daily update on 20240213 by nitload youmu. 逐步弃用GLFW,正在使用wgl重写glfw底层,相关实现转移到C#实现,SSC彻底变成线性代数计算器。

This commit is contained in:
Nitload
2024-02-13 23:42:22 +08:00
parent 8391569482
commit a2241a5a58
307 changed files with 16701 additions and 10296 deletions
@@ -41,10 +41,10 @@ namespace StgSharp.Graphics
/// <summary>
/// Compile the vertex shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of vertex shader.</param>
public unsafe void Compile(ShaderType usage, params string[] code)
/// <param name="code">GLSL code of vertex shader.</param>
public unsafe void Compile(params string[] code)
{
glHandleSet.Copy(GL.CompileShader(usage, code), handle);
glHandleSet.Copy(GL.CompileShader(type, code), handle);
}
//TODO:写链接着色器的文档注释
@@ -59,6 +59,10 @@ namespace StgSharp.Graphics
GL.AttachShader(target.handle, handle[index]);
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public class ShaderProgram
@@ -78,11 +82,11 @@ namespace StgSharp.Graphics
/// <summary>
/// Link the shader to current context.
/// </summary>
public void Link()
public unsafe void Link()
{
if (InternalIO.InternalLinkShaderProgram(handle.Value) == 0)
if (InternalIO.InternalLinkShaderProgram(GL.Context, handle.Value) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try
{
byte[] logByte = new byte[512];
@@ -143,6 +147,5 @@ namespace StgSharp.Graphics
{
GL.UseProgram(handle);
}
}
}
@@ -139,69 +139,111 @@ namespace StgSharp.Graphics
internal unsafe partial class GLonUpdate
{
private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<void>)&UniformVal1f;
private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<void>)&UniformVal1fv;
private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<void>)&UniformVal1i;
private IntPtr UniformVal2fPtr = (IntPtr)(delegate*<void>)&UniformVal2f;
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<void>)&UniformVal3f;
//TODO xontinue here
private static void UniformVal3f()
{
private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<void>)&UniformVal4f;
paramQueue.
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float f0, float f1, float f2)
{
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr);
paramQueue.Enqueue(f0, f1, f2);
glActionQueue.Enqueue(UniformVal3fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float f0, float f1)
{
glActionQueue.Enqueue(
() => { api->glUniform3f(uniform.id, v0, v1, v2); }
);
M128 m = default;
m.UInt64[0] = (ulong)uniform.id.valuePtr;
m.Single[2] = f0; m.Single[3] = f1;
paramQueue.Enqueue(m);
glActionQueue.Enqueue(UniformVal2fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float f0, float f1, float f2, float f3)
{
glActionQueue.Enqueue(
() => { api->glUniform2f(uniform.id, v0, v1); }
);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
glActionQueue.Enqueue(
() => { api->glUniform4f(uniform.id, v0, v1, v2, v3); }
);
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr);
paramQueue.Enqueue(f0, f1, f2, f3);
glActionQueue.Enqueue(UniformVal4fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
glActionQueue.Enqueue(
() =>
{
Vec4d cache = vec;
api->glUniform1fv(uniform.id, 4, &cache);
}
);
Vec4d m = vec;
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(Vec4d*)&m);
glActionQueue.Enqueue(UniformVal1fvPtr);
}
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
unsafe void IglFunc.SetValue(Uniform<float> uniform, float f0)
{
glActionQueue.Enqueue(
() => { api->glUniform1f(uniform.id, v0); }
);
M128 m = default;
m.UInt64[0] = (ulong)uniform.id.valuePtr;
m.Single[2] = f0;
paramQueue.Enqueue(m);
glActionQueue.Enqueue(UniformVal1fPtr);
}
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
glActionQueue.Enqueue(
() => { api->glUniform1d(uniform.id, i0); }
);
M128 m = default;
m.UInt64[0] = (ulong)uniform.id.valuePtr;
m.Int32[2] = i0;
paramQueue.Enqueue(m);
glActionQueue.Enqueue(UniformVal1fPtr);
}
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
glActionQueue.Enqueue(
() =>
{
Vec4d cache = vec;
api->glUniform1fv(uniform.id, 4, &cache);
}
);
Vec4d m = vec;
paramQueue.Enqueue((IntPtr)uniform.id.valuePtr, (IntPtr)(Vec4d*)&m);
glActionQueue.Enqueue(UniformVal1fvPtr);
}
private static void UniformVal1f()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform1f(*(int*)m.UInt64[0], m.Single[2]);
}
private static unsafe void UniformVal1fv()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform1fv(*(int*)m.UInt64[0], 4, (Vec4d*)m.UInt64[0]);
}
private static void UniformVal1i()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform1i(*(int*)m.UInt64[0], m.Int32[2]);
}
private static void UniformVal2f()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform2f(*(int*)m.UInt64[0], m.Single[2], m.Single[3]);
}
private static void UniformVal3f()
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
paramQueue.TryDequeue(out handle);
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform3f(*(int*)handle, m.Single[0], m.Single[1], m.Single[2]);
}
private static void UniformVal4f()
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
paramQueue.TryDequeue(out handle);
paramQueue.TryDequeue(out m);
paramQueue.context->glUniform4f(*(int*)handle, m.Single[0], m.Single[1], m.Single[2], m.Single[2]);
}
}
}