daily update on 20240209 by nitload youmu

This commit is contained in:
Nitload
2024-02-09 23:31:33 +08:00
parent 6fe6b3b3cf
commit 8391569482
159 changed files with 948 additions and 2431 deletions
@@ -11,21 +11,17 @@ namespace StgSharp.Graphics
public class Uniform<T> where T : struct
{
internal int id;
internal glSHandle id;
private IglFunc GL;
internal unsafe Uniform(
uint shaderID, string name, IglFunc gL)
ShaderProgram program, string name, IglFunc gl)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = gL;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(shaderID, ptr);
}
GL = gl;
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(int id)
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
@@ -37,21 +33,17 @@ namespace StgSharp.Graphics
where T : struct
where U : struct
{
internal int id;
internal glSHandle id;
private IglFunc GL;
internal unsafe Uniform(
Shader program, string name, IglFunc glFunc)
ShaderProgram program, string name, IglFunc gl)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
GL = gl;
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(int id)
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
@@ -62,20 +54,16 @@ namespace StgSharp.Graphics
where U : struct
where V : struct
{
internal int id;
internal glSHandle id;
private IglFunc GL;
public unsafe Uniform(Shader program, string name, IglFunc glFunc)
public unsafe Uniform(ShaderProgram program, string name, IglFunc gl)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
GL = gl;
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(int id)
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
@@ -87,20 +75,16 @@ namespace StgSharp.Graphics
where V : struct
where W : struct
{
internal int id;
internal glSHandle id;
private IglFunc GL;
internal unsafe Uniform(Shader program, string name, IglFunc glFunc)
internal unsafe Uniform(ShaderProgram program, string name, IglFunc gl)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
GL = glFunc;
GL = gl;
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(int id)
internal unsafe Uniform(glSHandle id)
{
this.id = id;
}
@@ -113,48 +97,56 @@ namespace StgSharp.Graphics
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
api->glUniform1f(uniform.id, v0);
api->glUniform1f(uniform.id.DirectValue, v0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
api->glUniform1i(uniform.id, i0);
api->glUniform1i(uniform.id.DirectValue, i0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
api->glUniform2f(uniform.id, v0, v1);
api->glUniform2f(uniform.id.DirectValue, v0, v1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
api->glUniform3f(uniform.id, v0, v1, v2);
api->glUniform3f(uniform.id.DirectValue, v0, v1, v2);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
api->glUniform4f(uniform.id, v0, v1, v2, v3);
api->glUniform4f(uniform.id.DirectValue, v0, v1, v2, v3);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id, 4, &vec);
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id, 4, &vec);
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
}
internal partial class GLonUpdate
internal unsafe partial class GLonUpdate
{
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<void>)&UniformVal3f;
//TODO xontinue here
private static void UniformVal3f()
{
paramQueue.
}
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
glActionQueue.Enqueue(