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
+26 -11
View File
@@ -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
View File
@@ -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,
}
}