MulAvailable

This commit is contained in:
Nitload
2025-12-16 23:13:17 +08:00
parent 28ea5d1d1e
commit 3486375470
2637 changed files with 23787 additions and 838773 deletions
@@ -1,162 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="AutoTexture.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Commom.Collections;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
/// <summary>
/// A collection of a sets of OpenGL textures. The collection can automatically select one of
/// the texture with minimum costs to upgrade pixels to Buffer. Usually <see
/// cref="AutoTextureGL" /> is used for <see cref="IImageProvider" /> loading, but not for
/// target of <see cref="OpenGLFunction.FrameBufferTexture2d(FrameBufferTarget, uint,
/// Texture2DTarget, GlHandle, int)" />.
/// </summary>
public sealed class AutoTextureGL
{
private TextureProperty[] propertyCache;
private BidirectionalDictionary<Image, int> imageIndexMap = new BidirectionalDictionary<Image, int>(
);
private Dictionary<Image, int> imageUpdateIndex = new Dictionary<Image, int>();
private int _size, _currentIndex;
private LinkedList<int> usedTextureIndex;
private Queue<int> unusedTextureUnitIndex;
private TextureGL texturePackage;
private TextureProperty _textureProperty;
private AutoTextureGL( TextureGL texture )
{
texturePackage = texture;
_size = texture.Count;
imageIndexMap = new BidirectionalDictionary<Image, int>();
unusedTextureUnitIndex = new Queue<int>( Enumerable.Range( 0, _size ) );
usedTextureIndex = new LinkedList<int>();
propertyCache = new TextureProperty[_size];
}
public AutoTextureGL( int textureObjectSize, [NotNull]glRender binding )
{
this._size = textureObjectSize;
imageIndexMap = new BidirectionalDictionary<Image, int>();
texturePackage = new TextureGL( textureObjectSize, binding );
unusedTextureUnitIndex = new Queue<int>( Enumerable.Range( 0, _size ) );
usedTextureIndex = new LinkedList<int>();
propertyCache = new TextureProperty[_size];
}
public TextureProperty DefaultTextureProperty
{
get => _textureProperty;
set => _textureProperty = value;
}
private OpenGLFunction GL
{
get => texturePackage.GL;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SelectTextureAndBind( Image i )
{
TextureProperty property = _textureProperty;
SelectTextureAndBind( i, property );
}
public void SelectTextureAndBind( [NotNull]Image i, TextureProperty property )
{
//usable texture with image match
if( imageIndexMap.TryGetValue( i, out int index ) )
{
//prop setting match
if( propertyCache[ index ] == property )
{
_currentIndex = index; //GL.Assert(true);
texturePackage.Bind2D( index ); //GL.Assert(true);
if( i.PixelUpdateCount != imageUpdateIndex[ i ] )
{
texturePackage.LoadTexture( index, i ); //GL.Assert(true);
}
} else
{
_currentIndex = index; //GL.Assert(true);
texturePackage.Bind2D( index ); //GL.Assert(true);
texturePackage.Set2dProperty( index, property ); //GL.Assert(true);
if( i.PixelUpdateCount != imageUpdateIndex[ i ] )
{
texturePackage.LoadTexture( index, i ); //GL.Assert(true);
}
}
} else
{
if( unusedTextureUnitIndex.TryDequeue( out int newIndex ) )
{
//has extra unused texture object
imageIndexMap.Add( i, index );
texturePackage.Bind2D( index );
texturePackage.Set2dProperty( index, property );
texturePackage.LoadTexture( index, i );
usedTextureIndex.AddLast( newIndex );
propertyCache[ newIndex ] = property;
imageUpdateIndex[ i ] = i.PixelUpdateCount;
} else
{
//recycle from current
int reusedIndex = usedTextureIndex.First!.Value;
usedTextureIndex.RemoveFirst();
usedTextureIndex.AddLast( reusedIndex );
imageIndexMap[ i ] = reusedIndex;
propertyCache[ newIndex ] = property;
imageUpdateIndex[ i ] = i.PixelUpdateCount;
}
}
}
public static AutoTextureGL ToAuto( [NotNull]TextureGL texture )
{
if( texture.IndexOfCurrentTexture != -1 ) {
throw new InvalidOperationException( "Texture to be converted has been editted." );
}
return new AutoTextureGL( texture );
}
}
}
@@ -1,86 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="EBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Internal.OpenGL;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
/// <summary>
/// A collection of handle to Element Buffer Object in OpenglFunc. Each <see langword="uint"
/// /> value indexed from instance of this class this is the only handle to one Element Buffer
/// Object.
/// </summary>
public sealed unsafe class ElementBuffer : GlBufferObjectBase
{
internal ElementBuffer( int n, glRender binding )
: base( binding )
{
_bufferHandle = GL.GenBuffers( n );
}
public override sealed void Bind( int index )
{
GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] );
}
public void SetValue<T>( int index, T[] bufferArray, BufferUsage usage )
where T: struct, INumber<T>
{
GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData<T>( BufferType.ElementArrayBuffer, bufferArray, usage );
}
public void SetValue<T>( int index, ReadOnlySpan<T> bufferSpan, BufferUsage usage )
where T: struct, INumber<T>
{
GL.BindBuffer( BufferType.ElementArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData<T>( BufferType.ElementArrayBuffer, bufferSpan, usage );
}
protected override sealed void Dispose( bool disposing )
{
if( disposing ) {
GL.DeleteBuffers( _bufferHandle );
}
}
}
}
@@ -1,107 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="FBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
#pragma warning disable CA1008
#pragma warning disable CA1028
public enum FrameBufferTarget : uint
#pragma warning restore CA1028
#pragma warning restore CA1008
{
Read = glConst.READ_FRAMEBUFFER,
All = glConst.FRAMEBUFFER,
Draw = glConst.DRAW_FRAMEBUFFER,
}
public sealed class FrameBuffer : GlBufferObjectBase
{
internal unsafe FrameBuffer( int count, glRender binding )
: base( binding )
{
_bufferHandle = GL.GenFrameBuffers( count );
}
/// <summary>
/// Bind the frame Buffer object with _label frame Buffer to the frame Buffer target
/// specified by target. <see langword="FrameBufferTarget.All" /> will be set as default
/// target.
/// </summary>
/// <param _label="index">
/// Index of object to be binded in handle set
/// </param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public override unsafe void Bind( int index )
{
GL.BindFrameBuffer( FrameBufferTarget.All, _bufferHandle[ index ] );
}
/// <summary>
/// Bind the frame Buffer object with _label frame Buffer to the frame Buffer target
/// specified by target. Target of this frame Buffer should be set manually.
/// </summary>
/// <param _label="target">
/// The frame Buffer target of the binding operation.
/// </param>
/// <param _label="index">
/// Index of object to be binded in handle set
/// </param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Bind( FrameBufferTarget target, int index )
{
GL.BindFrameBuffer( target, _bufferHandle[ index ] );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public static void BindNull()
{
OpenGLFunction.CurrentGL.BindFrameBuffer( FrameBufferTarget.All, GlHandle.Zero );
}
protected override void Dispose( bool disposing )
{
throw new NotImplementedException();
}
}
}
@@ -1,53 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="GLBufferObjectBase.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public abstract class GlBufferObjectBase : BufferObjectBase
{
private readonly glRender _contextBinding;
protected GlBufferObjectBase( glRender contextBinding )
{
binding = contextBinding;
_contextBinding = contextBinding;
}
protected OpenGLFunction GL => _contextBinding.GL;
}
}
@@ -1,71 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="RBO.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Security.Principal;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed class RenderBuffer : GlBufferObjectBase
{
public RenderBuffer( int count, glRender binding )
: base( binding )
{
_bufferHandle = GL.GenRenderBuffer( count );
}
public override void Bind( int index )
{
GL.BindRenderBuffer( this[ index ] );
}
public void Store( RenderBufferInternalFormat format, (int width, int height) size )
{
if( ( size.width > binding.Width ) || ( size.height > binding.Height ) ) {
World.LogWarning( "FrameBuffer is larger than current canvas binding" );
}
}
protected override void Dispose( bool disposing )
{
foreach( GlHandle item in _bufferHandle )
{
Console.WriteLine( "removing a render buffer" );
GL.DeleteRenderBuffer( item );
}
}
}
}
@@ -1,287 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="TextureGL.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.HighPerformance;
using System;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class TextureGL
{
private int currentEditingTextureIndex;
private OpenGLFunction _gl;
internal GlHandle[] _textureHandle;
internal TextureGL( int count, glRender binding )
{
//sourceList = new Image[count];
this._gl = binding.GL;
_textureHandle = _gl.GenTextures( count );
}
public GlHandle this[ int index ]
{
get => _textureHandle[ index ];
}
public int Count
{
get => _textureHandle.Length;
}
//internal Image[] sourceList;
public int IndexOfCurrentTexture
{
get => currentEditingTextureIndex;
}
internal OpenGLFunction GL => _gl;
public void ActivateAs( TextureUnit unit )
{
_gl.ActiveTextureUnit( ( uint )unit );
}
public void Bind2D( int index )
{
currentEditingTextureIndex = index;
_gl.BindTexture( glConst.TEXTURE_2D, _textureHandle[ index ] );
}
/// <summary>
/// Load an <see cref="Image" /> to certain texture.
/// </summary>
/// <param _label="index">
///
/// </param>
/// <param _label="i">
///
/// </param>
public unsafe void LoadTexture( int index, Image i )
{
byte[] handle = i.PixelBuffer;
_gl.TextureImage2d(
Texture2DTarget.Texture2D, 0, i.Channel, ( uint )i.Width, ( uint )i.Height,
i.Channel, i.PixelLayout, pixels: handle );
_gl.GenerateMipmap( Texture2DTarget.Texture2D );
}
#region texture setting
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Set2dFilterProperty(
int index,
TextureFilter onMinify,
TextureFilter onMagnify )
{
#if DEBUG
if( index != currentEditingTextureIndex )
{
throw new InvalidOperationException(
"Texture to be editted is not the one being activated." );
}
#endif
_gl.TextureParameter( glConst.TEXTURE_2D, glConst.TEXTURE_MIN_FILTER, ( int )onMinify );
_gl.TextureParameter( glConst.TEXTURE_2D, glConst.TEXTURE_MAG_FILTER,
( int )onMagnify );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Set2dWrapProperty(
int index,
TextureWrap onHorizontial,
TextureWrap onVertical )
{
#if DEBUG
if( index != currentEditingTextureIndex )
{
throw new InvalidOperationException(
"Texture to be editted is not the one being activated." );
}
#endif
_gl.TextureParameter( glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_S,
( int )onHorizontial );
_gl.TextureParameter( glConst.TEXTURE_2D, glConst.TEXTURE_WRAP_T, ( int )onVertical );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Set2dProperty( int index, TextureProperty property )
{
Set2dFilterProperty( index, property.FilterOnMinify, property.FilterOnMagnify );
Set2dWrapProperty( index, property.WrapOnHorizontial, property.WrapOnVertical );
}
#endregion texture setting
}
[StructLayout( LayoutKind.Explicit )]
public struct TextureProperty
{
[FieldOffset( 0 )] private M128 mask;
[FieldOffset( 0 )] private TextureFilter mag;
[FieldOffset( 4 )] private TextureFilter min;
[FieldOffset( 8 )] private TextureWrap hori;
[FieldOffset( 12 )] private TextureWrap vert;
public TextureProperty(
TextureFilter onMagnify,
TextureFilter onMinify,
TextureWrap onHorizontial,
TextureWrap onVertical )
{
FilterOnMagnify = onMagnify;
FilterOnMinify = onMinify;
WrapOnHorizontial = onHorizontial;
WrapOnVertical = onVertical;
}
public TextureFilter FilterOnMagnify
{
get => mag;
set => mag = value;
}
public TextureFilter FilterOnMinify
{
get => min;
set => min = value;
}
public TextureWrap WrapOnHorizontial
{
get => hori;
set => hori = value;
}
public TextureWrap WrapOnVertical
{
get => vert;
set => vert = value;
}
public override bool Equals( [NotNullWhen( true )] object obj )
{
return base.Equals( obj );
}
public override int GetHashCode()
{
return HashCode.Combine(
FilterOnMagnify, FilterOnMagnify, WrapOnHorizontial, WrapOnVertical );
}
public override string ToString()
{
return $"FilterOnMagnify:{FilterOnMagnify}, " + $"FilterOnMagnify:{FilterOnMagnify}, " + $"WrapOnHorizontial:{WrapOnHorizontial}, " + $"WrapOnVertical:{WrapOnVertical}";
}
public static bool operator !=( TextureProperty left, TextureProperty right )
{
return left.mask != right.mask;
}
public static bool operator ==( TextureProperty left, TextureProperty right )
{
return left.mask == right.mask;
}
public static implicit operator TextureProperty(
(
TextureFilter onMagnify, TextureFilter onMinify,
TextureWrap onHorizontial, TextureWrap onVertical
) propertyValueTuple )
{
return new TextureProperty(
propertyValueTuple.onMagnify, propertyValueTuple.onMinify,
propertyValueTuple.onHorizontial, propertyValueTuple.onVertical );
}
}
#pragma warning disable CA1008
public enum TextureFilter
#pragma warning restore CA1008
{
Nearest = glConst.NEAREST,
Linear = glConst.LINEAR,
NearestLinearMipmap = glConst.NEAREST_MIPMAP_LINEAR,
LinearLinearMipmap = glConst.LINEAR_MIPMAP_LINEAR,
NearestNearestMipmap = glConst.NEAREST_MIPMAP_NEAREST,
LinearNearestMipmap = glConst.LINEAR_MIPMAP_NEAREST,
}
#pragma warning disable CA1008
public enum TextureUnit
#pragma warning restore CA1008
{
Unit0 = glConst.TEXTURE0,
Unit1 = glConst.TEXTURE1,
Unit2 = glConst.TEXTURE2,
Unit3 = glConst.TEXTURE3,
Unit4 = glConst.TEXTURE4,
Unit5 = glConst.TEXTURE5,
Unit6 = glConst.TEXTURE6,
Unit7 = glConst.TEXTURE7,
Unit8 = glConst.TEXTURE8,
Unit9 = glConst.TEXTURE9,
Unit10 = glConst.TEXTURE10,
Unit11 = glConst.TEXTURE11,
Unit12 = glConst.TEXTURE12,
Unit13 = glConst.TEXTURE13,
Unit14 = glConst.TEXTURE14,
Unit15 = glConst.TEXTURE15,
}
#pragma warning disable CA1008
public enum TextureWrap
#pragma warning restore CA1008
{
Repeat = glConst.REPEAT,
MirroredRepeat = glConst.MIRRORED_REPEAT,
ClampToEdge = glConst.CLAMP_TO_EDGE,
ClampToBorder = glConst.CLAMP_TO_BORDER,
}
}
@@ -1,80 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="VAO.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class VertexArray : GlBufferObjectBase
{
internal VertexArray( int n, glRender binding )
: base( binding )
{
_bufferHandle = GL.GenVertexArrays( n );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public override sealed void Bind( int index )
{
GL.BindVertexArray( _bufferHandle[ index ] );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public static void BindNull()
{
OpenGLFunction.CurrentGL.BindVertexArray( GlHandle.Zero );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetVertexAttribute(
uint attributeIndex,
int vertexLength,
TypeCode dataType,
bool isNomalized,
uint stride,
int pointer )
{
GL.SetVertexAttribute(
attributeIndex, vertexLength, dataType, isNomalized, stride, pointer );
}
protected override sealed void Dispose( bool disposing )
{
if( disposing ) {
GL.DeleteVertexArrays( _bufferHandle );
}
}
}
}
@@ -1,185 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="VBO.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Net.Security;
using System.Numerics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed unsafe class VertexBuffer : GlBufferObjectBase
{
internal VertexBuffer( int n, glRender binding )
: base( binding )
{
_bufferHandle = GL.GenBuffers( n );
}
public override sealed void Bind( int index )
{
GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
}
/// <summary>
///
/// </summary>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Unbind()
{
GL.BindBuffer( BufferType.ArrayBuffer, GlHandle.Zero );
}
/// <summary>
/// Set _data to current vertex Buffer object
/// </summary>
/// <typeparam _label="TItem">
/// Type of bufferData
/// </typeparam>
/// <param _label="index">
/// Index to find certain VBO in this instance
/// </param>
/// <param _label="bufferData">
/// Data to write in
/// </param>
/// <param _label="usage">
/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
/// </param>
public void WriteMatrixData<T>( int index, T bufferData, BufferUsage usage )
where T: struct, IMatrix<T>
{
GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData( BufferType.ArrayBuffer, bufferData, usage );
}
/// <summary>
/// Set _data to current vertex Buffer object
/// </summary>
/// <typeparam _label="TItem">
/// Type of bufferData
/// </typeparam>
/// <param _label="index">
/// Index to find certain VBO in this instance
/// </param>
/// <param _label="bufferArray">
/// Data to write in
/// </param>
/// <param _label="usage">
/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
/// </param>
public void WriteScalerData<T>( int index, T[] bufferArray, BufferUsage usage )
where T: struct, INumber<T>
{
GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData( BufferType.ArrayBuffer, bufferArray, usage );
}
/// <summary>
/// Set _data to current vertex Buffer object
/// </summary>
/// <typeparam _label="TItem">
/// Type of bufferData
/// </typeparam>
/// <param _label="index">
/// Index to find certain VBO in this instance
/// </param>
/// <param _label="scalerSpan">
/// A <see cref="Span{T}" /> of _data to write in
/// </param>
/// <param _label="usage">
/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
/// </param>
public void WriteScalerData<T>( int index, ReadOnlySpan<T> scalerSpan, BufferUsage usage )
where T: struct,INumber<T>
{
GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferData( BufferType.ArrayBuffer, scalerSpan, usage );
}
/// <summary>
/// Set data to current vertex Buffer object
/// </summary>
/// <typeparam _label="TItem">
/// Type of bufferData
/// </typeparam>
/// <param _label="index">
/// Index to find certain VBO in this instance
/// </param>
/// <param _label="vectorSpan">
/// A <see cref="Span{T}" /> of data to write in
/// </param>
/// <param _label="usage">
/// How OpenGL use these data, defined by <see cref="BufferUsage" />
/// </param>
public void WriteVectorData<T>( int index, ReadOnlySpan<T> vectorSpan, BufferUsage usage )
where T: struct, IVector<T>
{
GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferVectorData( BufferType.ArrayBuffer, vectorSpan, usage );
}
/// <summary>
/// Set _data to current vertex Buffer object
/// </summary>
/// <typeparam _label="TItem">
/// Type of bufferData
/// </typeparam>
/// <param _label="index">
/// Index to find certain VBO in this instance
/// </param>
/// <param _label="vectorArray">
/// A array of _data to write in
/// </param>
/// <param _label="usage">
/// How OpenGL use these _data, defined by <see cref="BufferUsage" />
/// </param>
public void WriteVectorData<T>( int index, T[] vectorArray, BufferUsage usage )
where T: struct, IVector<T>
{
GL.BindBuffer( BufferType.ArrayBuffer, _bufferHandle[ index ] );
GL.SetBufferVectorData( BufferType.ArrayBuffer, vectorArray, usage );
}
protected override sealed void Dispose( bool disposing )
{
if( disposing ) {
GL.DeleteBuffers( _bufferHandle );
}
}
}
}
@@ -1,49 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="GLfixed.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Internal
{
[StructLayout( LayoutKind.Explicit, Size = 8 )]
public struct GLfixed
{
[FieldOffset( 0 )] public int All;
[FieldOffset( 0 )] public short Decimals;
[FieldOffset( 4 )] public short Inertger;
}
}
@@ -1,68 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="IglConvertable.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.ShaderEdit
{
public interface IglConvertable
{
/// <summary>
///
/// </summary>
public void DisplayGLtypeDefinition();
/// <summary>
///
/// </summary>
public void GainAllUniforms( ShaderProgram source, params string[] uniformName );
/// <summary>
///
/// </summary>
/// <returns>
///
/// </returns>
public ShaderStruct GetConvertedGLtype();
/// <summary>
///
/// </summary>
public void SetAllUniforms();
}
}
@@ -1,288 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Shader.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp;
using StgSharp.Internal;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Xml.Linq;
namespace StgSharp.Graphics.OpenGL
{
public abstract partial class glRender : RenderStream
{
/// <summary>
/// Create an instance of <see cref="Shader" /> program
/// </summary>
/// <returns>
/// New instance of <see cref="Shader" /> instance.
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed ShaderProgram CreateShaderProgram()
{
return new ShaderProgram( this );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed Shader CreateShaderSegment( ShaderType type, int count )
{
return new Shader( GL.CreateShaderSet( count, type ), type, this );
}
}
public class Shader : ISSDSerializable
{
private readonly OpenGLFunction GL;
internal readonly GlHandle[] handle;
public readonly ShaderType type;
internal unsafe Shader( GlHandle[] handle, ShaderType usage, glRender stream )
{
this.handle = handle;
GL = stream.GL;
type = usage;
}
public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
/// <summary>
/// Attach one shader code to a shader program.
/// </summary>
/// <param _label="target">
/// Shader program to attach
/// </param>
/// <param _label="index">
/// Index of shader code in current shader code set.
/// </param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void AttachTo( int index, [NotNull]ShaderProgram target )
{
GL.AttachShader( target.handle, handle[ index ] );
}
public void CheckStatus( int index, ShaderStatus status )
{
string log = GL.GetShaderStatus( this, index, ( int )status );
if( !string.IsNullOrEmpty( log ) ) {
throw new InvalidOperationException( $"{$"Shader Error \t{status}\n"}{log}" );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, ReadOnlySpan<byte> codeU8Stream )
{
GL.LoadShaderSource( handle[ index ], codeU8Stream );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, byte[] codeStream )
{
ArgumentNullException.ThrowIfNull( codeStream );
GL.LoadShaderSource( handle[ index ], codeStream );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, string codeStream )
{
ArgumentNullException.ThrowIfNull( codeStream );
GL.LoadShaderSource( handle[ index ], codeStream.AsSpan() );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
public void FromBytes( byte[] stream )
{
throw new NotImplementedException();
}
public static byte[] FromCodeFile( string fileRoute )
{
string str = File.ReadAllText( fileRoute );
if( string.IsNullOrEmpty( str ) ) {
throw new InvalidOperationException( $"Cannot load and GLSL code from {fileRoute}" );
}
return Encoding.UTF8.GetBytes( str );
}
public byte[] GetBytes()
{
return Array.Empty<byte>();
}
public byte[] GetBytes( out int length )
{
throw new NotImplementedException();
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public enum ShaderStatus : int
{
CompileStatus = glConst.COMPILE_STATUS,
}
public class ShaderProgram
{
private readonly OpenGLFunction GL;
internal readonly GlHandle handle;
/// <summary>
/// CustomizeInit a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram( glRender binding )
{
GL = binding.GL;
handle = GL.CreateProgram();
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe Uniform<T> GetUniform<T>( string name ) where T: struct
{
return new Uniform<T>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U> GetUniform<T, U>( string name ) where T: struct where U: struct
{
return new Uniform<T, U>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name ) where T: struct
where U: struct
where V: struct
{
return new Uniform<T, U, V>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name ) where T: struct
where U: struct
where V: struct
where W: struct
{
return new Uniform<T, U, V, W>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Link the shader to current viewPortDisplay.
/// </summary>
public unsafe void Link()
{
if( InternalIO.InternalLinkShaderProgram(
( OpenglContext* )this.GL.ContextHandle, handle.Value ) ==
0 )
{
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy( logPtr, logByte, 0, 512 );
string log = Encoding.UTF8.GetString( logByte );
log = log.Replace( "\0", string.Empty );
InternalIO.InternalWriteLog( log, LogType.Error );
}
catch( Exception ex )
{
InternalIO.InternalWriteLog( ex.Message, LogType.Error );
}
}
}
/// <summary>
/// Let the current viewPortDisplay use this shader.
/// </summary>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Use()
{
GL.UseProgram( handle );
}
~ShaderProgram()
{
//handle.Dispose();
}
}
}
@@ -1,205 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Uniform.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public class Uniform
{
internal GlHandle id;
public GlHandle Handle
{
get => id;
}
}
public sealed class Uniform<T> : Uniform where T: struct
{
internal Uniform() { }
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T> FromHandle( GlHandle handle )
{
return new Uniform<T>
{
id = handle
};
}
}
public sealed class Uniform<T, U> : Uniform where T: struct where U: struct
{
internal Uniform() { }
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T, U> FromHandle( GlHandle handle )
{
return new Uniform<T, U>
{
id = handle
};
}
}
public sealed class Uniform<T, U, V> : Uniform where T: struct where U: struct where V: struct
{
internal Uniform() { }
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T, U, V> FromHandle( GlHandle handle )
{
return new Uniform<T, U, V>
{
id = handle
};
}
}
public sealed class Uniform<T, U, V, W> : Uniform where T: struct where U: struct
where V: struct
where W: struct
{
internal Uniform() { }
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T, U, V, W> FromHandle( GlHandle handle )
{
return new Uniform<T, U, V, W>
{
id = handle
};
}
}
public unsafe partial class OpenGLFunction
{
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( [NotNull] Uniform<Matrix44> uniform, Matrix44 mat )
{
Matrix44 temp = mat;
Context.glUniformMatrix4fv( uniform.id.SignedValue, 1, false, ( float* )&temp );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue(
[NotNull]Uniform<float, float, float, float> uniform,
Vec4 vec )
{
Vec4 temp = vec;
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( [NotNull]Uniform<Vec4> uniform, Vec4 vec )
{
Vec4 temp = vec;
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( [NotNull]Uniform<float> uniform, float v0 )
{
Context.glUniform1f( uniform.id.SignedValue, v0 );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( [NotNull]Uniform<int> uniform, int i0 )
{
Context.glUniform1i( uniform.id.SignedValue, i0 );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( [NotNull] Uniform<float, float> uniform, float v0, float v1 )
{
Context.glUniform2f( uniform.id.SignedValue, v0, v1 );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue(
[NotNull] Uniform<float, float, float> uniform,
float v0,
float v1,
float v2 )
{
Context.glUniform3f( uniform.id.SignedValue, v0, v1, v2 );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue(
[NotNull] Uniform<float, float, float, float> uniform,
float v0,
float v1,
float v2,
float v3 )
{
Context.glUniform4f( uniform.id.SignedValue, v0, v1, v2, v3 );
}
}
}
@@ -1,44 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glAPICalling.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
[AttributeUsage( AttributeTargets.Method )]
public sealed class OpenGLAPICallingAttribute : Attribute
{
public OpenGLAPICallingAttribute() { }
}
}
@@ -1,33 +1,30 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glApiManagerConst.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
// -----------------------------------------------------------------------
// file="glApiManagerConst"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Text;
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,92 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glClampf.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Internal
{
/// <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 float( GLclampf v )
{
return v.value;
}
public static explicit operator GLclampf( float v )
{
return new GLclampf( v );
}
}
/// <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 double( GLclampd v )
{
return v.value;
}
public static explicit operator GLclampd( double v )
{
return new GLclampd( v );
}
}
}
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-227
View File
@@ -1,227 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glEnum.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System.Runtime.CompilerServices;
namespace StgSharp.Graphics.OpenGL
{
public enum PixelChannelLayout
{
UByte = glConst.UNSIGNED_BYTE,
Byte = glConst.BYTE,
UShort = glConst.UNSIGNED_SHORT,
Short = glConst.SHORT,
UInt = glConst.UNSIGNED_INT,
Int = glConst.INT,
Float = glConst.FLOAT,
UByte332 = glConst.UNSIGNED_BYTE_3_3_2,
UByte233Rev = glConst.UNSIGNED_BYTE_2_3_3_REV,
UShort565 = glConst.UNSIGNED_SHORT_5_6_5,
UShort565Rev = glConst.UNSIGNED_SHORT_5_6_5_REV,
UShort4444 = glConst.UNSIGNED_SHORT_4_4_4_4,
UShort4444Rev = glConst.UNSIGNED_SHORT_4_4_4_4_REV,
UShort5551 = glConst.UNSIGNED_SHORT_5_5_5_1,
UShort1555Rev = glConst.UNSIGNED_SHORT_1_5_5_5_REV,
UInt8888 = glConst.UNSIGNED_INT_8_8_8_8,
UInt8888Rev = glConst.UNSIGNED_INT_8_8_8_8_REV,
UInt1010102 = glConst.UNSIGNED_INT_10_10_10_2,
UInt2101010Rev = glConst.UNSIGNED_INT_2_10_10_10_REV
}
public enum FaceMode
{
Point = glConst.POINT,
Line = glConst.LINE,
Fill = glConst.FILL
}
public enum FrameBufferStatus
{
Complete = glConst.FRAMEBUFFER_COMPLETE, // GL_FRAMEBUFFER_COMPLETE
IncompleteAttachment = glConst.FRAMEBUFFER_INCOMPLETE_ATTACHMENT, // GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
IncompleteMissingAttachment = glConst.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, // GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
IncompleteDrawBuffer = glConst.FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, // GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
IncompleteReadBuffer = glConst.FRAMEBUFFER_INCOMPLETE_READ_BUFFER, // GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
Unsupported = glConst.FRAMEBUFFER_UNSUPPORTED, // GL_FRAMEBUFFER_UNSUPPORTED
IncompleteMultisample = glConst.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, // GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
IncompleteLayerTargets = glConst.FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS // GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
}
public enum FrameBufferChannel
{
STENCIL_INDEX = glConst.STENCIL_INDEX,
DEPTH_COMPONENT = glConst.DEPTH_COMPONENT,
DEPTH_STENCIL = glConst.DEPTH_STENCIL,
RED = glConst.RED,
GREEN = glConst.GREEN,
BLUE = glConst.BLUE,
RGB = glConst.RGB,
BGR = glConst.BGR,
RGBA = glConst.RGBA,
BGRA = glConst.BGRA
}
public enum FrameBufferAttachment
{
Color = glConst.COLOR_ATTACHMENT0,
Depth = glConst.DEPTH_ATTACHMENT,
Stencil = glConst.STENCIL_ATTACHMENT,
DepthAndStencil = glConst.DEPTH_STENCIL_ATTACHMENT,
}
public enum Texture2DTarget
{
Texture2D = glConst.TEXTURE_2D,
ProxyTexture2D = glConst.PROXY_TEXTURE_2D,
Texture1DArray = glConst.TEXTURE_1D_ARRAY,
ProxyTexture1DArray = glConst.PROXY_TEXTURE_1D_ARRAY,
TextureRectangle = glConst.TEXTURE_RECTANGLE,
ProxyTextureRectangle = glConst.PROXY_TEXTURE_RECTANGLE,
TextureCubeMapPositiveX = glConst.TEXTURE_CUBE_MAP_POSITIVE_X,
TextureCubeMapNegativeX = glConst.TEXTURE_CUBE_MAP_NEGATIVE_X,
TextureCubeMapPositiveY = glConst.TEXTURE_CUBE_MAP_POSITIVE_Y,
TextureCubeMapNegativeY = glConst.TEXTURE_CUBE_MAP_NEGATIVE_Y,
TextureCubeMapPositiveZ = glConst.TEXTURE_CUBE_MAP_POSITIVE_Z,
TextureCubeMapNegativeZ = glConst.TEXTURE_CUBE_MAP_NEGATIVE_Z,
ProxyTextureCubeMap = glConst.PROXY_TEXTURE_CUBE_MAP
}
public enum RenderBufferInternalFormat : uint
{
RGBA8 = glConst.RGBA8,
Depth24_Stencil8 = glConst.DEPTH24_STENCIL8,
}
public enum glOperation : uint
{
StencilTest = glConst.STENCIL_TEST,
DepthTest = glConst.DEPTH_TEST,
PolygonOffsetFill = glConst.POLYGON_OFFSET_FILL,
PolygonOffsetLine = glConst.POLYGON_OFFSET_LINE,
PolygonOffsetPoint = glConst.POLYGON_OFFSET_POINT,
}
#pragma warning disable CA1008
public enum ShaderType : int
#pragma warning restore CA1008
{
Fragment = glConst.FRAGMENT_SHADER,
Vertex = glConst.VERTEX_SHADER,
Compute = glConst.COMPUTE_SHADER,
Geometry = glConst.GEOMETRY_SHADER,
}
#pragma warning disable CA1008
public enum BufferType : int
#pragma warning restore CA1008
{
ArrayBuffer = glConst.ARRAY_BUFFER,
ElementArrayBuffer = glConst.ELEMENT_ARRAY_BUFFER,
AtomicCounterBuffer = glConst.ATOMIC_COUNTER_BUFFER,
CopyHeadBuffer = glConst.COPY_READ_BUFFER,
COPY_WRITE_BUFFER = glConst.COPY_WRITE_BUFFER,
DISPATCH_INDIRECT_BUFFER = glConst.DISPATCH_INDIRECT_BUFFER,
DRAW_INDIRECT_BUFFER = glConst.DRAW_INDIRECT_BUFFER,
PIXEL_PACK_BUFFER = glConst.PIXEL_PACK_BUFFER,
PIXEL_UNPACK_BUFFER = glConst.PIXEL_UNPACK_BUFFER,
QUERY_BUFFER = glConst.QUERY_BUFFER,
ShaderStorageBuffer = glConst.SHADER_STORAGE_BUFFER,
TEXTURE_BUFFER = glConst.TEXTURE_BUFFER,
TRANSFORM_FEEDBACK_BUFFER = glConst.TRANSFORM_FEEDBACK_BUFFER,
UNIFORM_BUFFER = glConst.UNIFORM_BUFFER,
}
#pragma warning disable CA1008
public enum BufferUsage : int
#pragma warning restore CA1008
{
StreamDraw = 0x88E0,
StreamRead = 0x88E1,
StreamCopy = 0x88E2,
StaticDraw = 0x88E4,
StaticRead = 0x88E5,
StaticCopy = 0x88E6,
DynamicDraw = 0x88E8,
DynamicRead = 0x88E9,
DynamicCopy = 0x88EA
}
public enum MaskBufferBit
{
COLOR = glConst.COLOR_BUFFER_BIT,
DEPTH = glConst.DEPTH_BUFFER_BIT,
STENCIL = glConst.STENCIL_BUFFER_BIT,
}
public enum GeometryType : uint
{
POINTS = 0x0000,
LINES = 0x0001,
LINE_LOOP = 0x0002,
LINE_STRIP = 0x0003,
TRIANGLES = 0x0004,
TRIANGLE_STRIP = 0x0005,
TRIANGLE_FAN = 0x0006
}
public enum TextureFiltering
{
Nearest = 0x2600,
Linear = 0x2601
}
}
@@ -1,104 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glException.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.Serialization;
using System.Text;
namespace StgSharp.Graphics.OpenGL
{
public sealed class GlErrorOverflowException : Exception
{
public GlErrorOverflowException( int errorCount, uint errorCode )
: base(
"Too many opengl error detected at certain position. " + $"The amount of errors exceeds {errorCount}. " + $"Code of the last error is {errorCode}" ) { }
}
public sealed class GlExecutionException : Exception
{
public GlExecutionException( uint errorCode )
: base( $"Critical OpenGL error: {errorCode}" ) { }
}
public sealed class GlArrayFormatException : Exception
{
internal GlArrayFormatException( string message ) : base( message ) { }
internal GlArrayFormatException( SerializationInfo info, StreamingContext context )
: base( info, context ) { }
internal GlArrayFormatException( string message, Exception innerException )
: base( message, innerException ) { }
public GlArrayFormatException( PixelChannelLayout layout, string arrayname )
: base( $"{arrayname} cannot be used as layout of {layout}" ) { }
}
public static partial class GlHelper
{
public static bool CheckArrayFormat( this Array array, PixelChannelLayout layout )
{
return layout switch
{
PixelChannelLayout.Byte or PixelChannelLayout.UByte332 or PixelChannelLayout.UByte233Rev => ( array is byte[] ) ||
( array is sbyte[] ),
PixelChannelLayout.Short => array is short[],
PixelChannelLayout.UShort => array is ushort[],
PixelChannelLayout.Int => array is int[],
PixelChannelLayout.Float => array is float[],
PixelChannelLayout.UShort4444 => ( array is ushort[] ) || ( array is byte[] ),
PixelChannelLayout.UByte => ( array is byte[] ) || ( array is sbyte[] ),
PixelChannelLayout.UInt => array is uint[],
PixelChannelLayout.UShort565 or
PixelChannelLayout.UShort565Rev or
PixelChannelLayout.UShort4444Rev or
PixelChannelLayout.UShort5551 or
PixelChannelLayout.UShort1555Rev => array is ushort[],
PixelChannelLayout.UInt8888Rev or
PixelChannelLayout.UInt1010102 or
PixelChannelLayout.UInt2101010Rev => array is int[],
PixelChannelLayout.UInt8888 => array is uint[] or byte[],
_ => false,
};
}
}
}
@@ -1,93 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glFucntionSourceManager.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the ¡°Software¡±), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED ¡°AS IS¡±,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace StgSharp.Graphics.OpenGL
{
public partial class OpenGLFunction
{
private Lazy<int> textureUnitCountGetter;
private Lazy<ConcurrentQueue<TextureUnit>> unusedTextureImageUintInitilizing;
public int TextureUnitCount
{
get => textureUnitCountGetter.Value;
}
private ConcurrentQueue<TextureUnit> UnusedTextureImageUint
{
get => unusedTextureImageUintInitilizing.Value;
}
internal void ReturnAvailableUnit( IEnumerable<TextureUnit> source )
{
int v = glConst.TEXTURE0 + TextureUnitCount;
foreach( TextureUnit unit in source )
{
if( ( int )unit > v ) {
throw new InvalidOperationException(
"Source contains texture unit beyond context support." );
}
}
}
internal int TryGetAvailableTextureUnit( int count, out IEnumerable<TextureUnit> result )
{
result = new Queue<TextureUnit>();
for( int i = 0; i < count; i++ )
{
if( UnusedTextureImageUint.TryDequeue( out TextureUnit unit ) )
{
( result as Queue<TextureUnit> )!.Enqueue( unit );
} else
{
return i;
}
}
return count;
}
private ConcurrentQueue<TextureUnit> InitializeUnusedTextureImageUint()
{
ConcurrentQueue<TextureUnit> result = new ConcurrentQueue<TextureUnit>();
for( int index = 0; index < TextureUnitCount; index++ ) {
result.Enqueue( ( TextureUnit )( glConst.TEXTURE0 + index ) );
}
return result;
}
}
}
@@ -1,838 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glFunction.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Internal;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.ExceptionServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
namespace StgSharp.Graphics.OpenGL
{
public unsafe partial class OpenGLFunction
{
private static Dictionary<IntPtr, OpenGLFunction> contextToGLMap = new Dictionary<IntPtr, OpenGLFunction>(
);
private static ThreadLocal<OpenGLFunction> _currentGL = new ThreadLocal<OpenGLFunction>();
private OpenglContext* _context;
private Lazy<int> _attachmentColorRange;
private OpenGLFunction()
{
textureUnitCountGetter = new Lazy<int>(
() => GetMaskInteger( glConst.MAX_TEXTURE_IMAGE_UNITS ) );
unusedTextureImageUintInitilizing = new Lazy<ConcurrentQueue<TextureUnit>>(
InitializeUnusedTextureImageUint );
_attachmentColorRange = new Lazy<int>(
() => {
return GetMaskInteger( ( uint )glConst.MAX_COLOR_ATTACHMENTS );
} );
}
public int AttachmentColorRange
{
get => _attachmentColorRange.Value;
}
public static OpenGLFunction CurrentGL
{
get { return _currentGL.Value; }
internal set { _currentGL.Value = value; }
}
internal IntPtr ContextHandle => ( IntPtr )_context;
protected ref OpenglContext Context
{
get
{
#if DEBUG
if( ( IntPtr )_context == IntPtr.Zero )
{
throw new NullReferenceException();
}
#endif
return ref ( *_context );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void ActiveTextureUnit( uint type )
{
Context.glActiveTexture( type );
}
[Conditional( "DEBUG" )]
public void Assert( bool shouldReportWhenNormal )
{
uint code = Context.glGetError();
if( code != glConst.NO_ERROR ) {
throw new GlExecutionException( code );
}
if( shouldReportWhenNormal ) {
Console.WriteLine( "OpenGL runs normally" );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void AttachShader( GlHandle program, GlHandle shader )
{
Context.glAttachShader( program.Value, shader.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void BindBuffer( BufferType bufferType, GlHandle handle )
{
Context.glBindBuffer( ( uint )bufferType, handle.Value );
}
/// <summary>
/// Bind a frame Buffer to a frame Buffer target Same function as <see
/// href="https://docs._gl/gl3/glBindFramebuffer"> glBindFramebuffer </see>.
/// </summary>
/// <param _label="target">
/// The frame Buffer target of the binding operation.
/// </param>
/// <param _label="handle">
/// The handle of the frame Buffer object to bind.
/// </param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void BindFrameBuffer( FrameBufferTarget target, GlHandle handle )
{
Context.glBindFramebuffer( ( uint )target, handle.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void BindRenderBuffer( GlHandle handle )
{
Context.glBindRenderbuffer( glConst.RENDERBUFFER, handle.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void BindTexture( uint type, GlHandle texture )
{
Context.glBindTexture( type, texture.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void BindVertexArray( GlHandle handle )
{
Context.glBindVertexArray( handle.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public FrameBufferStatus CheckFrameBufferStatus( FrameBufferTarget target )
{
return ( FrameBufferStatus )Context.glCheckFramebufferStatus( ( uint )target );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Clear( MaskBufferBit mask )
{
Context.glClear( ( uint )mask );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void ClearColor( float R, float G, float B, float A )
{
Context.glClearColor( R, G, B, A );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void ClearError()
{
uint code = 0;
for( int i = 0; i < 1024; i++ )
{
code = Context.glGetError();
if( code == 0 ) {
return;
}
//Console.WriteLine(code);
}
foreach( ProcessThread thread in Process.GetCurrentProcess().Threads ) {
Debugger.Break();
}
throw new GlErrorOverflowException( 1024, code );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void ClearGraphicError()
{
while( Context.glGetError() != 0 ) { }
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void CombineFrameBufferRenderBuffer(
FrameBufferAttachment attachment,
GlHandle rboHandle )
{
Context.glFramebufferRenderbuffer(
glConst.FRAMEBUFFER, ( uint )attachment, glConst.RENDERBUFFER, rboHandle.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void CompileShader( GlHandle shaderhandle )
{
Context.glCompileShader( shaderhandle.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe GlHandle CreateGraphicProgram()
{
return GlHandle.Alloc( Context.glCreateProgram() );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public GlHandle CreateProgram()
{
return GlHandle.Alloc( Context.glCreateProgram() );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe GlHandle[] CreateProgram( int count )
{
GlHandle[] h = new GlHandle[count];
for( int i = 0; i < count; i++ ) {
h.SetValue( i, Context.glCreateProgram() );
}
return h;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public GlHandle[] CreateShaderSet( int count, ShaderType type )
{
GlHandle[] ret = new GlHandle[count];
uint t = ( uint )type;
for( int i = 0; i < count; i++ )
{
uint id = Context.glCreateShader( t );
if( id == 0 )
{
uint error = Context.glGetError();
throw new InvalidOperationException( $"Failed in creating shader: {error}" );
}
ret[ i ] = GlHandle.Alloc( id );
}
return ret;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void DeleteBuffer( GlHandle handle )
{
Context.glDeleteBuffers( 1, ( uint* )&handle );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void DeleteBuffers( GlHandle[] handle )
{
if( ( handle == null ) || ( handle.Length == 0 ) ) {
throw new ArgumentNullException( nameof( handle ) );
}
fixed( GlHandle* hptr = handle )
{
uint* iptr = ( uint* )hptr;
for( int i = 0; i < handle.Length; i++ ) {
Context.glDeleteBuffers( 1, iptr + i );
}
}
}
/// <summary>
/// Delete a render Buffer object Very simlilar function as <see
/// href="https://docs.gl/gl3/glDeleteRenderbuffers"> glDeleteRenderbuffers </see>. The
/// only deifference is that this mehtod can only delete one renderbuffer at the same
/// time.
/// </summary>
/// <param _label="bufferHandle">
/// Handle to Buffer to delete.
/// </param>
public unsafe void DeleteRenderBuffer( GlHandle bufferHandle )
{
Context.glDeleteRenderbuffers( 1, &bufferHandle.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void DeleteVertexArrays( GlHandle[] arrays )
{
fixed( GlHandle* hptr = arrays )
{
uint* iptr = ( uint* )hptr;
for( int i = 0; i < arrays.Length; i++ ) {
Context.glDeleteVertexArrays( 1, iptr + i );
}
}
}
public void DepthMaskAccess( bool isWrite )
{
Context.glDepthMask( isWrite );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Disable( glOperation operation )
{
Context.glDisable( ( uint )operation );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void DrawArrays( GeometryType mode, int first, uint count )
{
Context.glDrawArrays( ( uint )mode, first, count );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void DrawElements( GeometryType mode, uint count, TypeCode type, IntPtr ptr )
{
uint a;
a = type switch
{
TypeCode.UInt32 => glConst.UNSIGNED_INT,
TypeCode.UInt16 => glConst.UNSIGNED_SHORT,
TypeCode.Byte => glConst.UNSIGNED_BYTE,
_ => throw new ArgumentException(
$"{$"{$"Parameter error in parameter {nameof(type)} method DrawElements. "}"}{$"{$"Only {typeof(uint).Name},{typeof(ushort).Name},{typeof(byte).Name} types are supported."}"}" )
};
Context.glDrawElements( ( uint )mode, count, a, ( void* )ptr );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void DrawElementsInstanced(
GeometryType mode,
uint count,
TypeCode type,
IntPtr ptr,
uint amount )
{
uint a;
switch( type )
{
case TypeCode.UInt32:
a = glConst.UNSIGNED_INT;
break;
case TypeCode.UInt16:
a = glConst.UNSIGNED_SHORT;
break;
case TypeCode.Byte:
a = glConst.UNSIGNED_BYTE;
break;
default:
InternalIO.InternalWriteLog(
$"{$"Parameter error in parameter {nameof(type)} method DrawElements. "}{$"Only {typeof(uint).Name},{typeof(ushort).Name},{typeof(byte).Name} types are supported."}",
LogType.Error );
return;
}
Context.glDrawElementsInstanced( ( uint )mode, count, a, ( void* )ptr, amount );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Enable( glOperation operation )
{
Context.glEnable( ( uint )operation );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void FrameBufferTexture2d(
FrameBufferTarget target,
uint attachment,
Texture2DTarget texTarget,
GlHandle textureHandle,
int level )
{
Context.glFramebufferTexture2D(
( uint )target, attachment, ( uint )texTarget, textureHandle.Value, level );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe GlHandle[] GenBuffers( int count )
{
GlHandle[] h = new GlHandle[count];
fixed( GlHandle* hptr = h )
{
for( int i = 0; i < count; i++ ) {
Context.glGenBuffers( count, ( ( uint* )hptr ) + i );
}
}
return h;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void GenerateMipmap( Texture2DTarget target )
{
Context.glGenerateMipmap( ( uint )target );
}
public unsafe GlHandle[] GenFrameBuffers( int count )
{
GlHandle[] h = new GlHandle[count];
fixed( GlHandle* hptr = h ) {
Context.glGenFramebuffers( 1, ( uint* )hptr );
}
return h;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe GlHandle[] GenRenderBuffer( int count )
{
GlHandle[] h = new GlHandle[count];
fixed( GlHandle* hptr = h ) {
Context.glGenRenderbuffers( count, ( uint* )hptr );
}
return h;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe GlHandle[] GenTextures( int count )
{
GlHandle[] h = new GlHandle[count];
fixed( GlHandle* hptr = h ) {
Context.glGenTextures( count, ( uint* )hptr );
}
return h;
}
public unsafe GlHandle[] GenVertexArrays( int count )
{
GlHandle[] h = new GlHandle[count];
fixed( GlHandle* hptr = h ) {
Context.glGenVertexArrays( count, ( uint* )hptr );
}
return h;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public uint GetError()
{
return Context.glGetError();
}
public unsafe int GetMaskInteger( uint statusCode )
{
int ret = 0;
Context.glGetIntegerv( statusCode, &ret );
return ret;
}
public string GetShaderStatus( Shader s, int index, int key )
{
IntPtr sptr = IntPtr.Zero;
if( InternalIO.glCheckShaderStatus(
ref Context, s.handle[ index ].Value, key, ref sptr ) ==
0 ) {
return Marshal.PtrToStringAnsi( sptr );
}
return string.Empty;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void GetTextureImage<T>(
Texture2DTarget target,
int level,
ImageChannel channel,
PixelChannelLayout channelLayout,
T[] dataStream )
where T: struct,INumber<T>
{
#pragma warning disable CS8500
fixed( T* tptr = dataStream )
{
Context.glGetTexImage(
( uint )target, level, ( uint )channel, ( uint )channelLayout, tptr );
}
#pragma warning restore CS8500
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void GetTextureLevelProperty(
uint textureTypeMask,
int level,
uint propertyMask,
out int propertyValue )
{
fixed( int* iptr = &propertyValue ) {
Context.glGetTexLevelParameteriv( textureTypeMask, level, propertyMask, iptr );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe GlHandle GetUniformLocation( GlHandle program, string name )
{
byte[] code = Encoding.UTF8.GetBytes( name );
fixed( byte* ptr = code )
{
int ret = Context.glGetUniformLocation( program.Value, ptr );
#if DEBUG
if( ( ret == glConst.INVALID_OPERATION ) || ( ret == glConst.INVALID_VALUE ) )
{
throw new InvalidOperationException();
}
if( ret == -1 ) {
throw new UniformEmptyReferenceException( nameof( program ), name );
}
#endif
return GlHandle.SignedAlloc( ret );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void LoadShaderSource( GlHandle shaderHandle, byte[] codeStream )
{
fixed( byte* streamPtr = codeStream ) {
Context.glShaderSource( shaderHandle.Value, 1, &streamPtr, ( void* )0 );
}
}
public unsafe void LoadShaderSource( GlHandle shaderHandle, ReadOnlySpan<char> codeStream )
{
fixed( char* streamPtr = codeStream )
{
byte* bptr = ( byte* )streamPtr;
Context.glShaderSource( shaderHandle.Value, 1, &bptr, ( void* )0 );
}
}
public unsafe void LoadShaderSource( GlHandle shaderHandle, ReadOnlySpan<byte> codeStream )
{
fixed( byte* streamPtr = codeStream )
{
byte* bptr = streamPtr;
Context.glShaderSource( shaderHandle.Value, 1, &bptr, ( void* )0 );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void PolygonMode( FaceMode mode )
{
Context.glPolygonMode( glConst.FRONT_AND_BACK, ( uint )mode );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void PolygonOffset( float factor, float unit )
{
Context.glPolygonOffset( factor, unit );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void ReadPixels(
(int X, int Y) beginPosition,
(int width, int height) size,
FrameBufferChannel format,
PixelChannelLayout dataType,
ref byte[] stream )
{
fixed( byte* bptr = stream ) {
Context.glReadPixels(
beginPosition.X, beginPosition.Y, size.width, size.height, ( uint )format,
( uint )dataType, bptr );
}
}
public void RereadImage(
in Image i,
(int X, int Y) beginPosition,
FrameBufferChannel format,
PixelChannelLayout dataType )
{
byte[] pixels = i.PixelBuffer;
if( !pixels.CheckArrayFormat( dataType ) ) {
throw new GlArrayFormatException( dataType, "i.PixelArray" );
}
fixed( byte* bptr = pixels ) {
Context.glReadPixels(
beginPosition.X, beginPosition.Y, i.Width, i.Height, ( uint )format,
( uint )dataType, bptr );
}
i.PixelUpdateCount++;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetBufferData<T>(
BufferType bufferType,
T bufferData,
BufferUsage usage )
where T: struct
{
int size = Marshal.SizeOf<T>();
#pragma warning disable CS8500
T* p = &bufferData;
#pragma warning restore CS8500
Context.glBufferData( ( uint )bufferType, ( IntPtr )size, ( IntPtr )p, ( uint )usage );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetBufferData<T>(
BufferType bufferType,
T[] bufferArray,
BufferUsage usage )
where T: struct,INumber<T>
{
int size = bufferArray.Length * Marshal.SizeOf( typeof( T ) );
if( bufferArray == null ) {
return;
}
#pragma warning disable CS8500
fixed( void* bufferPtr = bufferArray )
#pragma warning restore CS8500
{
Context.glBufferData(
( uint )bufferType, ( IntPtr )size, ( IntPtr )bufferPtr, ( uint )usage );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetBufferData<T>(
BufferType bufferType,
ReadOnlySpan<T> bufferSpan,
BufferUsage usage )
where T: struct,INumber<T>
{
int size = bufferSpan.Length * Marshal.SizeOf( typeof( T ) );
if( bufferSpan == null ) {
return;
}
#pragma warning disable CS8500
fixed( void* bufferPtr = bufferSpan )
#pragma warning restore CS8500
{
Context.glBufferData(
( uint )bufferType, ( IntPtr )size, ( IntPtr )bufferPtr, ( uint )usage );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetBufferData<T>(
BufferType bufferType,
Span<T> bufferArray,
BufferUsage usage )
where T: struct, INumber<T>
{
int size = bufferArray.Length * Marshal.SizeOf( typeof( T ) );
if( bufferArray == null ) {
return;
}
#pragma warning disable CS8500
fixed( void* bufferPtr = bufferArray )
#pragma warning restore CS8500
{
Context.glBufferData(
( uint )bufferType, ( IntPtr )size, ( IntPtr )bufferPtr, ( uint )usage );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetBufferVectorData<T>(
BufferType bufferType,
ReadOnlySpan<T> bufferSpan,
BufferUsage usage )
where T: struct, IVector<T>
{
int size = bufferSpan.Length * Marshal.SizeOf( typeof( T ) );
#pragma warning disable CS8500
fixed( void* bufferPtr = bufferSpan )
#pragma warning restore CS8500
{
Context.glBufferData(
( uint )bufferType, ( IntPtr )size, ( IntPtr )bufferPtr, ( uint )usage );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetBufferVectorData<T>(
BufferType bufferType,
T[] bufferArray,
BufferUsage usage )
where T: struct, IVector<T>
{
int size = bufferArray.Length * Marshal.SizeOf( typeof( T ) );
if( bufferArray == null ) {
return;
}
#pragma warning disable CS8500
fixed( void* bufferPtr = bufferArray )
#pragma warning restore CS8500
{
Context.glBufferData(
( uint )bufferType, ( IntPtr )size, ( IntPtr )bufferPtr, ( uint )usage );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetRenderBufferStorage(
RenderBufferInternalFormat internalFormat,
(int width, int height) size )
{
Context.glRenderbufferStorage(
glConst.RENDERBUFFER, ( uint )internalFormat, size.width, size.height );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void SetRenderBufferStorage(
RenderBufferInternalFormat internalFormat,
(uint width, uint height) size )
{
Context.glRenderbufferStorage(
glConst.RENDERBUFFER, ( uint )internalFormat, ( int )size.width,
( int )size.height );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetVertexAttribute(
uint index,
int size,
TypeCode t,
bool normalized,
uint stride,
int pointer )
{
uint type = InternalIO.GLtype[ t ];
Context.glVertexAttribPointer(
index, size, type, normalized ? 1 : 0, stride, ( void* )pointer );
Context.glEnableVertexAttribArray( index );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void TextureImage2d<T>(
Texture2DTarget target,
int level,
ImageChannel sourceChannel,
uint width,
uint height,
ImageChannel targetChannel,
PixelChannelLayout type,
T[] pixels )
where T: struct, INumber<T>
{
#pragma warning disable CS8500
fixed( T* tptr = pixels )
{
T* ptr = ( ( pixels == null ) || ( pixels.Length == 0 ) ) ? ( T* )IntPtr.Zero : tptr;
Context.glTexImage2D(
( uint )target, level, ( uint )sourceChannel, width, height, 0,
( uint )targetChannel, ( uint )type, tptr );
}
#pragma warning restore CS8500
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void TextureImage2d<T>(
Texture2DTarget target,
int level,
ImageChannel sourceChannel,
uint width,
uint height,
ImageChannel targetChannel,
PixelChannelLayout type,
Span<T> pixelSpan )
where T: struct, INumber<T>
{
#pragma warning disable CS8500
fixed( T* tptr = pixelSpan )
{
Context.glTexImage2D(
( uint )target, level, ( uint )sourceChannel, width, height, 0,
( uint )targetChannel, ( uint )type, tptr );
}
#pragma warning restore CS8500
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void TextureParameter( int target, uint pname, int param )
{
Context.glTexParameteri( ( uint )target, pname, param );
}
public static bool TryGetFunctionPackage(
IntPtr handle,
out OpenGLFunction functionPackage )
{
return contextToGLMap.TryGetValue( handle, out functionPackage );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void UseProgram( GlHandle program )
{
Context.glUseProgram( program.Value );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void VertexAttributeDivisor( uint layoutIndex, uint divisor )
{
Context.glVertexAttribDivisor( layoutIndex, divisor );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Viewport( int x, int y, uint width, uint height )
{
Context.glViewport( x, y, width, height );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void WaitAccomplishment()
{
Context.glFinish();
}
internal static OpenGLFunction BuildGlFunctionPackage( IntPtr handle )
{
OpenGLFunction pack;
if( contextToGLMap.TryGetValue( handle, out pack ) ) {
return pack;
}
pack = new OpenGLFunction
{
_context = ( OpenglContext* )handle
};
contextToGLMap.Add( handle, pack );
return pack;
}
~OpenGLFunction()
{
contextToGLMap.Remove( ContextHandle );
}
}
}
@@ -1,72 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glHalfNV.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
[StructLayout( LayoutKind.Explicit, Size = 16 )]
public struct glHalfNV
{
[FieldOffset( 0 )] public short binary;
public glHalfNV( short bin )
{
binary = bin;
}
public static glHalfNV FromInt16( short x )
{
return new glHalfNV( x );
}
public static short ToInt16( glHalfNV half )
{
return half.binary;
}
public static explicit operator glHalfNV( short x )
{
return new glHalfNV( x );
}
public static explicit operator short( glHalfNV x )
{
return x.binary;
}
}
}
@@ -1,79 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glHandle.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Security.AccessControl;
using System.Security.Cryptography;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
[StructLayout( LayoutKind.Explicit, Size = 4 )]
public struct GlHandle
{
[FieldOffset( 0 )] internal int SignedValue;
[FieldOffset( 0 )] internal uint Value;
public static GlHandle Zero
{
get => new GlHandle
{
Value = 0
};
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public static GlHandle Alloc( uint value )
{
return new GlHandle
{
Value = value
};
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public static GlHandle SignedAlloc( int value )
{
return new GlHandle
{
SignedValue = value
};
}
}
}
@@ -1,123 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glRenderObjectGenrator.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public partial class glRender
{
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected AutoTextureGL CreateAutoTexture( int count )
{
return new AutoTextureGL( count, this );
}
/// <summary>
/// Create a set of <see cref="ElementBuffer" />.
/// </summary>
/// <param _label="count">
/// Amount of EBO to be created.
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected ElementBuffer CreateElementBuffer( int count )
{
return new ElementBuffer( count, this );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected FrameBuffer CreateFrameBuffer( int count )
{
return new FrameBuffer( count, this );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected RenderBuffer CreateRenderBuffer( int count )
{
return new RenderBuffer( count, this );
}
/// <summary>
/// Create a sets of <see cref="TextureGL" />
/// </summary>
/// <param _label="count">
/// Amount of textures to be created.
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected TextureGL CreateTexture( int count )
{
return new TextureGL( count, this );
}
/// <summary>
/// Create a set of <see cref="VertexArray" />.
/// </summary>
/// <param _label="count">
/// Amount of VAO to be created.
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected VertexArray CreateVertexArray( int count )
{
return new VertexArray( count, this );
}
/// <summary>
/// Create a set of <see cref="VertexBuffer" />.
/// </summary>
/// <param _label="count">
/// Amount of Object to be created.
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected VertexBuffer CreateVertexBuffer( int count )
{
return new VertexBuffer( count, this );
}
}
}
@@ -0,0 +1,46 @@
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="glRenderThreadSecurity"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public partial class glRender
{
private static ConcurrentDictionary<Thread, glRender> threadLocalIndex
= new();
private readonly SynchronizationContext mainThreadContext = SynchronizationContext.Current;
}
}
@@ -1,189 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glRenderStream.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using StgSharp.Threading;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public abstract partial class glRender : RenderStream
{
private protected static readonly ConcurrentDictionary<glRender, Thread> renderToThread
= new ConcurrentDictionary<glRender, Thread>();
private OpenGLFunction _context;
protected internal OpenGLFunction GL
{
get { return _context; }
}
/// <summary>
/// Initialize an opengl context and load all opengl functions.
/// </summary>
public unsafe void InitializeContext()
{
if( ContextHandle == default )
{
ContextHandle = Marshal.AllocHGlobal( Marshal.SizeOf( typeof( OpenglContext ) ) );
OpenglContext* contextID = ( OpenglContext* )ContextHandle;
contextID->glGetString = ( delegate*<uint, IntPtr> )IntPtr.Zero;
}
if( GL == null ) {
_context = OpenGLFunction.BuildGlFunctionPackage( ContextHandle );
}
}
/// <summary>
/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any
/// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
/// viewPortDisplay.
/// </summary>
/// <exception cref="Exception">
/// Something goes wrong and World fails in creating a new OpenGL viewPortDisplay.
/// </exception>
public unsafe void MakeAsCurrentContext()
{
InternalIO.glfwMakeContextCurrent( CanvasHandle );
OpenGLFunction.CurrentGL = this.GL;
}
/// <inheritdoc />
public override void RenderEnd()
{
if( !renderToThread.TryGetValue( this, out Thread t ) || t != Thread.CurrentThread ) {
throw new InvalidOperationException(
$"Current render has had been binded to thread {t!.ManagedThreadId}" );
}
SwapBuffers();
renderToThread[ this ] = ThreadHelper.EmptyThread;
InternalIO.glfwMakeContextCurrent( IntPtr.Zero );
OpenGLFunction.CurrentGL = null;
}
/// <inheritdoc />
public override void RenderStart()
{
Thread current = Thread.CurrentThread;
if( !renderToThread.TryGetValue( this, out Thread t ) || t == ThreadHelper.EmptyThread )
{
renderToThread[ this ] = current;
MakeAsCurrentContext();
return;
}
if( t != current ) {
throw new InvalidOperationException(
$"Current render has had been binded to thread {t!.ManagedThreadId}" );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public override void SetSizeLimit(
int minWidth,
int minHeight,
int maxWidth,
int maxHeight )
{
InternalIO.glfwSetWindowSizeLimits(
this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
internal override sealed void PlatformSpecifiedInitialize()
{
InitializeContext();
MakeAsCurrentContext();
glManager.LoadOpenGLApiTo( BindedViewPortContext.GraphicHandle );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
internal override sealed void Terminate()
{
CustomizeDeinit();
}
protected override sealed Uniform<Matrix44> NativeCameraUniform(
ShaderProgram source,
string name )
{
NativeCamera.GainAllUniforms( source, name );
return NativeCamera.convertedUniform;
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed void NativeCameraViewRange(
Radius fieldOfRange,
Vec2 offset,
(float frontDepth, float backDepth) viewDepth )
{
NativeCamera.SetViewRange( fieldOfRange, this.Size, offset, viewDepth );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed void NativeCameraViewTarget(
Vec3 position,
Vec3 direction,
Vec3 up )
{
NativeCamera.SetViewDirection( position, direction, up );
}
#region Key Control
protected KeyStatus CheckKey( KeyboardKey key )
{
return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
}
protected KeyStatus CheckKey( Mouse key )
{
return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
}
protected KeyStatus CheckKey( Joystick key )
{
return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
}
#endregion
}
}
@@ -1,49 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glRenderThreadSecurity.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace StgSharp.Graphics.OpenGL
{
public partial class glRender
{
private static ConcurrentDictionary<Thread, glRender> threadLocalIndex
= new ConcurrentDictionary<Thread, glRender>();
private readonly SynchronizationContext mainThreadContext = SynchronizationContext.Current;
}
}
-78
View File
@@ -1,78 +0,0 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="glType.cs"
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Internal.OpenGL
{
internal delegate void GLVULKANPROCNV();
public unsafe struct glHandleARB
{
private dynamic value;
public unsafe glHandleARB( dynamic value )
{
if( !RuntimeInformation.IsOSPlatform( OSPlatform.OSX ) )
{
if( value.GetType().Name != "Uint32" )
{
goto errorlog;
}
this.value = value;
} else
{
if( value.GetType().Name != "IntPtr" )
{
goto errorlog;
}
this.value = value;
}
errorlog:
{
InternalIO.InternalWriteLog(
$"{value.GetType().Name} does not match definination of GLhandlARB on OS {Environment.OSVersion.Platform} ",
LogType.Error );
}
}
public static implicit operator uint( glHandleARB value )
{
return ( uint )value;
}
}
}