add from giga-device, new branch added

This commit is contained in:
Nitload Youmu
2025-08-21 16:51:25 +08:00
commit 43bbc06bbb
1296 changed files with 264186 additions and 0 deletions
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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 BufferHandle. 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 );
}
}
}
@@ -0,0 +1,86 @@
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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.Mathematics;
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 BufferHandle Object in OpenglFunc. Each <see
/// langword="uint" /> value indexed from instance of this class this is the only handle to
/// one Element BufferHandle Object.
/// </summary>
public sealed unsafe class ElementBuffer : GlBufferObjectBase
{
internal ElementBuffer(int n, glRender binding)
: base(binding)
{
_bufferHandle = GL.GenBuffers(n);
}
public sealed override void Bind(int index)
{
GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
}
public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage)
where T: unmanaged, 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: unmanaged, INumber<T>
{
GL.BindBuffer(BufferType.ElementArrayBuffer, _bufferHandle[index]);
GL.SetBufferData<T>(BufferType.ElementArrayBuffer, bufferSpan, usage);
}
protected sealed override void Dispose(bool disposing)
{
if (disposing) {
GL.DeleteBuffers(_bufferHandle);
}
}
}
}
@@ -0,0 +1,108 @@
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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 BufferHandle object with _label frame BufferHandle to the frame
/// BufferHandle 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 BufferHandle object with _label frame BufferHandle to the frame
/// BufferHandle target specified by target. Target of this frame BufferHandle should be
/// set manually.
/// </summary>
/// <param _label="target">
/// The frame BufferHandle 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();
}
}
}
@@ -0,0 +1,53 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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;
}
}
@@ -0,0 +1,71 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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 );
}
}
}
}
@@ -0,0 +1,287 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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,
}
}
@@ -0,0 +1,80 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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 );
}
}
}
}
@@ -0,0 +1,185 @@
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="VBO.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.Mathematics;
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 sealed override 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 BufferHandle 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: unmanaged, IMatrix<T>
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, bufferData, usage);
}
/// <summary>
/// Set _data to current vertex BufferHandle 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: unmanaged, INumber<T>
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, bufferArray, usage);
}
/// <summary>
/// Set _data to current vertex BufferHandle 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: unmanaged,INumber<T>
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferData(BufferType.ArrayBuffer, scalerSpan, usage);
}
/// <summary>
/// Set data to current vertex BufferHandle 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: unmanaged, IFixedVector<T>
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorSpan, usage);
}
/// <summary>
/// Set _data to current vertex BufferHandle 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: unmanaged, IFixedVector<T>
{
GL.BindBuffer(BufferType.ArrayBuffer, _bufferHandle[index]);
GL.SetBufferVectorData(BufferType.ArrayBuffer, vectorArray, usage);
}
protected sealed override void Dispose(bool disposing)
{
if (disposing) {
GL.DeleteBuffers(_bufferHandle);
}
}
}
}