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
@@ -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);
}
);
}
}
}