daily update on 20240206 by nitload youmu

This commit is contained in:
Nitload
2024-02-06 13:54:30 +08:00
parent 5d778e0f2f
commit 8548757bbf
114 changed files with 86620 additions and 752 deletions
@@ -14,34 +14,23 @@ namespace StgSharp.Graphics
/// </summary>
/// <returns>New instance of <see cref="Shader"/> instance. </returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Shader CreateShader()
protected ShaderProgram CreateShaderProgram(ShaderType shaderType)
{
return new Shader(GL);
return new ShaderProgram(GL, 1);
}
}
public class Shader
{
internal readonly glHandle Handle;
internal readonly glHandle handle;
public readonly ShaderType type;
private IglFunc GL;
private readonly IglFunc GL;
/// <summary>
/// Inti a shader with no program attached.
/// </summary>
internal unsafe Shader(IglFunc gl, ShaderType t, int count)
{
GL = gl;
type = t;
if (type == ShaderType.Program)
{
Handle = GL.CreateProgram();
}
}
internal void ChangeEnvironment(IglFunc gl)
internal Shader(IglFunc gl, glHandle handle)
{
this.handle = handle;
GL = gl;
}
@@ -49,20 +38,46 @@ namespace StgSharp.Graphics
/// Compile the vertex shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of vertex shader.</param>
public unsafe void CompileShader(string shaderCode)
public unsafe void Compile(string shaderCode, ShaderType usage, int index)
{
vertexHandle = GL.CompileShader(shaderCode, type);
GL.AttachShader(programHandle, vertexHandle);
handle.handle[index] = GL.CompileShader(shaderCode, type).handle;
}
//TODO:写链接着色器的文档注释
/// <summary>
/// Compile the fragment shader to be attached to this shader.
///
/// </summary>
/// <param name="shaderCode">GLSL code of fragment shader.</param>
public unsafe void CompileFragmentShader(string shaderCode)
/// <param name="target"></param>
/// <param name="usage"></param>
public void AttachTo(ShaderProgram target, ShaderType usage)
{
fragmentHandle = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
GL.AttachShader(programHandle, fragmentHandle);
switch (usage)
{
case ShaderType.Fragment:
break;
case ShaderType.Vertex:
GL.AttachShader(target.handle,)
break;
default:
throw new ArgumentException();
}
}
}
public class ShaderProgram
{
internal readonly glHandle handle;
private readonly IglFunc GL;
/// <summary>
/// Inti a shader with no program attached.
/// </summary>
internal unsafe ShaderProgram(IglFunc gl, int count)
{
GL = gl;
handle = GL.CreateProgram();
}
/// <summary>
@@ -70,7 +85,7 @@ namespace StgSharp.Graphics
/// </summary>
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(programHandle) == 0)
if (InternalIO.InternalLinkShaderProgram(handle[0]) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
try
@@ -100,7 +115,7 @@ namespace StgSharp.Graphics
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programHandle, ptr);
uniform = GL.GetUniformLocation(handle[0], ptr);
}
if (uniform != -1)
{
@@ -108,7 +123,7 @@ namespace StgSharp.Graphics
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
}
}
/// <summary>
@@ -125,7 +140,7 @@ namespace StgSharp.Graphics
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programHandle, ptr);
uniform = GL.GetUniformLocation(handle[0], ptr);
}
if (uniform != -1)
{
@@ -133,7 +148,7 @@ namespace StgSharp.Graphics
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
}
}
/// <summary>
@@ -142,7 +157,7 @@ namespace StgSharp.Graphics
/// </summary>
/// <param name="name">Name of the Uniform in shader code</param>
/// <returns></returns>
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name)
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(int index, string name)
where T : struct
where U : struct
where V : struct
@@ -151,7 +166,7 @@ namespace StgSharp.Graphics
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programHandle, ptr);
uniform = GL.GetUniformLocation(handle[index], ptr);
}
if (uniform != -1)
{
@@ -159,7 +174,7 @@ namespace StgSharp.Graphics
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
throw new Exception($"Cannot find the uniform {name} in shader {handle[index]}");
}
}
@@ -167,9 +182,9 @@ namespace StgSharp.Graphics
/// Let the current context use this shader.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
public unsafe void Use(int index)
{
GL.UseProgram(programHandle);
GL.UseProgram(handle[index]);
}
}