrentQueue<Action<int>> GLactionQueue
{
get
{
return glActionQueue;
}
}
internal GLonUpdate(GLcontext* context)
{
api = context;
glActionQueue = new ConcurrentQueue<Action>();
glActionQueue.Enqueue(() => { });
}
void IglFunc.ActiveTexture(uint type)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glActiveTexture(type);
}
);
}
@@ -42,52 +69,125 @@ namespace StgSharp.Graphics
throw refreshSignal;
}
void IglFunc.AttachShader(uint program, uint shader)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.AttachShader(uint program, uint shader)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => api->glAttachShader(program, shader)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindBuffer(BufferType bufferType, uint index)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => api->glBindBuffer((uint)bufferType, index)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindTexture(uint type, uint texture)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => api->glBindTexture((uint)type, texture)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindVertexArray(uint index)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => api->glBindVertexArray((uint)index)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.Clear(MaskBufferBit mask)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => api->glClear((uint)mask)
);
}
void IglFunc.ClearColor(float R, float G, float B, float A)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => api->glClearColor(R, G, B, A)
);
}
void IglFunc.ClearGraphicError()
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
while (api->glGetError() != 0) { };
}
);
}
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
{
throw new NotImplementedException();
int id = -1;
glActionQueue.Enqueue(
() =>
{
uint shaderID;
shaderCode += '\0';
shaderID = InternalIO.InternalLoadShaderCode(shaderCode, (int)shaderType);
if (shaderID == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
string log;
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
bool isUseful = false;
foreach (char item in log)
{
if (!char.IsControl(item))
{
isUseful = true; break;
}
}
if (!isUseful)
{
throw new Exception();
}
}
catch (Exception)
{
log = "Failed to compile shader.\nFailed to get GLSL compiler log";
}
InternalIO.InternalWriteLog(log, LogType.Error);
}
Interlocked.Add(ref id, (int)(shaderID + 1));
}
);
while (id < 0) { }
return (uint)id;
}
uint IglFunc.CreateProgram()
{
throw new NotImplementedException();
int id = -1;
glActionQueue.Enqueue(
() =>
{
int ret = (int)api->glCreateProgram();
Interlocked.Add(ref id, ret + 1);
}
);
while (id < 0) { }
return (uint)id;
}
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
@@ -118,44 +218,118 @@ namespace StgSharp.Graphics
uint IglFunc.CreatGraphicProgram()
{
throw new NotImplementedException();
int id = 0;
glActionQueue.Enqueue(
() =>
{
Interlocked.Add(ref id, (int)(api->glCreateProgram() + 1));
}
);
while (id < 0) { }
return (uint)id;
}
unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetWindowShouldClose(Form form, bool mark)
{
throw new NotImplementedException();
InternalIO.glfw.SetWindowShouldClose(form.windowID, mark ? 1 : 0);
}
unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DeleteBuffer(uint handle)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
uint target = handle;
api->glDeleteBuffers(1, &target);
}
);
}
public void DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
unsafe void IglFunc.DeleteBuffers(uint count, uint[] handle)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
uint[] h = handle;
fixed (uint* p = h)
{
api->glDeleteBuffers(count, p);
}
}
);
}
void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
unsafe void IglFunc.DeleteVertexArrays(uint count, uint[] arrays)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
uint[] target = arrays;
fixed (uint* ptr = target)
{
api->glDeleteVertexArrays(count, ptr);
}
}
);
}
unsafe void IglFunc.GenBuffers(int count, uint* ptr)
void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
{
throw new NotImplementedException();
uint a;
switch (Type.GetTypeCode(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 suporrted.",
LogType.Error);
return;
}
glActionQueue.Enqueue(
() =>
{ api->glDrawElements((uint)mode, count, a, (void*)ptr); }
);
}
unsafe void IglFunc.GenTextures(int count, uint* ptr)
unsafe void IglFunc.GenBuffers(uint count, uint* ptr)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glGenBuffers(count, ptr);
}
);
}
unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
unsafe void IglFunc.GenTextures(uint count, uint* ptr)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glGenTextures(count, ptr);
}
);
}
unsafe void IglFunc.GenVertexArrays(uint count, uint* ptr)
{
glActionQueue.Enqueue(
() =>
{
api->glGenVertexArrays(count, ptr);
}
);
}
public void GetGraphicError()
@@ -168,25 +342,26 @@ namespace StgSharp.Graphics
throw new NotImplementedException();
}
public unsafe int GetUniformLocation(uint program, byte* ptr)
{
throw new NotImplementedException();
}
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
{
throw new NotImplementedException();
int ret = -1;
glActionQueue.Enqueue(
() =>
{
int location = api->glGetUniformLocation(program, ptr);
Interlocked.Add(ref ret, location + 1);
}
);
while (ret < 0) { }
return ret;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool GetWindowShouldClose(Form form)
{
return InternalIO.glfw.WindowShouldClose(form.windowID) == 0;
}
bool IglFunc.GetWindowShouldClose(Form form)
{
throw new NotImplementedException();
return InternalIO.glfw.WindowShouldClose(form.windowID) == 0;
}
public void GLswapBuffers(Form form)
@@ -198,7 +373,8 @@ namespace StgSharp.Graphics
InternalIO.glfw.SwapBuffers(form.windowID);
}
public void MakeContexCurrent(Form form)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.MakeContexCurrent(Form form)
{
if (form.windowID == IntPtr.Zero)
{
@@ -207,29 +383,40 @@ namespace StgSharp.Graphics
InternalIO.glfw.MakeContextCurrent(form.windowID);
}
void IglFunc.MakeContexCurrent(Form form)
{
throw new NotImplementedException();
}
public void SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) where T : IMat
{
throw new NotImplementedException();
}
public void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
{
throw new NotImplementedException();
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
T data = bufferData;
int size = sizeof(T);
api->glBufferData(
(uint)bufferType,
(UIntPtr)size,
&data,
(uint)usage);
}
);
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
if (bufferArray == null)
{
return;
}
fixed (void* bufferPtr = bufferArray)
api->glBufferData(
(uint)bufferType,
(UIntPtr)size,
bufferPtr,
(uint)usage);
}
);
}
@@ -240,44 +427,70 @@ namespace StgSharp.Graphics
}
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
uint type = InternalIO.GLtype[t];
api->glVertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
api->glEnableVertexAttribArray(index);
}
);
}
void IglFunc.SwapBuffers(Form form)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.SwapBuffers(form.windowID);
}
);
}
public unsafe void TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
{
throw new NotImplementedException();
}
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
{
throw new NotImplementedException();
}
public void TextureParameter(uint target, uint pname, int param)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glTexImage2D(target, level, internalformat, width, height, 0, format, type, pixels);
}
);
}
void IglFunc.TextureParameter(uint target, uint pname, int param)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glTextureParameteri(target, pname, param);
}
);
}
void IglFunc.UseProgram(uint rogram)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glUseProgram(rogram);
}
);
}
void IglFunc.Viewport(int x, int y, int width, int height)
void IglFunc.Viewport(int x, int y, uint width, uint height)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
api->glViewport(x, y, width, height);
}
);
}
}
}
@@ -18,102 +18,158 @@ namespace StgSharp.Graphics
{
return new Shader(GL);
}
}
public class Shader
public class Shader
{
/// <summary>
/// A <see cref="uint"/> value represent this shader.
/// </summary>
public readonly uint programID;
internal uint vertexShaderID;
internal uint fragmentShaderID;
private IglFunc GL;
/// <summary>
/// Inti a shader with no program attached.
/// </summary>
internal unsafe Shader(IglFunc gl)
{
/// <summary>
/// A <see cref="uint"/> value represent this shader.
/// </summary>
public readonly uint programID;
internal uint vertexShaderID;
internal uint fragmentShaderID;
private IglFunc GL;
/// <summary>
/// Inti a shader with no program attached.
/// </summary>
internal unsafe Shader(IglFunc glFunc)
{
GL = glFunc;
programID = GL.CreateProgram();
}
/// <summary>
/// Compile the vertex shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of vertex shader.</param>
public unsafe void CompileVertexShader(string shaderCode)
{
vertexShaderID = GL.CompileShader(shaderCode, ShaderType.VERTEX);
GL.AttachShader(programID, vertexShaderID);
}
/// <summary>
/// Compile the fragment shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of fragment shader.</param>
public unsafe void CompileFragmentShader(string shaderCode)
{
fragmentShaderID = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
GL.AttachShader(programID, fragmentShaderID);
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(programID) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public unsafe Uniform<T> GetUniform<T>(string name) where T : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programID, ptr);
}
if (uniform != -1)
{
return new Uniform<T>(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programID}");
}
}
/// <summary>
/// Let the current context use this shader.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(programID);
}
GL = gl;
programID = GL.CreateProgram();
}
internal void ChangeEnvironment(IglFunc gl)
{
GL = gl;
}
/// <summary>
/// Compile the vertex shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of vertex shader.</param>
public unsafe void CompileVertexShader(string shaderCode)
{
vertexShaderID = GL.CompileShader(shaderCode, ShaderType.VERTEX);
GL.AttachShader(programID, vertexShaderID);
}
/// <summary>
/// Compile the fragment shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of fragment shader.</param>
public unsafe void CompileFragmentShader(string shaderCode)
{
fragmentShaderID = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
GL.AttachShader(programID, fragmentShaderID);
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(programID) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">Name of the Uniform in shader code</param>
/// <returns></returns>
public unsafe Uniform<T> GetUniform<T>(string name) where T : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programID, ptr);
}
if (uniform != -1)
{
return new Uniform<T>(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programID}");
}
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">Name of the Uniform in shader code</param>
/// <returns></returns>
public unsafe Uniform<T, U> GetUniform<T, U>(string name)
where T : struct
where U : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programID, ptr);
}
if (uniform != -1)
{
return new Uniform<T, U>(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programID}");
}
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name">Name 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
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programID, ptr);
}
if (uniform != -1)
{
return new Uniform<T, U, V>(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programID}");
}
}
/// <summary>
/// Let the current context use this shader.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(programID);
}
}
}
@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
@@ -14,13 +15,13 @@ namespace StgSharp.Graphics
private IglFunc GL;
internal unsafe Uniform(
Form.Shader program, string name, IglFunc gL)
uint shaderID, string name, IglFunc gL)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = gL;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
id = GL.GetUniformLocation(shaderID, ptr);
}
}
@@ -40,7 +41,7 @@ namespace StgSharp.Graphics
private IglFunc GL;
internal unsafe Uniform(
Form.Shader program, string name, IglFunc glFunc)
Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
@@ -64,7 +65,7 @@ namespace StgSharp.Graphics
internal int id;
private IglFunc GL;
public unsafe Uniform(Form.Shader program, string name, IglFunc glFunc)
public unsafe Uniform(Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
@@ -89,7 +90,7 @@ namespace StgSharp.Graphics
internal int id;
private IglFunc GL;
internal unsafe Uniform(Form.Shader program, string name, IglFunc glFunc)
internal unsafe Uniform(Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
fixed (byte* ptr = namearray)
@@ -108,125 +109,107 @@ namespace StgSharp.Graphics
internal partial class GLonRender : IglFunc
{
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="v0">The value to be set</param>
void IglFunc.SetValue(Uniform<float> uniform, float v0)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
api.Uniform1f(uniform.id, v0);
api->glUniform1f(uniform.id, v0);
}
/// <summary>
/// Set data value to a int <see cref="Uniform{T}"/>,
/// all types of parameters are int.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="i0">The value to be set</param>
void IglFunc.SetValue(Uniform<int> uniform, int i0)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
api.Uniform1i(uniform.id, i0);
api->glUniform1i(uniform.id, i0);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
api.Uniform2f(uniform.id, v0, v1);
api->glUniform2f(uniform.id, v0, v1);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
api.Uniform3f(uniform.id, v0, v1, v2);
api->glUniform3f(uniform.id, v0, v1, v2);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
/// <param name="v3">The forth value to be set</param>
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
api.Uniform4f(uniform.id, v0, v1, v2, v3);
api->glUniform4f(uniform.id, v0, v1, v2, v3);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> packing four parameters of the uniform </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api.Uniform1fv(uniform.id, 4, &vec.fvec);
api->glUniform1fv(uniform.id, 4, &vec);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are <see cref="Vec4d"/>.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> value of the uniform </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api.Uniform1fv(uniform.id, 4, &vec.fvec);
api->glUniform1fv(uniform.id, 4, &vec);
}
}
internal partial class GLonUpdate
{
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform3f(uniform.id, v0, v1, v2); }
);
}
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform2f(uniform.id, v0, v1); }
);
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform4f(uniform.id, v0, v1, v2, v3); }
);
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
Vec4d cache = vec;
api->glUniform1fv(uniform.id, 4, &cache);
}
);
}
void IglFunc.SetValue(Uniform<float> uniform, float v0)
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform1f(uniform.id, v0); }
);
}
void IglFunc.SetValue(Uniform<int> uniform, int i0)
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() => { api->glUniform1d(uniform.id, i0); }
);
}
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
throw new NotImplementedException();
glActionQueue.Enqueue(
() =>
{
Vec4d cache = vec;
api->glUniform1fv(uniform.id, 4, &cache);
}
);
}
}
}
File diff suppressed because it is too large Load Diff
-16
View File
@@ -1,16 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Controlling
{
public static class Graphic
{
public static void Render()
{
}
}
}
+83 -23
View File
@@ -1,19 +1,17 @@
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
namespace StgSharp.Graphics
{
public interface IglFunc
{
/// <summary>
/// Align a sets of code to frame update of a <see cref="Form"/>.
/// Usually, a call of <see cref="AfterAlign(Form,Action)"/> is required.
/// This method is used as sigle thread method. If more than one
/// alignment is requested, a <see cref="InvalidOperationException"/> will throw.
/// Same function as OpenGL api glActiveTexture
/// </summary>
/// <param name="form">The form used as frame update benchmark.</param>
/// <exception cref="InvalidOperationException">More than one alingment attached to one form timer</exception>
void AlignFrame(Form form);
/// <param name="type">type of texture to activate</param>
void ActiveTexture(uint type);
/// <summary>
/// Operation after alignment by calling <see cref="AlignFrame(Form)"/>.
@@ -28,10 +26,14 @@ namespace StgSharp.Graphics
void AfterAlign(Form form, Action action);
/// <summary>
/// Same function as OpenGL api glActiveTexture
/// Align a sets of code to frame update of a <see cref="Form"/>.
/// Usually, a call of <see cref="AfterAlign(Form,Action)"/> is required.
/// This method is used as sigle thread method. If more than one
/// alignment is requested, a <see cref="InvalidOperationException"/> will throw.
/// </summary>
/// <param name="type">type of texture to activate</param>
void ActiveTexture(uint type);
/// <param name="form">The form used as frame update benchmark.</param>
/// <exception cref="InvalidOperationException">More than one alingment attached to one form timer</exception>
void AlignFrame(Form form);
/// <summary>
/// Same fucntion as OpenGL api glAttachShader
@@ -76,6 +78,7 @@ namespace StgSharp.Graphics
/// <param name="B">Specify the red values used when the color buffers are cleared.</param>
/// <param name="A">Specify the red values used when the color buffers are cleared.</param>
void ClearColor(float R, float G, float B, float A);
void ClearGraphicError();
/// <summary>
@@ -96,53 +99,59 @@ namespace StgSharp.Graphics
/// <summary>
/// Creates a form and its associated
/// </summary>
/// <param name="handle">The instance of created form</param>
/// <param name="width">Required width</param>
/// <param name="height">Required width</param>
/// <param name="tittle">Tittle of the window </param>
/// <param name="monitor"></param>
/// <param name="share"></param>
/// <returns>The instance of created form</returns>
/// <exception cref="Exception"></exception>
IntPtr CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share);
uint CreatGraphicProgram();
/// <summary>
/// Same function as OpenGL api, glDeleteBuffer.
/// Same function as OpenGL api, glDeleteBuffer. This method can delete one buffer in one call
/// </summary>
/// <param name="handle">a handle representing the buffer to be deleted</param>
unsafe void DeleteBuffer(uint handle);
/// <summary>
/// Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
/// </summary>
/// <param name="count">Amount of bufferd to be deleted</param>
/// <param name="ptr">Pointer of buffer to be deleted</param>
unsafe void DeleteBuffers(int count, uint* ptr);
/// <param name="handle">Array of buffers to be deleted</param>
unsafe void DeleteBuffers(uint count, uint[] handle);
/// <summary>
/// Same function as OpenGL api, glDeleteVertexArrays
/// </summary>
/// <param name="count">Amount of vao to be deleted</param>
/// <param name="ptr">pointer of vao sign array</param>
unsafe void DeleteVertexArrays(int count, uint* ptr);
/// <param name="arrays">A array representing a colletion of vertex objects.</param>
unsafe void DeleteVertexArrays(uint count, uint[] arrays);
void DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr);
void DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr);
/// <summary>
/// Same fucntion as the OpenGL api glGenBuffers
/// </summary>
/// <param name="count"></param>
/// <param name="ptr"></param>
unsafe void GenBuffers(int count, uint* ptr);
unsafe void GenBuffers(uint count, uint* ptr);
/// <summary>
/// Same fucnction as OpenGL api glGenTextures.
/// </summary>
/// <param name="count">amount of textures to generate</param>
/// <param name="ptr">pointer to texture signs' array</param>
unsafe void GenTextures(int count, uint* ptr);
unsafe void GenTextures(uint count, uint* ptr);
/// <summary>
/// Same fucntion as OpenGL api, glGenVertexArray
/// </summary>
/// <param name="count">Amount of vao to be generated</param>
/// <param name="ptr">Pointer of vao sign array</param>
unsafe void GenVertexArrays(int count, uint* ptr);
unsafe void GenVertexArrays(uint count, uint* ptr);
void GetGraphicError();
@@ -174,18 +183,66 @@ namespace StgSharp.Graphics
/// <param name="handler">Method hadler </param>
void SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler);
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
/// <param name="v3">The forth value to be set</param>
void SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3);
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> packing four parameters of the uniform </param>
void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec);
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
void SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2);
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
void SetValue(Uniform<float, float> uniform, float v0, float v1);
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="v0">The value to be set</param>
void SetValue(Uniform<float> uniform, float v0);
/// <summary>
/// Set data value to a int <see cref="Uniform{T}"/>,
/// all types of parameters are int.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="i0">The value to be set</param>
void SetValue(Uniform<int> uniform, int i0);
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are <see cref="Vec4d"/>.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> value of the uniform </param>
void SetValue(Uniform<Vec4d> uniform, Vec4d vec);
/// <summary>
@@ -197,7 +254,7 @@ namespace StgSharp.Graphics
/// <param name="normalized"></param>
/// <param name="stride">Pixels stride of each sets of data</param>
/// <param name="pointer"></param>
void SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer);
void SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer);
void SwapBuffers(Form form);
@@ -212,7 +269,7 @@ namespace StgSharp.Graphics
/// <param name="format">color channels of this image</param>
/// <param name="type">how this image express each pixel</param>
/// <param name="pixels">pointer to data array of pixels</param>
unsafe void TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels);
unsafe void TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels);
/// <summary>
/// Same fucntion as OpenGL api glTexParameteri
@@ -227,6 +284,7 @@ namespace StgSharp.Graphics
/// </summary>
/// <param name="program">Sign of program to be used</param>
void UseProgram(uint program);
/// <summary>
/// Same function as the OpenGL api, glViewPort
/// </summary>
@@ -234,7 +292,9 @@ namespace StgSharp.Graphics
/// <param name="y"></param>
/// <param name="width"></param>
/// <param name="height"></param>
void Viewport(int x, int y, int width, int height);
void Viewport(int x, int y, uint width, uint height);
void SetWindowShouldClose(Form form, bool mark);
}
}
+73 -3
View File
@@ -1,4 +1,5 @@
using System;
using StgSharp.Graphics;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -9,6 +10,8 @@ using System.Threading.Tasks;
namespace StgSharp.Logic
{
[StructLayout(LayoutKind.Explicit, Size = 8)]
internal struct LogSeperator
{
@@ -28,6 +31,8 @@ namespace StgSharp.Logic
}
}
/// <summary>
/// A linear data structure with dynamic length.
/// It contains a <see cref="List{T}"/> of <see cref="Array"/>,
@@ -47,6 +52,7 @@ namespace StgSharp.Logic
// sub index to the last used element
private Queue<int> unusedMainIndex;
private Queue<int> unusedSubIndex;
public DynamicArrayList()
{
arrayIndexList = [new T[1]];
@@ -91,6 +97,43 @@ namespace StgSharp.Logic
}
}
/// <summary>
/// Create a new instance of <see cref="DynamicArrayList{T}">,
/// and fill the begining ones of elemtns as given instance.
/// </summary>
/// <param name="count">Amount of beginning elements to be filled</param>
/// <param name="instace"></param>
public DynamicArrayList(int count, T instace)
{
arrayIndexList = new List<T[]>();
length = count;
unusedMainIndex = new();
unusedSubIndex = new();
SeprateIndex(count);
int subcount = 1;
for (int i = 0; i < indexpair.high_s; i++)
{
arrayIndexList.Add(new T[count]);
for (int j = 0; j < subcount; j++)
{
unusedMainIndex.Enqueue(i);
unusedSubIndex.Enqueue(j);
}
count >>= 1;
}
if (indexpair.low_s != 0)
{
arrayIndexList.Add(new T[1 >> indexpair.high_s]);
for (int j = 0; j < indexpair.high_s; j++)
{
unusedMainIndex.Enqueue(indexpair.high_s);
unusedSubIndex.Enqueue(j);
}
}
}
internal T this[long index]
{
get
@@ -122,6 +165,25 @@ namespace StgSharp.Logic
}
public void CopyTo(DynamicArrayList<T> target)
{
target.arrayIndexList.Clear();
int length = 1;
foreach (T[] tList in target.arrayIndexList)
{
T[] newIndex = new T[length];
Buffer.BlockCopy(tList, 0, newIndex, 0, length);
target.arrayIndexList.Add(newIndex);
length <<= 1;
}
target.lastMain = lastMain;
target.lastSub = lastSub;
target.length = length;
target.unusedMainIndex = new Queue<int>(unusedMainIndex.ToArray());
target.unusedSubIndex = new Queue<int>(unusedSubIndex.ToArray());
}
public T this[int index]
{
get
@@ -192,6 +254,7 @@ namespace StgSharp.Logic
arrayIndexList[lastMain][0] = item;
length++;
subLength = 1;
return length - 1;
}
@@ -199,6 +262,7 @@ namespace StgSharp.Logic
length++;
lastSub++;
arrayIndexList[lastMain][lastSub] = item;
subLength = 1;
return length - 1;
}
@@ -207,15 +271,19 @@ namespace StgSharp.Logic
int sub = unusedSubIndex.Dequeue();
arrayIndexList[main][sub] = item;
subLength = 1;
return sub + (1 << main);
}
public void Clear()
{
arrayIndexList.Clear();
arrayIndexList.Add(new T[1]);
unusedMainIndex.Clear();
unusedSubIndex.Clear();
length = 0;
unusedMainIndex.Enqueue(0);
unusedSubIndex.Enqueue(0);
}
public bool Contains(T item)
@@ -252,6 +320,7 @@ namespace StgSharp.Logic
return -1;
}
[Obsolete("This method is not same, you may read data form an empty index.", false)]
public bool Remove(T item)
{
int index = 0;
@@ -288,6 +357,9 @@ namespace StgSharp.Logic
return false;
}
[Obsolete("This method is not same, you may read data form an empty index.", false)]
public void RemoveAt(int index)
{
if (index > length || index < 0)
@@ -295,7 +367,6 @@ namespace StgSharp.Logic
throw new ArgumentOutOfRangeException(nameof(index));
}
SeprateIndex(index);
arrayIndexList[indexpair.high_s][indexpair.low] = default;
//the last element was removed.
if (index + 1 == length)
@@ -313,7 +384,6 @@ namespace StgSharp.Logic
unusedMainIndex.Enqueue(indexpair.high_s);
unusedSubIndex.Enqueue(indexpair.low_s);
}
public void ShowStructure()
+17
View File
@@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Explicit, Size = 8)]
public struct GLfixed
{
[FieldOffset(0)] public int All;
[FieldOffset(0)] public short Decimals;
[FieldOffset(4)] public short Inertger;
}
}
-69
View File
@@ -1,69 +0,0 @@
using StgSharp.Math;
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace StgSharp
{
internal static partial class InternalIO
{
[DllImport(InternalIO.SSC_libname, EntryPoint = "set_Vector4ptr_default",
CallingConvention = CallingConvention.Cdecl)]
internal static extern IntPtr set_Vector4ptr_default_internal();
#region deinit Vector4
[DllImport(
"msvcrt.dll",
EntryPoint = "_aligned_free",
CallingConvention = CallingConvention.Cdecl)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static extern unsafe void deinit_internal(Vector4* ptr);
[DllImport(
"msvcrt.dll",
EntryPoint = "_aligned_free",
CallingConvention = CallingConvention.Cdecl)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static extern unsafe void deinit_internal(Mat2* ptr);
/*
[DllImport(
"msvcrt.dll",
EntryPoint = "_aligned_free",
CallingConvention = CallingConvention.Cdecl)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static extern unsafe void deinit_internal(Mat3* ptr);
*/
[DllImport(
"msvcrt.dll",
EntryPoint = "_aligned_free",
CallingConvention = CallingConvention.Cdecl)]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static extern unsafe void deinit_internal(Mat4* ptr);
[DllImport(InternalIO.SSC_libname, EntryPoint = "deinitVector4",
CallingConvention = CallingConvention.Cdecl)]
internal static extern void deinitVector4_internal(ref Vector4 vec);
[DllImport(InternalIO.SSC_libname, EntryPoint = "deinitVector4",
CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe void deinitVector4_internal(Vector4* vec);
#endregion
[DllImport(InternalIO.SSC_libname, EntryPoint = "deinit_matmapPtr_sse",
CallingConvention = CallingConvention.Cdecl)]
internal static extern void deinitMatmapPtr_sse_internal(ref Vector4Map mapPtr);
[DllImport(InternalIO.SSC_libname, EntryPoint = "deinit_matmap_sse",
CallingConvention = CallingConvention.Cdecl)]
internal static extern void deinitMatmap_sse_internal(ref Vector4Map mapPtr);
}
}
-70
View File
@@ -1,70 +0,0 @@
using StgSharp;
using StgSharp.Controlling;
using StgSharp.Logic;
using System.Numerics;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
public unsafe class Vector4Map
{
public readonly long mapID;
internal long mapPtr;
internal readonly StgSharp.LinkedListNode<long> _unusedVector4Header;
private const int mapSize = 30 * 30;
internal StgSharp.LinkedList<long> vector4Map =
new StgSharp.LinkedList<long>();
public bool isFull
{
get
{
return _unusedVector4Header == vector4Map._hook;
}
}
public Vector4Map()
{
mapPtr = (long)(Marshal.AllocHGlobal(sizeof(Vector4)*mapSize)+15);
long firstVector4ptr = (mapPtr / 16 + 1) * 16;
vector4Map.Add(0);
_unusedVector4Header = vector4Map._hook._next;
for (int i = 0; i < 4*30*30*4; i+=16)
{
vector4Map.Add(firstVector4ptr+i);
}
mapID = Scaler.RandomSeed();
}
internal long RegistManagedVector4Ptr()
{
LinkedListNode<long> Vector4 = _unusedVector4Header._next;
LinkedListNode<long> Vector4Previous = _unusedVector4Header._previous;
Vector4._next._previous = _unusedVector4Header.Next;
Vector4Previous._next = Vector4;
Vector4._previous = Vector4Previous;
_unusedVector4Header._next = Vector4._next;
Vector4._next = _unusedVector4Header;
_unusedVector4Header._previous = Vector4;
return Vector4._value;
}
internal void RecycleManagedVector4Ptr()
{
}
}
}
-38
View File
@@ -1,38 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Math
{
public static unsafe partial class SSE
{
public static int Vector4Size = 16;
internal static IntPtr defaultVector4Ptr =
InternalIO.set_Vector4ptr_default_internal();
internal static IntPtr defaultM256Ptr;
public enum Registor : byte
{
XMM0 = 0,
XMM1 = 1,
XMM2 = 2,
XMM3 = 3,
XMM4 = 4,
XMM5 = 5,
XMM6 = 6,
XMM7 = 7
}
static SSE()
{
}
}
}
-8
View File
@@ -1,8 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Math
{
}
-35
View File
@@ -1,35 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Explicit, Size = 32, Pack = 32)]
internal struct M256
{
[FieldOffset(0)] public float single_0;
[FieldOffset(4)] public float single_1;
[FieldOffset(8)] public float single_2;
[FieldOffset(12)] public float single_3;
[FieldOffset(16)] public float single_4;
[FieldOffset(20)] public float single_5;
[FieldOffset(24)] public float single_6;
[FieldOffset(28)] public float single_7;
[FieldOffset(0)] public long uint64_0;
[FieldOffset(8)] public long uint64_1;
[FieldOffset(16)] public long uint64_2;
[FieldOffset(24)] public long uint64_3;
[FieldOffset(0)] public double double_0;
[FieldOffset(8)] public double double_1;
[FieldOffset(16)] public double double_2;
[FieldOffset(24)] public double double_3;
[FieldOffset(0)] public IntPtr ptr_0;
[FieldOffset(8)] public IntPtr ptr_1;
[FieldOffset(16)] public IntPtr ptr_2;
[FieldOffset(24)] public IntPtr ptr_3;
}
}
-11
View File
@@ -1,11 +0,0 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Controlling
{
internal static unsafe partial class TimeLine
{
}
}
+59
View File
@@ -0,0 +1,59 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Math
{
/// <summary>
/// OpenGL numeric type.
/// An IEEE-754 floating-point value, clamped to the range [0,1].
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct GLclampf
{
public float value;
public GLclampf(float a)
{
value = a;
}
public static explicit operator GLclampf(float v)
{
return new GLclampf(v);
}
public static explicit operator float(GLclampf v)
{
return v.value;
}
}
/// <summary>
/// OpenGL numeric type.
/// An IEEE-754 double precision floating-point value, clamped to the range [0,1].
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct GLclampd
{
public double value;
public GLclampd(double a)
{
value = a;
}
public static explicit operator GLclampd(double v)
{
return new GLclampd(v);
}
public static explicit operator double(GLclampd v)
{
return v.value;
}
}
}
+31
View File
@@ -0,0 +1,31 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Explicit, Size = 16)]
public struct GLhalfNV
{
[FieldOffset(0)] public short binary;
public GLhalfNV(short bin)
{
binary = bin;
}
public static explicit operator short(GLhalfNV x)
{
return x.binary;
}
public static explicit operator GLhalfNV(short x)
{
return new GLhalfNV(x);
}
}
}
@@ -16,7 +16,7 @@
<summary>
Function handler to load an opengl function by serching its name.
</summary>
<param name="funcname">the name of the Opengl function</param>
<param name="name">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
@@ -29,6 +29,11 @@
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.GL">
<summary>
OpenGL package used by current form context.
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.IsDoubleRendering">
<summary>
Representing
@@ -39,6 +44,11 @@
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Width">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Init(System.Object[])">
<summary>
Necessary operation to init this form.
@@ -57,19 +67,17 @@
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Boolean)">
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Int32)">
<summary>
Define how current form render in one frame.
</summary>
<param name="totalThread">
Please define
<param name="requireDoubleRendering">
Please define this befor calling any OpenGL api and other graphic methods.
</param>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Form.SetMetadata(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
Set all necessary metadata to current form instance
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
@@ -115,59 +123,32 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<member name="M:StgSharp.Graphics.Form.CreateElementBuffer(System.UInt32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.ElementBuffer"/>.
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
<param name="count">Amount of EBO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexArray(System.UInt32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.VertexArray"/>.
</summary>
<param name="count">Amount of VAO to be crated.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexBuffer(System.UInt32)">
<summary>
Create aset of <see cref="T:StgSharp.Graphics.VertexBuffer"/>.
</summary>
<param name="count">Amount of Object to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
Create an instance of <see cref="T:StgSharp.Graphics.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Shader"/> instance. </returns>
</member>
<member name="T:StgSharp.Graphics.FrameTimer">
<summary>
@@ -186,11 +167,39 @@
</summary>
<param name="timer"><see cref="T:StgSharp.Graphics.FrameTimer"/> to be converted</param>
</member>
<member name="T:StgSharp.Graphics.ElementBuffer">
<summary>
A collecion of handle to Element Buffer Object in OpenGL.
Each <see cref="T:System.UInt32"/> value indexed from instance of this class this
is the only handle to one Element Buffer Object.
</summary>
</member>
<member name="T:StgSharp.Graphics.IBufferObject">
<summary>
Interface of all kinds OpenGL buffer onjects
</summary>
</member>
<member name="P:StgSharp.Graphics.IBufferObject.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IBufferObject.Bind(System.Int32)">
<summary>
Bind a buffer instance to OpenGL
</summary>
<param name="index">Index of handle of the object in this instance to be bind</param>
</member>
<member name="M:StgSharp.Graphics.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<summary>
@@ -228,77 +237,67 @@
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<member name="F:StgSharp.Graphics.Shader.programID">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<member name="M:StgSharp.Graphics.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
Inti a shader with no program attached.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.CompileVertexShader(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
Compile the vertex shader to be attached to this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.CompileFragmentShader(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
Compile the fragment shader to be attached to this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.Link">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
Link the shader to current context.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``1(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``2(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``3(System.String)">
<summary>
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<summary>
Same function as OpenGL api glActiveTexture
</summary>
<param name="type">type of texture to activate</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)">
<summary>
@@ -312,11 +311,15 @@
<param name="action">Operation after frame update alignment.</param>
<exception cref="T:System.InvalidOperationException">The action binded to a wrong alignment.</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<summary>
Same function as OpenGL api glActiveTexture
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
</summary>
<param name="type">type of texture to activate</param>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AttachShader(System.UInt32,System.UInt32)">
<summary>
@@ -381,43 +384,49 @@
<summary>
Creates a form and its associated
</summary>
<param name="handle">The instance of created form</param>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffer(System.UInt32)">
<summary>
Same function as OpenGL api, glDeleteBuffer.
Same function as OpenGL api, glDeleteBuffer. This method can delete one buffer in one call
</summary>
<param name="handle">a handle representing the buffer to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.UInt32,System.UInt32[])">
<summary>
Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
</summary>
<param name="count">Amount of bufferd to be deleted</param>
<param name="ptr">Pointer of buffer to be deleted</param>
<param name="handle">Array of buffers to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.UInt32,System.UInt32[])">
<summary>
Same function as OpenGL api, glDeleteVertexArrays
</summary>
<param name="count">Amount of vao to be deleted</param>
<param name="ptr">pointer of vao sign array</param>
<param name="arrays">A array representing a colletion of vertex objects.</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.UInt32,System.UInt32*)">
<summary>
Same fucntion as the OpenGL api glGenBuffers
</summary>
<param name="count"></param>
<param name="ptr"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.UInt32,System.UInt32*)">
<summary>
Same fucnction as OpenGL api glGenTextures.
</summary>
<param name="count">amount of textures to generate</param>
<param name="ptr">pointer to texture signs' array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.UInt32,System.UInt32*)">
<summary>
Same fucntion as OpenGL api, glGenVertexArray
</summary>
@@ -446,7 +455,69 @@
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.UInt32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
@@ -457,7 +528,7 @@
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.Void*)">
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Void*)">
<summary>
Same function as OpenGL api glTexImage2d
</summary>
@@ -484,7 +555,7 @@
</summary>
<param name="program">Sign of program to be used</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.UInt32,System.UInt32)">
<summary>
Same function as the OpenGL api, glViewPort
</summary>
@@ -641,6 +712,7 @@
</summary>
<param name="count">Amount of elements to be prepared.</param>
</member>
<!-- Badly formed XML comment ignored for member "M:StgSharp.Logic.DynamicArrayList`1.#ctor(System.Int32,`0)" -->
<member name="P:StgSharp.Logic.DynamicArrayList`1.Length">
<summary>
Length of this <see cref="T:StgSharp.Logic.DynamicArrayList`1"/>
@@ -720,6 +792,18 @@
remove the last member of the list
</summary>
</member>
<member name="T:StgSharp.Math.GLclampf">
<summary>
OpenGL numeric type.
An IEEE-754 floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Math.GLclampd">
<summary>
OpenGL numeric type.
An IEEE-754 double precision floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.
@@ -14,7 +14,7 @@ using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+659420aa6c98d2cef990b65d1c5999c6968f3699")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+14eaab455f9eeb6990fa39994b2d2c8b1da39b36")]
[assembly: System.Reflection.AssemblyProductAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyTitleAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
@@ -1 +1 @@
bcf13fcec07855c69d564591ac032f02d17b49be8f336cc2ec1ec87e480fffe2
d01b7128f8b90c0985a1b2414c95a2b534c62fef76269eba921dd927e261ca00
@@ -1 +1 @@
702ac4d4fbaabeae74bc8b3fa2292445ac720207ccc73052ea62c69d2a449e40
05a8eb7cc7d6041a0f10d116d51691faa52f37272145e9d9297793a6ae11ad26
@@ -6,8 +6,8 @@ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.AssemblyInfoInputs.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.AssemblyInfo.cs
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.csproj.CoreCompileInputs.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.sourcelink.json
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\refint\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\ref\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.sourcelink.json
@@ -1 +1 @@
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/659420aa6c98d2cef990b65d1c5999c6968f3699/*"}}
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/14eaab455f9eeb6990fa39994b2d2c8b1da39b36/*"}}
@@ -16,7 +16,7 @@
<summary>
Function handler to load an opengl function by serching its name.
</summary>
<param name="funcname">the name of the Opengl function</param>
<param name="name">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
@@ -29,6 +29,11 @@
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.GL">
<summary>
OpenGL package used by current form context.
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.IsDoubleRendering">
<summary>
Representing
@@ -39,6 +44,11 @@
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Width">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Init(System.Object[])">
<summary>
Necessary operation to init this form.
@@ -57,19 +67,17 @@
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Boolean)">
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Int32)">
<summary>
Define how current form render in one frame.
</summary>
<param name="totalThread">
Please define
<param name="requireDoubleRendering">
Please define this befor calling any OpenGL api and other graphic methods.
</param>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Form.SetMetadata(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
Set all necessary metadata to current form instance
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
@@ -115,59 +123,32 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<member name="M:StgSharp.Graphics.Form.CreateElementBuffer(System.UInt32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.ElementBuffer"/>.
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
<param name="count">Amount of EBO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexArray(System.UInt32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.VertexArray"/>.
</summary>
<param name="count">Amount of VAO to be crated.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexBuffer(System.UInt32)">
<summary>
Create aset of <see cref="T:StgSharp.Graphics.VertexBuffer"/>.
</summary>
<param name="count">Amount of Object to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
Create an instance of <see cref="T:StgSharp.Graphics.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Shader"/> instance. </returns>
</member>
<member name="T:StgSharp.Graphics.FrameTimer">
<summary>
@@ -186,11 +167,39 @@
</summary>
<param name="timer"><see cref="T:StgSharp.Graphics.FrameTimer"/> to be converted</param>
</member>
<member name="T:StgSharp.Graphics.ElementBuffer">
<summary>
A collecion of handle to Element Buffer Object in OpenGL.
Each <see cref="T:System.UInt32"/> value indexed from instance of this class this
is the only handle to one Element Buffer Object.
</summary>
</member>
<member name="T:StgSharp.Graphics.IBufferObject">
<summary>
Interface of all kinds OpenGL buffer onjects
</summary>
</member>
<member name="P:StgSharp.Graphics.IBufferObject.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IBufferObject.Bind(System.Int32)">
<summary>
Bind a buffer instance to OpenGL
</summary>
<param name="index">Index of handle of the object in this instance to be bind</param>
</member>
<member name="M:StgSharp.Graphics.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<summary>
@@ -228,77 +237,67 @@
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<member name="F:StgSharp.Graphics.Shader.programID">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<member name="M:StgSharp.Graphics.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
Inti a shader with no program attached.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.CompileVertexShader(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
Compile the vertex shader to be attached to this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.CompileFragmentShader(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
Compile the fragment shader to be attached to this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.Link">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
Link the shader to current context.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``1(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``2(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``3(System.String)">
<summary>
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<summary>
Same function as OpenGL api glActiveTexture
</summary>
<param name="type">type of texture to activate</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)">
<summary>
@@ -312,11 +311,15 @@
<param name="action">Operation after frame update alignment.</param>
<exception cref="T:System.InvalidOperationException">The action binded to a wrong alignment.</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<summary>
Same function as OpenGL api glActiveTexture
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
</summary>
<param name="type">type of texture to activate</param>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AttachShader(System.UInt32,System.UInt32)">
<summary>
@@ -381,43 +384,49 @@
<summary>
Creates a form and its associated
</summary>
<param name="handle">The instance of created form</param>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffer(System.UInt32)">
<summary>
Same function as OpenGL api, glDeleteBuffer.
Same function as OpenGL api, glDeleteBuffer. This method can delete one buffer in one call
</summary>
<param name="handle">a handle representing the buffer to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.UInt32,System.UInt32[])">
<summary>
Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
</summary>
<param name="count">Amount of bufferd to be deleted</param>
<param name="ptr">Pointer of buffer to be deleted</param>
<param name="handle">Array of buffers to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.UInt32,System.UInt32[])">
<summary>
Same function as OpenGL api, glDeleteVertexArrays
</summary>
<param name="count">Amount of vao to be deleted</param>
<param name="ptr">pointer of vao sign array</param>
<param name="arrays">A array representing a colletion of vertex objects.</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.UInt32,System.UInt32*)">
<summary>
Same fucntion as the OpenGL api glGenBuffers
</summary>
<param name="count"></param>
<param name="ptr"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.UInt32,System.UInt32*)">
<summary>
Same fucnction as OpenGL api glGenTextures.
</summary>
<param name="count">amount of textures to generate</param>
<param name="ptr">pointer to texture signs' array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.UInt32,System.UInt32*)">
<summary>
Same fucntion as OpenGL api, glGenVertexArray
</summary>
@@ -446,7 +455,69 @@
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.UInt32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
@@ -457,7 +528,7 @@
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.Void*)">
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Void*)">
<summary>
Same function as OpenGL api glTexImage2d
</summary>
@@ -484,7 +555,7 @@
</summary>
<param name="program">Sign of program to be used</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.UInt32,System.UInt32)">
<summary>
Same function as the OpenGL api, glViewPort
</summary>
@@ -641,6 +712,7 @@
</summary>
<param name="count">Amount of elements to be prepared.</param>
</member>
<!-- Badly formed XML comment ignored for member "M:StgSharp.Logic.DynamicArrayList`1.#ctor(System.Int32,`0)" -->
<member name="P:StgSharp.Logic.DynamicArrayList`1.Length">
<summary>
Length of this <see cref="T:StgSharp.Logic.DynamicArrayList`1"/>
@@ -720,6 +792,18 @@
remove the last member of the list
</summary>
</member>
<member name="T:StgSharp.Math.GLclampf">
<summary>
OpenGL numeric type.
An IEEE-754 floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Math.GLclampd">
<summary>
OpenGL numeric type.
An IEEE-754 double precision floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.