daily uodate on 20231208 by nitload youmu, preparation for multi thread rendering

This commit is contained in:
Nitload
2023-12-08 05:36:04 +08:00
parent ae804553ce
commit ab85c1a9fe
297 changed files with 157896 additions and 5170 deletions
+2 -22
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@@ -4,35 +4,15 @@ using System;
namespace StgSharp
{
public static partial class Control
public static partial class Operation
{
/// <summary>
/// Add a pool to timeline controller, and return the instance of the pool.
/// </summary>
/// <returns></returns>
public static Pool InitPool()
{
Pool pool = new Pool();
AddPool(pool);
return pool;
}
public static void AddPool(Pool pool)
{
StgSharp.Controlling.TimeLine.allPool.Add(pool);
StgSharp.Controlling.TimeLine._currentPool = pool;
}
public static void LoadTimeline()
{
}
internal static void InitVector4map(Pool target)
{
Vector4Map map = new Vector4Map();
TimeLine.GetCurrentPool()._Vector4mapContainer.Add(map);
}
}
}
+1 -1
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@@ -1,7 +1,7 @@
namespace StgSharp
{
public static partial class Control
public static partial class Operation
{
//method used for chaging the value of paameters will be listed here
+1 -40
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@@ -5,48 +5,9 @@ using StgSharp.Math;
namespace StgSharp
{
public static unsafe partial class Control
public static unsafe partial class Operation
{
public static LinkedList<T> GetAllActivatedPool<T>() where T : Pool
{
/**/
LinkedList<T> pool = new LinkedList<T>();
foreach (Pool item in TimeLine.allPool)
{
pool.Add((T)item);
}
return pool;
/**/
}
internal static Vector4Map GetAvailabeVector4map()
{
Pool p = TimeLine.GetCurrentPool();
Vector4Map lastMap = p._Vector4mapContainer.Tail;
if (lastMap.isFull)
{
lastMap = new Vector4Map();
p._Vector4mapContainer.Add(lastMap);
}
return lastMap;
}
internal static long GetAvailableVector4ptr()
{
Pool p = TimeLine.GetCurrentPool();
Vector4Map lastMap = p._Vector4mapContainer.Tail;
if (lastMap.isFull)
{
lastMap = new Vector4Map();
p._Vector4mapContainer.Add(lastMap);
}
long ptr = lastMap.RegistManagedVector4Ptr();
return ptr;
}
/// <summary>
/// Get the status of a certain key on the keyboard.
+7 -1
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@@ -1,5 +1,6 @@
using StgSharp.Controlling;
using StgSharp.Graphics;
using StgSharp.Math;
using System;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
@@ -31,6 +32,9 @@ namespace StgSharp
CallingConvention = CallingConvention.Cdecl)]
internal static extern unsafe IntPtr InternalReadLog();
[DllImport(SSC_libname, EntryPoint = "loadImageData",
CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
internal static extern unsafe void InternalLoadImage(string fileName, Image.ImageInfo* output, ImageLoader loader);
#endregion
@@ -41,6 +45,9 @@ namespace StgSharp
namespace StgSharp.Graphics
{
[UnmanagedFunctionPointer(CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public delegate IntPtr ImageLoader(string name, ref int width, ref int height, ref int definedChannel, int desiredChannel);
[StructLayout(LayoutKind.Sequential)]
public unsafe struct GLcontextIO
{
@@ -2590,7 +2597,6 @@ namespace StgSharp.Graphics
public GLcontextIO()
{
}
}
+4 -5
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@@ -7,7 +7,7 @@ using System.Runtime.InteropServices;
namespace StgSharp
{
internal enum LogType
public enum LogType
{
Error,
Warning,
@@ -37,6 +37,7 @@ namespace StgSharp
GLtype.Add(typeof(ushort), GLconst.UNSIGNED_SHORT);
GLtype.Add(typeof(sbyte), GLconst.BYTE);
GLtype.Add(typeof(byte), GLconst.UNSIGNED_BYTE);
}
internal static T InternalLoadProc<T>(IntPtr libPtr, string name) where T : Delegate
@@ -49,7 +50,6 @@ namespace StgSharp
}
catch (Exception ex)
{
throw;
}
}
@@ -98,16 +98,15 @@ namespace StgSharp
internal static void InternalWriteLog(string logLine, LogType logType)
{
if (!File.Exists(InternalIO.SS_errorlog))
if (!File.Exists(SS_errorlog))
{
FileStream stream = File.Create(InternalIO.SS_errorlog);
FileStream stream = File.Create(SS_errorlog);
stream.Close();
}
using (StreamWriter logStream = File.AppendText(SS_errorlog))
{
logStream.WriteLine($"{logType}\t@\t{DateTime.Now.ToString("o")}");
logStream.WriteLine(logLine);
}
}
+1 -1
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@@ -1,6 +1,6 @@
namespace StgSharp
{
public static partial class Control
public static partial class Operation
{
public enum Key : int
{
@@ -4,10 +4,14 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Math
namespace StgSharp.Controlling
{
public static unsafe partial class VectorCalc
public static partial class TimeLine
{
}
}
+18 -36
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@@ -2,17 +2,19 @@
using StgSharp.Graphics;
using System;
using System.Diagnostics.CodeAnalysis;
using System.Threading;
namespace StgSharp.Controlling
{
public static partial class TimeLine
{
public const long version = 10;
internal static Pool _currentPool = default;
internal static LinkedList<Pool> allPool = new LinkedList<Pool>();
public const long version = 430;
internal static LinkedList<Form> allForm;
private static SemaphoreSlim ping;
private static SemaphoreSlim pong;
/// <summary>
/// Tick counter count the frames passed since the program start.
/// </summary>
@@ -24,15 +26,14 @@ namespace StgSharp.Controlling
static unsafe TimeLine()
{
allForm = new LinkedList<Form>();
allPool = new LinkedList<Pool>();
}
public static TimelineBlock CurrentOperation
{
get { return currentOperation; }
set
set
{
if (currentOperation==default||
if (currentOperation == default ||
currentOperation.isComplete)
{
currentOperation = value;
@@ -40,39 +41,20 @@ namespace StgSharp.Controlling
}
}
public static void OnRender()
public static void TimelineMain()
{
tickCounter.QuickAdd();
foreach (Pool p in allPool)
}
internal static void UodateAllFrame()
{
foreach (Form item in allForm)
{
_currentPool = p;
if (!currentOperation.isComplete)
{
currentOperation.OnUpdating();
}
item.formThread.Start();
}
}
public static void InitProgram()
{
}
public static unsafe void StartProgram()
{
}
public static void LoadPool(Pool pool)
{
allPool.Add(pool);
Console.WriteLine(allPool.count.Value);
}
public static Pool GetCurrentPool()
{
return _currentPool;
}
}
}
+1 -5
View File
@@ -2,10 +2,6 @@
{
public abstract class TimelineBlock
{
public T GetCurrentPool<T>() where T:Pool
{
return TimeLine._currentPool as T;
}
public abstract bool isComplete
{
@@ -18,6 +14,6 @@
the result of the cycle, that if there is any error in the cycle
*/
public abstract int OnUpdating();
public abstract bool GetShouldComplete();
public abstract bool GetShouldComplete();
}
}
+1 -2
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@@ -15,11 +15,10 @@ namespace StgSharp.Entities
public LinkedList<Launcher<EntityPartical>> CommonBulletLauncher { get; set; }
public Launcher<EntityPartical> DieBulletLauncher { get; set; }
internal void InternalDieOperation(Pool home)
internal void InternalDieOperation(Control home)
{
_dieBulletLauncher.Launch();
_awardLauncher.Launch();
TimeLine._currentPool._enemyContainer.Remove(this);
}
public override void OnRenderFrame()
+1 -2
View File
@@ -14,11 +14,10 @@ namespace StgSharp.Entities
public Launcher<EntityPartical> CommonBulletLauncher { get; set; }
public Launcher<EntityPartical> DieBulletLauncher { get; set; }
internal void InternalDieOperation(Pool home)
internal void InternalDieOperation(Control home)
{
_dieBulletLauncher.Launch();
_awardLauncher.Launch();
TimeLine._currentPool._enemyContainer.Remove(this);
}
public override void OnRenderFrame()
@@ -12,12 +12,6 @@ namespace StgSharp.Geometries
internal GetLocationHandler movBeginOperation = new GetLocationHandler(GeometryOperation.DefualtMotion);
internal GetLocationHandler movEndOperation = new GetLocationHandler(GeometryOperation.DefualtMotion);
public override Point RefPoint0 => center;
public override Point RefPoint1 => beginPoint;
public override Point RefPoint2 => endPoint;
internal override int[] Indices => throw new NotImplementedException();
public virtual vec3d MoveCenter(uint tick) => movCenterOperation.Invoke(tick);
@@ -26,12 +20,12 @@ namespace StgSharp.Geometries
public virtual vec3d MovEnd(uint tick) => movEndOperation.Invoke(tick);
internal override void OnRender(uint tick)
internal override void UpdateCoordinate(uint tick)
{
tick -= bornTick;
center.Position = refOrigin.Position + MoveCenter(tick);
beginPoint.Position = refOrigin.Position + MovBegin(tick);
endPoint.Position = refOrigin.Position + MovEnd(tick);
center.Position = this.coordinate.origin + MoveCenter(tick);
beginPoint.Position = this.coordinate.origin + MovBegin(tick);
endPoint.Position = this.coordinate.origin + MovEnd(tick);
}
public override Line[] GetAllSides() => throw new NotImplementedException();
@@ -40,5 +34,6 @@ namespace StgSharp.Geometries
{
return new Plain(this.center, this.beginPoint, this.endPoint);
}
}
}
@@ -13,12 +13,6 @@ namespace StgSharp.Geometries
internal GetLocationHandler movEndOperation = new GetLocationHandler(GeometryOperation.DefualtMotion);
public override Point RefPoint0 => center;
public override Point RefPoint1 => pointOnCircle;
public override Point RefPoint2 => pointOnPlain;
internal override int[] Indices => throw new NotImplementedException();
public virtual vec3d MoveCenter(uint tick) => movCenterOperation.Invoke(tick);
@@ -32,12 +26,12 @@ namespace StgSharp.Geometries
return new Plain(center, pointOnCircle, pointOnPlain);
}
internal override void OnRender(uint tick)
internal override void UpdateCoordinate(uint tick)
{
tick -= bornTick;
center.Position = refOrigin.Position + MoveCenter(tick);
pointOnCircle.Position = refOrigin.Position + UpdateRadius(tick);
pointOnPlain.Position = refOrigin.Position + UpdatePlain(tick);
center.Position = this.coordinate.origin + MoveCenter(tick);
pointOnCircle.Position = this.coordinate.origin + UpdateRadius(tick);
pointOnPlain.Position = this.coordinate.origin + UpdatePlain(tick);
}
public override Line[] GetAllSides()
@@ -0,0 +1,62 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Geometries
{
[StructLayout(LayoutKind.Sequential)]
public struct PartialPlainCoordinate
{
/// <summary>
/// The origin of this coordinate.
/// </summary>
public vec3d origin;
internal Matrix3x2 axis;
/// <summary>
/// The horizontial axis of the coordinate.
/// Point to the right direction.
/// </summary>
public vec3d axis_H
{
get { return axis.colum0; }
}
/// <summary>
/// The vertical axis of the coordinate.
/// Point to the top direction.
/// </summary>
public vec3d axis_V
{
get { return axis.colum1; }
}
public PartialPlainCoordinate
(
vec3d origin,
vec3d horiziontial,
vec3d vertical
)
{
this.origin = origin;
axis = new Matrix3x2();
#if NET5_0_OR_GREATER
Unsafe.SkipInit(out axis.mat);
#endif
axis.colum0 = horiziontial;
axis.colum1 = vertical;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public vec3d GetRealLocate(Vec2d raletiveLocation)
{
return origin + axis.VerticalVecMultiply(raletiveLocation);
}
}
}
@@ -12,9 +12,6 @@ namespace StgSharp.Geometries
internal GetLocationHandler movBegin;
internal GetLocationHandler movEnd;
public override Point RefPoint0 => beginPoint;
public override Point RefPoint1 => endPoint;
public override Point RefPoint2 => default;
internal override int[] Indices
{
@@ -35,7 +32,7 @@ namespace StgSharp.Geometries
public Line() { }
//计算线起点的方法,通过对线的派生的重写实现功能
//method to calculate begin point of the the line
public virtual vec3d MoveBeginPoint(uint tick)
=> movBegin.Invoke(tick);
@@ -43,11 +40,11 @@ namespace StgSharp.Geometries
public virtual vec3d MoveEndPoint(uint tick)
=> movEnd.Invoke(tick);
internal override void OnRender(uint tick)
internal override void UpdateCoordinate(uint tick)
{
tick -= bornTick;
beginPoint.Position = refOrigin.Position + MoveBeginPoint(tick);
endPoint.Position = refOrigin.Position + MoveEndPoint(tick);
beginPoint.Position = coordinate.origin + MoveBeginPoint(tick);
endPoint.Position = coordinate.origin + MoveEndPoint(tick);
}
public override Line[] GetAllSides()
@@ -7,10 +7,6 @@ namespace StgSharp.Geometries
{
internal Point center;
public sealed override Point RefPoint0 => center;
public sealed override Point RefPoint1 => new Point(vertexMat.mat.colum0);
public sealed override Point RefPoint2 => new Point(vertexMat.mat.colum1);
internal readonly GetLocationHandler movCenterOperation =
new GetLocationHandler(GeometryOperation.DefualtMotion);
@@ -66,13 +62,9 @@ namespace StgSharp.Geometries
throw new UnusedVertexException();
}
internal sealed override void OnRender(uint tick)
internal sealed override void UpdateCoordinate(uint tick)
{
uint nowTick = TimeLine.tickCounter._value;
this.vertexMat.Colum0 = RefOrigin.Position + moveVertex0Operation(nowTick);
this.vertexMat.Colum1 = RefOrigin.Position + moveVertex1Operation(nowTick);
this.vertexMat.Colum2 = center.Position * 2 - vertexMat.Colum0;
this.vertexMat.Colum3 = center.Position * 2 - vertexMat.Colum1;
}
}
@@ -9,13 +9,14 @@ namespace StgSharp.Geometries
public abstract class PlainGeometry
{
protected readonly uint bornTick;
internal readonly Point refOrigin;
public Point RefOrigin { get { return refOrigin; } }
internal PartialPlainCoordinate coordinate;
internal Matrix2x4 textureFrame;
public abstract Point RefPoint0 { get; }
public abstract Point RefPoint1 { get; }
public abstract Point RefPoint2 { get; }
public PartialPlainCoordinate ReferenceCoordinate
{
get => this.coordinate;
}
public uint BornTime => bornTick;
@@ -33,13 +34,14 @@ namespace StgSharp.Geometries
public PlainGeometry() { }
internal abstract void OnRender(uint tick);
internal abstract void UpdateCoordinate(uint tick);
public abstract Line[] GetAllSides();
public abstract Plain GetPlain();
//public abstract Rectangle GetRenderFrame();
}
@@ -11,12 +11,43 @@ namespace StgSharp.Geometries
internal readonly GetLocationHandler moveVertex2Operation = new GetLocationHandler(GeometryOperation.DefualtMotion);
internal readonly GetLocationHandler moveVertex3Operation = new GetLocationHandler(GeometryOperation.DefualtMotion);
internal Matrix3x4 vertexMat;
internal Matrix2x4 vertexMat;
internal Polygon4()
{
}
public Polygon4(PartialPlainCoordinate coordinate,
Vec2d topLeft,
Vec2d topRight,
Vec2d bottomRight,
Vec2d bottomLeft,
bool Orth
)
{
this.coordinate = coordinate;
vertexMat.Colum0 = topLeft;
vertexMat.Colum1 = topRight;
vertexMat.Colum2 = bottomRight;
vertexMat.Colum3 = bottomLeft;
Vector4 maxCoord = vertexMat.mat.colum0;
Vector4 minCoord = vertexMat.mat.colum0;
maxCoord = Vector4.Max(maxCoord, vertexMat.mat.colum1);
maxCoord = Vector4.Max(maxCoord, vertexMat.mat.colum2);
maxCoord = Vector4.Max(maxCoord, vertexMat.mat.colum3);
minCoord = Vector4.Min(minCoord, vertexMat.mat.colum1);
minCoord = Vector4.Min(minCoord, vertexMat.mat.colum2);
minCoord = Vector4.Min(minCoord, vertexMat.mat.colum3);
textureFrame.mat.colum1 = maxCoord;
textureFrame.mat.colum3 = minCoord;
textureFrame.Colum0 = new Vec2d(minCoord.X, maxCoord.Y);
textureFrame.Colum2 = new Vec2d(maxCoord.X, minCoord.Y);
}
public Polygon4(
float v0x, float v0y, float v0z,
float v1x, float v1y, float v1z,
@@ -35,20 +66,7 @@ namespace StgSharp.Geometries
public GetLocationHandler MovVertex2Operaion { get { return moveVertex2Operation; } }
public GetLocationHandler MovVertex3Operaion { get { return moveVertex3Operation; } }
public override Point RefPoint0
{
get { return new Point(vertexMat.mat.colum0); }
}
public override Point RefPoint1
{
get { return new Point(vertexMat.mat.colum1); }
}
public override Point RefPoint2
{
get { return new Point(vertexMat.mat.colum2); }
}
internal sealed override int[] Indices
{
@@ -89,6 +107,7 @@ namespace StgSharp.Geometries
set { vertexMat.mat.colum1 = value.position.vec; }
}
public override Line[] GetAllSides()
{
Line[] sides = new Line[4]
@@ -112,25 +131,22 @@ namespace StgSharp.Geometries
}
public virtual vec3d MoveVertex0(uint tick)
=> moveVertex0Operation.Invoke(tick);
=> moveVertex0Operation(tick);
public virtual vec3d MoveVertex1(uint tick)
=> moveVertex1Operation.Invoke(tick);
=> moveVertex1Operation(tick);
public virtual vec3d MoveVertex2(uint tick)
=> moveVertex2Operation.Invoke(tick);
=> moveVertex2Operation(tick);
public virtual vec3d MoveVertex3(uint tick)
=> moveVertex3Operation.Invoke(tick);
=> moveVertex3Operation(tick);
internal override void OnRender(uint tick)
internal override void UpdateCoordinate(uint tick)
{
uint nowTick = TimeLine.tickCounter._value;
this.vertexMat.Colum0 = RefOrigin.position + moveVertex1Operation(nowTick);
this.vertexMat.Colum1 = RefOrigin.position + moveVertex1Operation(nowTick);
this.vertexMat.Colum2 = RefOrigin.position + moveVertex2Operation(nowTick);
this.vertexMat.Colum3 = RefOrigin.position + moveVertex3Operation(nowTick);
}
}
}
@@ -41,10 +41,6 @@ namespace StgSharp.Geometries
public GetLocationHandler MovP04Operation { get => movP04Operation; }
public GetLocationHandler MovP05Operation { get => movP05Operation; }
public override Point RefPoint0 => Vertex0;
public override Point RefPoint1 => Vertex1;
public override Point RefPoint2 => Vertex2;
public mat5 VertexBuffer
{
get { return vertexMat; }
@@ -118,14 +114,14 @@ namespace StgSharp.Geometries
public virtual vec3d movVertex05(uint tick) => movP05Operation.Invoke(TimeLine.tickCounter._value);
internal override void OnRender(uint tick)
internal override void UpdateCoordinate(uint tick)
{
uint nowTick = tick - BornTime;
vertexMat.vec0 = (RefOrigin.Position + movVertex01(nowTick)).vec;
vertexMat.vec1 = (RefOrigin.Position + movVertex02(nowTick)).vec;
vertexMat.vec2 = (RefOrigin.Position + movVertex03(nowTick)).vec;
vertexMat.vec3 = (RefOrigin.Position + movVertex04(nowTick)).vec;
vertexMat.vec4 = (RefOrigin.Position + movVertex05(nowTick)).vec;
vertexMat.vec0 = (coordinate.origin + movVertex01(nowTick)).vec;
vertexMat.vec1 = (coordinate.origin + movVertex02(nowTick)).vec;
vertexMat.vec2 = (coordinate.origin + movVertex03(nowTick)).vec;
vertexMat.vec3 = (coordinate.origin + movVertex04(nowTick)).vec;
vertexMat.vec4 = (coordinate.origin + movVertex05(nowTick)).vec;
}
}
}
@@ -16,7 +16,6 @@ namespace StgSharp.Geometries
internal GetLocationHandler movVertex5Operation;
internal mat6 vertexMat;
public GetLocationHandler MovVertex0Operation { get => movVertex0Operation; }
public GetLocationHandler MovVertex1Operation { get => movVertex1Operation; }
public GetLocationHandler MovVertex2Operation { get => movVertex2Operation; }
@@ -24,10 +23,6 @@ namespace StgSharp.Geometries
public GetLocationHandler MovVertex4Operation { get => movVertex4Operation; }
public GetLocationHandler MovVertex5Operation { get => movVertex5Operation; }
public override Point RefPoint0 => Vertex0;
public override Point RefPoint1 => Vertex1;
public override Point RefPoint2 => Vertex2;
internal override int[] Indices
{
get
@@ -124,10 +119,10 @@ namespace StgSharp.Geometries
return movVertex5Operation.Invoke(TimeLine.tickCounter._value);
}
internal override void OnRender(uint tick)
internal override void UpdateCoordinate(uint tick)
{
uint nowTick = tick - BornTime;
Vector4 origin = RefOrigin.Position.vec;
Vector4 origin = coordinate.origin.vec;
vertexMat.vec0 = origin + movVertex0(nowTick).vec;
vertexMat.vec1 = origin + movVertex1(nowTick).vec;
vertexMat.vec2 = origin + movVertex2(nowTick).vec;
@@ -19,16 +19,14 @@ namespace StgSharp.Geometries
v3x, v2y, v3z
)
{
vec3d side0 = vertexMat.Colum0 - vertexMat.Colum1;
vec3d side1 = vertexMat.Colum2 - vertexMat.Colum1;
if (side0.Cross(side1) == Vec3d.Zero)
Vec2d side0 = vertexMat.Colum0 - vertexMat.Colum1;
Vec2d side1 = vertexMat.Colum2 - vertexMat.Colum1;
if (side0.Cross(side1) == 0)
{
}
}
/// <summary>
/// 计算中心点相对于参考原点的位移
/// </summary>
@@ -23,7 +23,7 @@ namespace StgSharp.Geometries
public sealed override vec3d MoveVertex1(uint tick)
{
return this.center.Position * 2 - this.vertexMat.Colum0;
return default;
}
}
@@ -45,9 +45,6 @@ namespace StgSharp.Geometries
public GetLocationHandler MovVertex01Operation => this.movVertex01Opearion;
public GetLocationHandler MovVertex02Operation => this.movVertex02Opearion;
public GetLocationHandler MovVertex03Operation => this.movVertex03Opearion;
public sealed override Point RefPoint0 => new Point(vertexMat.mat.colum0);
public sealed override Point RefPoint1 => new Point(vertexMat.mat.colum1);
public sealed override Point RefPoint2 => new Point(vertexMat.mat.colum2);
public Mat3 VertexBuffer
{
@@ -81,12 +78,13 @@ namespace StgSharp.Geometries
public virtual vec3d MovVertex02(uint tick) => movVertex02Opearion.Invoke(tick);
public virtual vec3d MovVertex03(uint tick) => movVertex03Opearion.Invoke(tick);
internal sealed override void OnRender(uint tick)
internal sealed override void UpdateCoordinate(uint tick)
{
tick -= this.bornTick;
vertexMat.mat.colum0 = RefOrigin.Position.vec + MovVertex01(tick).vec;
vertexMat.mat.colum1 = RefOrigin.Position.vec + MovVertex02(tick).vec;
vertexMat.mat.colum2 = RefOrigin.Position.vec + MovVertex03(tick).vec;
vertexMat.mat.colum0 = coordinate.origin.vec + MovVertex01(tick).vec;
vertexMat.mat.colum1 = coordinate.origin.vec + MovVertex02(tick).vec;
vertexMat.mat.colum2 = coordinate.origin.vec + MovVertex03(tick).vec;
}
}
}
@@ -6,7 +6,9 @@
*/
using StgSharp.Math;
using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace StgSharp.Graphics
@@ -1900,7 +1902,7 @@ namespace StgSharp.Graphics
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexGenxOES(uint coord, uint pname, int param);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexGenxvOES(uint coord, uint pname, int* param);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexImage1D(uint target, int level, int internalformat, int width, int border, uint format, uint type, void* pixels);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexImage2D(uint target, int level, int internalformat, int width, int height, int border, uint format, uint type, void* pixels);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexImage2D(uint target, int level, uint internalformat, int width, int height, int border, uint format, uint type, void* pixels);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexImage2DMultisample(uint target, int samples, uint internalformat, int width, int height, bool fixedsamplelocations);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexImage2DMultisampleCoverageNV(uint target, int coverageSamples, int colorSamples, int internalFormat, int width, int height, bool fixedSampleLocations);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glTexImage3D(uint target, int level, int internalformat, int width, int height, int depth, int border, uint format, uint type, void* pixels);
@@ -2013,7 +2015,7 @@ namespace StgSharp.Graphics
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1dv(int location, int count, double* value);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1f(int location, float v0);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1fARB(int location, float v0);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1fv(int location, int count, float* value);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1fv(int location, int count, M128F* value);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1fvARB(int location, int count, float* value);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1i(int location, int v0);
[UnmanagedFunctionPointer(CallingConvention.StdCall)] internal unsafe delegate void glUniform1i64ARB(int location, long x);
@@ -9,7 +9,6 @@ namespace StgSharp.Graphics
#region glfw
internal const int GLFW_VERSION_MAJOR = 3;
internal const int GLFW_VERSION_MINOR = 3;
internal const int GLFW_VERSION_REVISION = 8;
@@ -308,10 +307,6 @@ namespace StgSharp.Graphics
#region glad
internal const int _1PASS_EXT = 0x80A1;
internal const int _1PASS_SGIS = 0x80A1;
internal const int _2PASS_0_EXT = 0x80A2;
+24 -2
View File
@@ -49,7 +49,18 @@
{
ARRAY_BUFFER = 0x8892,
ELEMENT_ARRAY_BUFFER = 0x8893,
ARRAY_BUFFER_BINDING = 0x8894
ATOMIC_COUNTER_BUFFER = GLconst.ATOMIC_COUNTER_BUFFER,
COPY_READ_BUFFER = 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,
SHADER_STORAGE_BUFFER = GLconst.SHADER_STORAGE_BUFFER,
TEXTURE_BUFFER = GLconst.TEXTURE_BUFFER,
TRANSFORM_FEEDBACK_BUFFER = GLconst.TRANSFORM_FEEDBACK_BUFFER,
UNIFORM_BUFFER = GLconst.UNIFORM_BUFFER,
}
public enum BufferUsage : int
@@ -65,6 +76,13 @@
DYNAMIC_COPY = 0x88EA
}
public enum MaskBufferBit
{
COLOR = GLconst.COLOR_BUFFER_BIT,
DEPTH = GLconst.DEPTH_BUFFER_BIT,
STENCIL = GLconst.STENCIL_BUFFER_BIT,
}
public enum GepmetryType : int
{
POINTS = 0x0000,
@@ -76,5 +94,9 @@
TRIANGLE_FAN = 0x0006
}
public enum TextureFiltering
{
Nearest = 0x2600,
Linear = 0x2601
}
}
+84 -27
View File
@@ -1,15 +1,14 @@
using StgSharp.Math;
using StgSharp.Controlling;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Xml.Linq;
namespace StgSharp.Graphics
{
@@ -22,38 +21,29 @@ namespace StgSharp.Graphics
public string name;
}
public unsafe partial class Form
/// <summary>
///
/// </summary>
public unsafe abstract partial class Form
{
internal LinkedList<Pool> allControl;
internal LinkedList<Control> allControl;
internal Vector4 color;
internal Thread formThread;
internal int height;
internal IntPtr monitor;
internal string name;
internal Form sharedForm = null;
internal Form sharedForm;
internal int width;
internal IntPtr windowID = default;
internal IntPtr windowID;
protected IglFunc GL;
/// <summary>
/// Constructor of a Form, creats an instance of a form and
/// initilize all the customizing operations.
/// </summary>
public Form(int width, int height, string name, IntPtr monitor, Form sharedForm)
{
this.width = width;
this.height = height;
this.name = name;
this.sharedForm = sharedForm;
this.monitor = monitor;
}
internal Form()
{ }
private GLonRender glRender;
private GLonUpdate glUpdate;
~Form()
{
GL.gl = default;
Marshal.FreeHGlobal((IntPtr)contextID);
glRender.api = default;
}
public int Height
@@ -78,10 +68,53 @@ namespace StgSharp.Graphics
set => width = value;
}
#region form main
public abstract void Deinit(object[] args);
public abstract void Init(object[] args);
public abstract void OnRenderFrame(object[] args);
public abstract void OnUpdateFrame(object[] args);
internal void internalShowForm(object arg)
{
object[] args = (object[])arg;
Init((object[])args[0]);
while (InternalIO.glfw.WindowShouldClose(windowID) == 0)
{
OnUpdateFrame((object[])args[1]);
}
Deinit((object[])args[2]);
}
internal void InternalUpdateFrame(object args)
{
OnUpdateFrame((object[])args);
}
#endregion
/// <summary>
///
/// Constructor of a Form, creats an instance of a form and
/// initilize all the customizing operations.
/// </summary>
/// <exception cref="Exception"></exception>
public void InitForm(int width, int height, string name, IntPtr monitor, Form sharedForm)
{
this.width = width;
this.height = height;
this.name = name;
this.sharedForm = sharedForm;
this.monitor = monitor;
}
/// <summary>
/// Init an OpenGl context if current form has not been binded to any context.
/// and set the context binded to current form as current OpenGL context.
/// </summary>
/// <exception cref="Exception">Something goes wrong and
/// StgSharp fails in creating a new OpenGL context. </exception>
public void MakeAsCurrentContext()
{
if (windowID == default)
@@ -107,6 +140,7 @@ namespace StgSharp.Graphics
{
windowID = windowPtr;
}
glRender = new GLonRender();
glContext = new GLcontext();
IntPtr ptr = Marshal.AllocHGlobal(sizeof(GLcontextIO));
contextID = (GLcontextIO*)ptr;
@@ -114,10 +148,10 @@ namespace StgSharp.Graphics
InternalIO.InternalWriteLog("Successfully create a context binded to current form. " +
$"Its ID is {(ulong)ptr}", LogType.Info);
}
GL.gl = glContext;
InternalIO.InternalSetCurrentGLContext(windowID, (IntPtr)contextID);
}
/// <summary>
/// Resize the current form
/// </summary>
@@ -172,5 +206,28 @@ namespace StgSharp.Graphics
this.windowID,
(int)minSize.X, (int)minSize.Y, (int)maxSize.X, (int)maxSize.Y);
}
public void ShowForm(
object[] initArgs,
object[] updateArgs,
object[] deinitArgs)
{
Thread t = new Thread(new ParameterizedThreadStart(internalShowForm));
t.Start(new object[] { initArgs, updateArgs, deinitArgs });
}
public void ShowForm()
{
Thread t = new Thread(new ParameterizedThreadStart(internalShowForm));
t.Start(new object[3] { null, null, null });
}
/// <summary>
/// Bind this form to StgSharp platform.
/// </summary>
protected void BindToPlatform()
{
TimeLine.allForm.Add(this);
}
}
}
+41 -33
View File
@@ -6,46 +6,54 @@ using System.Text;
namespace StgSharp.Graphics
{
internal unsafe class ElementBuffer : IDisposable
public partial class Form
{
uint[] _bufferID;
public ElementBuffer(int n)
protected ElementBuffer CreateElementBuffer(int n)
{
_bufferID = new uint[n];
fixed (uint* id = _bufferID)
return new ElementBuffer(n, GL);
}
protected unsafe class ElementBuffer : IDisposable
{
uint[] _bufferID;
private IglFunc GL;
internal ElementBuffer(int n, IglFunc glFunc)
{
GL.gl.GenBuffers(n, id);
_bufferID = new uint[n];
GL = glFunc;
fixed (uint* id = _bufferID)
{
GL.GenBuffers(n, id);
}
}
}
public uint this[int n]
{
get { return _bufferID[n]; }
}
public void Bind(int index)
{
GL.gl.BindBuffer(GLconst.ELEMENT_ARRAY_BUFFER, _bufferID[index]);
}
public void SetData<T>(int index, T[] bufferArray, BufferUsage usage)
where T : struct, IConvertible
{
GL.gl.BindBuffer(GLconst.ELEMENT_ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage);
}
public void Dispose()
{
fixed (uint* id = _bufferID)
public uint this[int n]
{
GL.gl.DeleteBuffers(1, id);
get { return _bufferID[n]; }
}
public void Bind(int index)
{
GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferID[index]);
}
public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage)
where T : struct, IConvertible
{
GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage);
}
public void Dispose()
{
fixed (uint* id = _bufferID)
{
GL.DeleteBuffers(_bufferID.Length, id);
}
}
}
}
}
@@ -1,57 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
internal class Shader
{
public readonly uint programID;
internal uint vertexShaderID;
internal uint fragmentShaderID;
public unsafe Shader()
{
programID = GL.gl.CreateProgram();
}
public unsafe void CompileVertexShader(string shaderCode)
{
vertexShaderID = GL.CompileShader(shaderCode, ShaderType.VERTEX);
GL.gl.AttachShader(programID, vertexShaderID);
}
public unsafe void CompileFragmentShader(string shaderCode)
{
fragmentShaderID = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
GL.gl.AttachShader(programID, fragmentShaderID);
}
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(programID) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
public unsafe void Use()
{
GL.gl.UseProgram(programID);
}
}
}
@@ -1,33 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace StgSharp.Graphics.Buffer
{
public struct ShaderParameter<T>
{
private static readonly string[] supportedType = new string[] {
"Single",
"Int32",
"Uint32",
"Single*"
};
internal int signiture;
public readonly string name;
internal ShaderParameter(string name, int sign)
{
if (ShaderParameter<T>.supportedType.Contains(typeof(T).Name))
{
InternalIO.InternalWriteLog($"Invalid type of ShaderProgram named {name}.", LogType.Error);
return;
}
signiture = sign;
this.name = name;
}
}
}
+45 -29
View File
@@ -1,50 +1,66 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
namespace StgSharp.Graphics
{
internal unsafe struct VertexArray : IDisposable
public partial class Form
{
internal uint[] _bufferID;
public VertexArray(int n)
protected VertexArray CreateVertexArray(int n)
{
_bufferID = new uint[n];
fixed (uint* id = _bufferID)
return new VertexArray(n, GL);
}
protected unsafe struct VertexArray : IDisposable
{
internal uint[] _bufferID;
private IglFunc GL;
internal VertexArray(int n, IglFunc glFunc)
{
GL.gl.GenVertexArrays(n, id);
_bufferID = new uint[n];
GL = glFunc;
fixed (uint* id = _bufferID)
{
GL.GenVertexArrays(n, id);
}
}
}
public uint this[int n]
{
get
public uint this[int n]
{
return _bufferID[n];
get
{
return _bufferID[n];
}
}
}
public void Bind(int index)
{
GL.gl.BindVertexArray(_bufferID[index]);
}
public void Dispose()
{
fixed (uint* id = _bufferID)
public void Bind(int index)
{
GL.gl.DeleteVertexArrays(_bufferID.Length, id);
GL.BindVertexArray(_bufferID[index]);
}
}
public void Dispose()
{
fixed (uint* id = _bufferID)
{
GL.DeleteVertexArrays(_bufferID.Length, id);
}
}
public void SetVertexAttribute(uint index, int vertexLength, Type dataType, bool isNomalized, int stride, int pointer)
{
GL.gl.VertexAttribPointer(
index, vertexLength, InternalIO.GLtype[dataType],
isNomalized,
stride, (void*)pointer);
public void BindNull()
{
GL.BindVertexArray(0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVertexAttribute(uint index, int vertexLength, Type dataType, bool isNomalized, int stride, int pointer)
{
GL.SetVertexAttribute(
index, vertexLength, dataType,
isNomalized,
stride, pointer);
}
}
}
}
+58 -47
View File
@@ -1,69 +1,80 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Net.Security;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public unsafe struct VertexBuffer : IDisposable
public partial class Form
{
internal uint[] _bufferID;
public VertexBuffer(int n)
protected VertexBuffer CreateVertexBuffer(int n)
{
_bufferID = new uint[n];
fixed (uint* ptr = _bufferID)
return new VertexBuffer(n, GL);
}
protected unsafe struct VertexBuffer : IDisposable
{
internal uint[] _bufferID;
private IglFunc GL;
internal VertexBuffer(int n, IglFunc glFunc)
{
GL.gl.GenBuffers(n, ptr);
_bufferID = new uint[n];
GL = glFunc;
fixed (uint* ptr = _bufferID)
{
GL.GenBuffers(n, ptr);
}
}
}
public uint this[int n]
{
get { return _bufferID[n]; }
}
/// <summary>
///
/// </summary>
public static void Unbind()
{
GL.gl.BindBuffer(GLconst.ARRAY_BUFFER, 0);
}
public void Bind(int index)
{
GL.gl.BindBuffer(GLconst.ARRAY_BUFFER, _bufferID[index]);
}
public void Dispose()
{
fixed (uint* id = _bufferID)
public uint this[int n]
{
GL.gl.DeleteBuffers(_bufferID.Length, id);
get { return _bufferID[n]; }
}
}
/// <summary>
///
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="bufferData"></param>
/// <param name="readType"></param>
public void SetData<T>(int index, T bufferData, BufferUsage usage) where T : IMat
{
GL.gl.BindBuffer((int)BufferType.ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
/// <summary>
///
/// </summary>
public void Unbind()
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, 0);
}
}
public void Bind(int index)
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
}
public void SetDataArray<T>(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
{
GL.gl.BindBuffer(GLconst.ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferArray, usage);
public void Dispose()
{
fixed (uint* id = _bufferID)
{
GL.DeleteBuffers(_bufferID.Length, id);
}
}
/// <summary>
///
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="bufferData"></param>
/// <param name="readType"></param>
public void SetValue<T>(int index, T bufferData, BufferUsage usage) where T : IMat
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
}
public void SetValueArray<T>(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
{
GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferID[index]);
GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferArray, usage);
}
}
}
}
+133 -12
View File
@@ -1,27 +1,148 @@
using System;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
public unsafe class Texture
public partial class Form
{
internal uint[] textureId;
public Texture(int n)
protected Texture CreateTexture(int n)
{
textureId = new uint[n];
fixed (uint* id = textureId)
{
GL.gl.GenTextures(n, id);
}
return new Texture(n, GL);
}
public void Bind(int index)
protected unsafe class Texture
{
GL.gl.BindTexture(GLconst.PROXY_TEXTURE_2D, textureId[index]);
internal uint[] textureId;
internal Image[] sourceList;
internal static bool[] unitActivated = new bool[16];
private IglFunc GL;
internal Texture(int n, IglFunc glFunc)
{
textureId = new uint[n];
sourceList = new Image[n];
GL = glFunc;
fixed (uint* id = textureId)
{
GL.GenTextures(n, id);
}
}
public void Bind2D(int index)
{
GL.BindTexture(GLconst.TEXTURE_2D, textureId[index]);
}
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <param name="index"></param>
/// <param name="loader"></param>
public unsafe void LoadTexture(int index, string name, ImageLoader loader)
{
sourceList[index] = new Image();
fixed (Image.ImageInfo* textureInfo = &sourceList[index].info)
{
InternalIO.InternalLoadImage(name, textureInfo, loader);
}
if (sourceList[index].info.pixelPtr != IntPtr.Zero)
{
uint channel;
switch (sourceList[index].info.channel)
{
case 1:
channel = GLconst.RED; break;
case 2:
channel = GLconst.RG; break;
case 3:
channel = GLconst.RGB; break;
case 4:
channel = GLconst.RGBA; break;
default:
channel = 0;
break;
}
GL.TextureImage2d(
GLconst.TEXTURE_2D, 0, channel,
sourceList[index].Width, sourceList[index].Height,
channel, GLconst.UNSIGNED_BYTE, (byte*)sourceList[index].info.pixelPtr
);
}
else
{
InternalIO.InternalWriteLog($"Failed to load image file of \"{name}\".", LogType.Error);
}
}
#region texture set
public void Set2dFilterProperty(
Filter onMinify, Filter onMagnify)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
}
public void Set2dWrapProperty(
Wrap onHorizontial, Wrap onVertical)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
}
#endregion
public void Activate(TextureUnit unit)
{
GL.ActiveTexture((uint)unit);
}
}
public enum TextureUnit
{
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,
}
public enum Wrap
{
Repeat = GLconst.REPEAT,
MirroredRepeat = GLconst.MIRRORED_REPEAT,
ClampToEdge = GLconst.CLAMP_TO_EDGE,
ClampToBorder = GLconst.CLAMP_TO_BORDER,
}
public enum Filter
{
Nearest = GLconst.NEAREST,
Linear = GLconst.LINEAR,
Nearest_LinearMipmap = GLconst.NEAREST_MIPMAP_LINEAR,
Linear_LinearMipmap = GLconst.LINEAR_MIPMAP_LINEAR,
Nearest_NearestMipmap = GLconst.NEAREST_MIPMAP_NEAREST,
Linear_NearestMipmap = GLconst.LINEAR_MIPMAP_NEAREST,
}
}
+6 -1
View File
@@ -9,11 +9,16 @@ namespace StgSharp.Graphics
{
public unsafe partial class Form
{
internal GLcontext glContext;
internal GLcontextIO* contextID;
private int missingAPIcount = 0;
private int problemAPIcount = 0;
internal GLcontext glContext
{
get { return glRender.api; }
set { glRender.api = value; }
}
}
}
@@ -7,46 +7,57 @@ using System.Text;
namespace StgSharp.Graphics
{
public static unsafe partial class GL
internal unsafe partial class GLonRender : IglFunc
{
internal unsafe static GLcontext gl;
internal GLcontext api;
/// <summary>
/// sets the framebuffer resize callback of the specified <see cref="Form"/>,
///which is called when the framebuffer of the specified <see cref="Form"/> is resized.
/// </summary>
/// <param name="form">The Form instance to be controlled</param>
/// <param name="handler">Method hadler </param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetFrameBufferSizeCallback(Form form, FrameBufferSizeHandler handler)
void IglFunc.ActiveTexture(uint type)
{
InternalIO.glfw.SetFramebufferSizeCallback(form.windowID, handler);
api.ActiveTexture(type);
}
/// <summary>
/// Call glClearColor in OpenGL
/// specifies the red, green, blue, and alpha values used by glClear to clear the color buffers.
/// Values specified by glClearColor are clamped to the range [0,1]
/// </summary>
/// <param name="R">Specify the red values used when the color buffers are cleared.</param>
/// <param name="G">Specify the red values used when the color buffers are cleared.</param>
/// <param name="B">Specify the red values used when the color buffers are cleared.</param>
/// <param name="A">Specify the red values used when the color buffers are cleared.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void ClearColor(float R, float G, float B, float A)
void IglFunc.AttachShader(uint program, uint shader)
{
gl.ClearColor(R, G, B, A);
api.AttachShader(program, shader);
}
/// <summary>
/// Conpile the provided shader code in string form.
/// </summary>
/// <param name="shaderCode">A string represent the shader's code</param>
/// <param name="shaderType">An <see cref="ShaderType"/> enum represent the type of the shader to
/// conpile, including vertex shader and fragment shader.</param>
/// <returns>An uint value as the only mark of conpiled shader</returns>
public static uint CompileShader(string shaderCode, ShaderType shaderType)
void IglFunc.BindBuffer(BufferType bufferType, uint index)
{
api.BindBuffer((uint)bufferType, index);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.BindTexture(uint type, uint texture)
{
api.BindTexture(type, texture);
}
void IglFunc.BindVertexArray(uint index)
{
api.BindVertexArray(index);
}
void IglFunc.Clear(MaskBufferBit mask)
{
api.Clear((uint)mask);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.ClearColor(float R, float G, float B, float A)
{
api.ClearColor(R, G, B, A);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.ClearGraphicError()
{
while (api.GetError() != 0) { }
}
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
{
uint shaderID;
shaderCode += '\0';
@@ -86,17 +97,13 @@ namespace StgSharp.Graphics
return shaderID;
}
/// <summary>
/// Creates a form and its associated
/// </summary>
/// <param name="width">Required width</param>
/// <param name="height">Required width</param>
/// <param name="tittle">Tittle of the window </param>
/// <param name="monitor"></param>
/// <param name="share"></param>
/// <returns>The instance of created form</returns>
/// <exception cref="Exception"></exception>
public static unsafe Form CreateWindow(
[MethodImpl(MethodImplOptions.AggressiveInlining)]
uint IglFunc.CreateProgram()
{
return api.CreateProgram();
}
unsafe IntPtr IglFunc.CreateWindowHandle(
int width, int height, string tittle, IntPtr monitor, Form share)
{
byte[] tittleBytes = Encoding.UTF8.GetBytes(tittle);
@@ -118,22 +125,29 @@ namespace StgSharp.Graphics
}
else
{
Form form = new Form();
form.Size = new Vec2d(width, height);
form.windowID = windowPtr;
return form;
return windowPtr;
}
}
public static unsafe uint CreatGraphicProgram()
unsafe uint IglFunc.CreatGraphicProgram()
{
return gl.CreateProgram();
return api.CreateProgram();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
{
api.DeleteBuffers(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
{
api.DeleteVertexArrays(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
{
uint a;
switch (type.Name)
@@ -154,60 +168,31 @@ namespace StgSharp.Graphics
LogType.Error);
return;
}
gl.DrawElements((uint)mode, count, a, (void*)ptr);
}
public static unsafe bool GetWindowShouldClose(Form form)
{
return InternalIO.glfw.WindowShouldClose(form.windowID) == 0;
}
public static unsafe void GLswapBuffers(Form form)
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.SwapBuffers(form.windowID);
}
public static unsafe void MakeContexCurrent(Form form)
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.MakeContextCurrent(form.windowID);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) where T : IMat
{
int size = sizeof(T);
gl.BufferData(
(uint)bufferType,
size,
&bufferData,
(uint)usage);
api.DrawElements((uint)mode, count, a, (void*)ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void ClearGraphicError()
unsafe void IglFunc.GenBuffers(int count, uint* ptr)
{
while (gl.GetError() != 0) { }
api.GenBuffers(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void GetGraphicError()
unsafe void IglFunc.GenTextures(int count, uint* ptr)
{
api.GenTextures(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
{
api.GenVertexArrays(count, ptr);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.GetGraphicError()
{
string error = null;
uint code = gl.GetError();
uint code = api.GetError();
while (code != 0)
{
error += $"OpenGL error {code}\n";
@@ -232,20 +217,95 @@ namespace StgSharp.Graphics
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
{
return api.GetUniformLocation(program, ptr);
}
unsafe bool IglFunc.GetWindowShouldClose(Form form)
{
return InternalIO.glfw.WindowShouldClose(form.windowID) == 0;
}
unsafe void IglFunc.MakeContexCurrent(Form form)
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.MakeContextCurrent(form.windowID);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
int size = sizeof(T);
api.BufferData(
(uint)bufferType,
size,
&bufferData,
(uint)usage);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
int size = bufferArray.Length * Marshal.SizeOf(typeof(T));
fixed (void* bufferPtr = &bufferArray[0])
gl.BufferData(
api.BufferData(
(uint)bufferType,
size,
bufferPtr,
(uint)usage);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
InternalIO.glfw.SetFramebufferSizeCallback(id, handler);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
{
uint type = InternalIO.GLtype[t];
api.VertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
api.EnableVertexAttribArray(index);
}
unsafe void IglFunc.SwapBuffers(Form form)
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.SwapBuffers(form.windowID);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
{
api.TexImage2D(
target, level, internalformat, width, height, 0, format, type, pixels
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.TextureParameter(uint target, uint pname, int param)
{
api.TexParameteri(target, pname, param);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.UseProgram(uint program)
{
api.UseProgram(program);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IglFunc.Viewport(int x, int y, int width, int height)
{
api.Viewport(x, y, width, height);
}
}
}
@@ -0,0 +1,119 @@
using StgSharp;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public partial class Form
{
/// <summary>
/// Create an instance of <see cref="Shader"/> program
/// </summary>
/// <returns>New instance of <see cref="Shader"/> instance. </returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Shader CreateShader()
{
return new Shader(GL);
}
public class Shader
{
/// <summary>
/// A <see cref="uint"/> value represent this shader.
/// </summary>
public readonly uint programID;
internal uint vertexShaderID;
internal uint fragmentShaderID;
private IglFunc GL;
/// <summary>
/// Inti a shader with no program attached.
/// </summary>
internal unsafe Shader(IglFunc glFunc)
{
GL = glFunc;
programID = GL.CreateProgram();
}
/// <summary>
/// Compile the vertex shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of vertex shader.</param>
public unsafe void CompileVertexShader(string shaderCode)
{
vertexShaderID = GL.CompileShader(shaderCode, ShaderType.VERTEX);
GL.AttachShader(programID, vertexShaderID);
}
/// <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)
{
fragmentShaderID = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
GL.AttachShader(programID, fragmentShaderID);
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(programID) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
/// <summary>
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public unsafe Uniform<T> GetUniform<T>(string name) where T : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programID, ptr);
}
if (uniform != -1)
{
return new Uniform<T>(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programID}");
}
}
/// <summary>
/// Let the current context use this shader.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(programID);
}
}
}
}
@@ -0,0 +1,233 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public class Uniform<T> where T : struct
{
internal int id;
private IglFunc GL;
internal unsafe Uniform(
Form.Shader program, string name, IglFunc gL)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = gL;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
}
internal unsafe Uniform(int id)
{
this.id = id;
}
}
public class Uniform<T, U>
where T : struct
where U : struct
{
internal int id;
private IglFunc GL;
internal unsafe Uniform(
Form.Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
}
internal unsafe Uniform(int id)
{
this.id = id;
}
}
public class Uniform<T, U, V>
where T : struct
where U : struct
where V : struct
{
internal int id;
private IglFunc GL;
public unsafe Uniform(Form.Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
GL = glFunc;
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
}
internal unsafe Uniform(int id)
{
this.id = id;
}
}
public class Uniform<T, U, V, W>
where T : struct
where U : struct
where V : struct
where W : struct
{
internal int id;
private IglFunc GL;
internal unsafe Uniform(Form.Shader program, string name, IglFunc glFunc)
{
byte[] namearray = Encoding.ASCII.GetBytes(name);
fixed (byte* ptr = namearray)
{
id = GL.GetUniformLocation(program.programID, ptr);
}
GL = glFunc;
}
internal unsafe Uniform(int id)
{
this.id = id;
}
}
internal partial class GLonRender : IglFunc
{
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="v0">The value to be set</param>
void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
api.Uniform1f(uniform.id, v0);
}
/// <summary>
/// Set data value to a int <see cref="Uniform{T}"/>,
/// all types of parameters are int.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="i0">The value to be set</param>
void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
api.Uniform1i(uniform.id, i0);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
api.Uniform2f(uniform.id, v0, v1);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
api.Uniform3f(uniform.id, v0, v1, v2);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="v0">The first value to be set</param>
/// <param name="v1">The second value to be set</param>
/// <param name="v2">The third value to be set</param>
/// <param name="v3">The forth value to be set</param>
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
api.Uniform4f(uniform.id, v0, v1, v2, v3);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
/// all types of parameters are float.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T,U,V,W}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> packing four parameters of the uniform </param>
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api.Uniform1fv(uniform.id, 4, &vec.fvec);
}
/// <summary>
/// Set data value to a float <see cref="Uniform{T}"/>,
/// all types of parameters are <see cref="Vec4d"/>.
/// </summary>
/// <param name="uniform">The <see cref="Uniform{T}"/> target</param>
/// <param name="vec">A <see cref="Vec4d"/> value of the uniform </param>
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api.Uniform1fv(uniform.id, 4, &vec.fvec);
}
}
internal partial class GLonUpdate
{
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
throw new NotImplementedException();
}
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
throw new NotImplementedException();
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
throw new NotImplementedException();
}
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
throw new NotImplementedException();
}
void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
throw new NotImplementedException();
}
void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
throw new NotImplementedException();
}
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
throw new NotImplementedException();
}
}
}
+13 -5
View File
@@ -22,9 +22,17 @@ namespace StgSharp.Graphics
private static string glExtensionList;
public static unsafe void LoadGLapi(Form form, GLfuncLoader loader)
/// <summary>
/// Load all aupportable OpenGL APIs and bind them to given <see cref="Form"/> context.
/// </summary>
/// <param name="form">The <see cref="Form"/> used as current OpenGL context</param>
/// <param name="loader">A delegate that can get o</param>
public static unsafe void LoadGLapi(this Form form, GLfuncLoader loader)
{
if (loader == null)
{
loader = LoadGLfunc;
}
if (form.contextID->GetString != IntPtr.Zero)
{
return;
@@ -775,14 +783,14 @@ namespace StgSharp.Graphics
}
internal unsafe static string GetExtensions()
internal unsafe static string GetExtensions(this Form form)
{
if (GL.gl == null)
if (form.glContext == null)
{
return "";
}
return Marshal.PtrToStringAnsi(
GL.gl.GetString(glExtension));
form.glContext.GetString(glExtension));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
+260
View File
@@ -0,0 +1,260 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
internal partial class GLonUpdate : IglFunc
{
void IglFunc.ActiveTexture(uint type)
{
throw new NotImplementedException();
}
void IglFunc.AttachShader(uint program, uint shader)
{
throw new NotImplementedException();
}
void IglFunc.BindBuffer(BufferType bufferType, uint index)
{
throw new NotImplementedException();
}
void IglFunc.BindTexture(uint type, uint texture)
{
throw new NotImplementedException();
}
void IglFunc.BindVertexArray(uint index)
{
throw new NotImplementedException();
}
void IglFunc.Clear(MaskBufferBit mask)
{
throw new NotImplementedException();
}
void IglFunc.ClearColor(float R, float G, float B, float A)
{
throw new NotImplementedException();
}
void IglFunc.ClearGraphicError()
{
throw new NotImplementedException();
}
uint IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
{
throw new NotImplementedException();
}
uint IglFunc.CreateProgram()
{
throw new NotImplementedException();
}
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
{
byte[] tittleBytes = Encoding.UTF8.GetBytes(tittle);
IntPtr windowPtr;
if (share == null)
{
windowPtr = InternalIO.glfw.CreateWindow(
width, height, tittleBytes, monitor, IntPtr.Zero);
}
else
{
windowPtr = InternalIO.glfw.CreateWindow(
width, height, tittleBytes, monitor, share.windowID);
}
if ((long)windowPtr == -1 || (long)windowPtr == -2)
{
throw new Exception("Cannot create window instance!");
}
else
{
return windowPtr;
}
}
uint IglFunc.CreatGraphicProgram()
{
throw new NotImplementedException();
}
unsafe void IglFunc.DeleteBuffers(int count, uint* ptr)
{
throw new NotImplementedException();
}
unsafe void IglFunc.DeleteVertexArrays(int count, uint* ptr)
{
throw new NotImplementedException();
}
public void DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
{
throw new NotImplementedException();
}
void IglFunc.DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr)
{
throw new NotImplementedException();
}
unsafe void IglFunc.GenBuffers(int count, uint* ptr)
{
throw new NotImplementedException();
}
unsafe void IglFunc.GenTextures(int count, uint* ptr)
{
throw new NotImplementedException();
}
unsafe void IglFunc.GenVertexArrays(int count, uint* ptr)
{
throw new NotImplementedException();
}
public void GetGraphicError()
{
throw new NotImplementedException();
}
void IglFunc.GetGraphicError()
{
throw new NotImplementedException();
}
public unsafe int GetUniformLocation(uint program, byte* ptr)
{
throw new NotImplementedException();
}
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr)
{
throw new NotImplementedException();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool GetWindowShouldClose(Form form)
{
return InternalIO.glfw.WindowShouldClose(form.windowID) == 0;
}
bool IglFunc.GetWindowShouldClose(Form form)
{
throw new NotImplementedException();
}
public void GLswapBuffers(Form form)
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.SwapBuffers(form.windowID);
}
public void MakeContexCurrent(Form form)
{
if (form.windowID == IntPtr.Zero)
{
return;
}
InternalIO.glfw.MakeContextCurrent(form.windowID);
}
void IglFunc.MakeContexCurrent(Form form)
{
throw new NotImplementedException();
}
public void SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) where T : IMat
{
throw new NotImplementedException();
}
public void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
{
throw new NotImplementedException();
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
throw new NotImplementedException();
}
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
throw new NotImplementedException();
}
public void SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
InternalIO.glfw.SetFramebufferSizeCallback(id, handler);
}
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
throw new NotImplementedException();
}
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer)
{
throw new NotImplementedException();
}
void IglFunc.SwapBuffers(Form form)
{
throw new NotImplementedException();
}
public unsafe void TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
{
throw new NotImplementedException();
}
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels)
{
throw new NotImplementedException();
}
public void TextureParameter(uint target, uint pname, int param)
{
throw new NotImplementedException();
}
void IglFunc.TextureParameter(uint target, uint pname, int param)
{
throw new NotImplementedException();
}
void IglFunc.UseProgram(uint rogram)
{
throw new NotImplementedException();
}
void IglFunc.Viewport(int x, int y, int width, int height)
{
throw new NotImplementedException();
}
}
}
+7 -106
View File
@@ -1,115 +1,16 @@
using StgSharp.Controlling;
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
namespace StgSharp.Controlling
{
public static unsafe partial class Graphic
public static class Graphic
{
internal static TDele ConvertAPI<TDele>(IntPtr funcPtr)
{
if (funcPtr == IntPtr.Zero)
{
throw new Exception("Failed to convert api, the function pointer is zero.");
}
try
{
return Marshal.GetDelegateForFunctionPointer<TDele>(funcPtr);
}
catch (Exception ex)
{
throw;
}
}
internal static Delegate ConvertAPI(IntPtr funcPtr, Type T)
public static void Render()
{
if (funcPtr == IntPtr.Zero)
{
throw new Exception("Failed to convert api, the function pointer is zero.");
}
try
{
return Marshal.GetDelegateForFunctionPointer(funcPtr, T);
}
catch (Exception ex)
{
throw;
}
}
/// <summary>
/// Init an instance of OpenGL program,
/// This method should be called before other
/// graphic methods, after LoadGL method.
/// </summary>
public static void InitGL(int majorVersion, int minorVersion)
{
if (InternalIO.glfw == null)
{
try
{
InternalIO.glfw = new glFramework_PInvoke();
InternalIO.glfw.Init();
InternalIO.InternalWriteLog("Successfully load GLFW APIs. StgSharp is now working on p/invoke mode", LogType.Info);
}
catch (Exception sig)
{
string log = $"Failed to load GLFW APIs by P/Invoke," +
$"StgSharp will switch to delegate mode. The detailed info is:\n" +
$"{sig.Message}\n";
if (InternalIO.SSClibPtr == default)
{
InternalIO.SSClibPtr =
InternalIO.InternalLoadWINlib(InternalIO.SSC_libname + ".dll");
}
InternalIO.glfw = new glFramework_Delegate();
InternalIO.SSClibPtr = InternalIO.InternalLoadWINlib(InternalIO.SSC_libname);
FieldInfo[] glfwApis = typeof(glFramework_Delegate).GetFields();
foreach (FieldInfo item in glfwApis)
{
if (item.FieldType.BaseType == typeof(Delegate))
{
try
{
IntPtr funcptr = InternalIO.InternalGetWINproc(
InternalIO.SSClibPtr, item.Name);
item.SetValue(null, ConvertAPI(funcptr, item.FieldType));
log += $"Successfully load GLFW API called {item.Name}";
}
catch (Exception ex)
{
log += $"Failed to load GLFW API called {item.Name}, the detailed info is\n" +
$"{ex.Message}";
continue;
}
}
}
InternalIO.InternalWriteLog(log, LogType.Warning);
}
}
else
{
InternalIO.InternalWriteLog("Attempt to load GLFW APIs twice", LogType.Warning);
}
InternalIO.InternalInitGL(4, 6);
}
}
}
+215
View File
@@ -0,0 +1,215 @@
using StgSharp.Math;
using System;
namespace StgSharp.Graphics
{
public interface IglFunc
{
/// <summary>
/// Same fucntion as OpenGL api glAttachShader
/// </summary>
/// <param name="program">Shader program to be attachec</param>
/// <param name="shader">A shader part to attach</param>
void AttachShader(uint program, uint shader);
/// <summary>
/// Bind the indexed buffer object to certain type of buffer
/// </summary>
/// <param name="bufferType"></param>
/// <param name="index"></param>
void BindBuffer(BufferType bufferType, uint index);
/// <summary>
/// Same function as OpenGL api, glBindVertexArray
/// </summary>
/// <param name="index"></param>
void BindVertexArray(uint index);
/// <summary>
/// Clear buffers to preset values
/// </summary>
/// <param name="mask"></param>
void Clear(MaskBufferBit mask);
/// <summary>
/// Call apiClearColor in OpenGL
/// specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
/// Values specified by apiClearColor are clamped to the range [0,1]
/// </summary>
/// <param name="R">Specify the red values used when the color buffers are cleared.</param>
/// <param name="G">Specify the red values used when the color buffers are cleared.</param>
/// <param name="B">Specify the red values used when the color buffers are cleared.</param>
/// <param name="A">Specify the red values used when the color buffers are cleared.</param>
void ClearColor(float R, float G, float B, float A);
void ClearGraphicError();
/// <summary>
/// Conpile the provided shader code in string form.
/// </summary>
/// <param name="shaderCode">A string represent the shader's code</param>
/// <param name="shaderType">An <see cref="ShaderType"/> enum represent the type of the shader to
/// conpile, including vertex shader and fragment shader.</param>
/// <returns>An uint value as the only mark of conpiled shader</returns>
uint CompileShader(string shaderCode, ShaderType shaderType);
/// <summary>
/// Same function as OpenGL api, glCreateProgram
/// </summary>
/// <returns></returns>
uint CreateProgram();
/// <summary>
/// Creates a form and its associated
/// </summary>
/// <param name="width">Required width</param>
/// <param name="height">Required width</param>
/// <param name="tittle">Tittle of the window </param>
/// <param name="monitor"></param>
/// <param name="share"></param>
/// <returns>The instance of created form</returns>
/// <exception cref="Exception"></exception>
IntPtr CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share);
uint CreatGraphicProgram();
/// <summary>
/// Same function as OpenGL api, glDeleteBuffer.
/// </summary>
/// <param name="count">Amount of bufferd to be deleted</param>
/// <param name="ptr">Pointer of buffer to be deleted</param>
unsafe void DeleteBuffers(int count, uint* ptr);
/// <summary>
/// Same function as OpenGL api, glDeleteVertexArrays
/// </summary>
/// <param name="count">Amount of vao to be deleted</param>
/// <param name="ptr">pointer of vao sign array</param>
unsafe void DeleteVertexArrays(int count, uint* ptr);
void DrawElements(GepmetryType mode, int count, Type type, IntPtr ptr);
/// <summary>
/// Same fucntion as the OpenGL api glGenBuffers
/// </summary>
/// <param name="count"></param>
/// <param name="ptr"></param>
unsafe void GenBuffers(int count, uint* ptr);
/// <summary>
/// Same fucntion as OpenGL api, glGenVertexArray
/// </summary>
/// <param name="count">Amount of vao to be generated</param>
/// <param name="ptr">Pointer of vao sign array</param>
unsafe void GenVertexArrays(int count, uint* ptr);
void GetGraphicError();
/// <summary>
/// Same fucntion as OpenGL api, glGetUniformLocation
/// </summary>
/// <param name="program">Shader program to find the uniform</param>
/// <param name="ptr">Pointer to byte array of name <see cref="string"/> of the uniform </param>
/// <returns></returns>
unsafe int GetUniformLocation(uint program, byte* ptr);
bool GetWindowShouldClose(Form form);
void MakeContexCurrent(Form form);
void SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) where T : IMat;
void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible;
/// <summary>
/// sets the framebuffer resize callback of the specified <see cref="Form"/>,
///which is called when the framebuffer of the specified <see cref="Form"/> is resized.
/// </summary>
/// <param name="id">The only signiture stands for the <see cref="Form"/> to be controlled</param>
/// <param name="handler">Method hadler </param>
void SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler);
void SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3);
void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec);
void SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2);
void SetValue(Uniform<float, float> uniform, float v0, float v1);
void SetValue(Uniform<float> uniform, float v0);
void SetValue(Uniform<int> uniform, int i0);
void SetValue(Uniform<Vec4d> uniform, Vec4d vec);
/// <summary>
/// Set how a shader parameter read data from a VBO.
/// </summary>
/// <param name="index">Serial number of the parameter</param>
/// <param name="size">Amount of data each elements contains</param>
/// <param name="t">Type of data read by shader</param>
/// <param name="normalized"></param>
/// <param name="stride">Pixels stride of each sets of data</param>
/// <param name="pointer"></param>
void SetVertexAttribute(uint index, int size, Type t, bool normalized, int stride, int pointer);
void SwapBuffers(Form form);
/// <summary>
/// Same function as OpenGL api glTexImage2d
/// </summary>
/// <param name="target">texture target to load image in</param>
/// <param name="level">level of mipmap, 0 if default</param>
/// <param name="internalformat">OpenGL's internal color channel format</param>
/// <param name="width">width of image</param>
/// <param name="height">height of image</param>
/// <param name="format">color channels of this image</param>
/// <param name="type">how this image express each pixel</param>
/// <param name="pixels">pointer to data array of pixels</param>
unsafe void TextureImage2d(uint target, int level, uint internalformat, int width, int height, uint format, uint type, void* pixels);
/// <summary>
/// Same fucntion as OpenGL api glTexParameteri
/// </summary>
/// <param name="target">texture target to set parameters</param>
/// <param name="pname">name of parameter</param>
/// <param name="param">value of parameter</param>
void TextureParameter(uint target, uint pname, int param);
/// <summary>
/// Same fucntion as OpenGL api glUseShader.
/// </summary>
/// <param name="program">Sign of program to be used</param>
void UseProgram(uint program);
/// <summary>
/// Same fucnction as OpenGL api glGenTextures.
/// </summary>
/// <param name="count">amount of textures to generate</param>
/// <param name="ptr">pointer to texture signs' array</param>
unsafe void GenTextures(int count, uint* ptr);
/// <summary>
/// Same function as OpenGL api, glBindTexture.
/// </summary>
/// <param name="type">Type of texture to bind</param>
/// <param name="texture">Sign of texture</param>
void BindTexture(uint type, uint texture);
/// <summary>
/// Same function as OpenGL api glActiveTexture
/// </summary>
/// <param name="type">type of texture to activate</param>
void ActiveTexture(uint type);
/// <summary>
/// Same function as the OpenGL api, glViewPort
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="width"></param>
/// <param name="height"></param>
void Viewport(int x, int y, int width, int height);
}
}
+58
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@@ -0,0 +1,58 @@
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
public class Image
{
[StructLayout(LayoutKind.Sequential)]
internal struct ImageInfo
{
internal int width;
internal int height;
internal int channel;
internal IntPtr pixelPtr;
}
internal byte[] pixelArray;
internal ImageInfo info;
public int Width { get => info.width; }
public int Height { get => info.height; }
public int Channel { get => info.channel; }
internal Image(ImageInfo information)
{
info = information;
Marshal.Copy(
source: info.pixelPtr,
destination: pixelArray,
startIndex: 0,
length: info.width * info.height * info.channel
);
Marshal.FreeHGlobal(info.pixelPtr);
}
public unsafe Image()
{
#if NET5_0_OR_GREATER
Unsafe.SkipInit(out pixelArray);
#endif
info = new ImageInfo();
}
~Image()
{
Marshal.FreeHGlobal(info.pixelPtr);
}
}
}
+26
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@@ -0,0 +1,26 @@
using StgSharp.Entities;
using StgSharp.Geometries;
using StgSharp.Math;
namespace StgSharp
{
public partial class Control
{
internal Line leftBoader;
internal Line rightBoader;
internal Line topBoader;
internal Line bottomBoader;
public Line LeftBoarder => leftBoader;
public Line RightBoarder => rightBoader;
public Line TopBoarder => topBoader;
public Line BottomBoarder => bottomBoader;
private void initContainers()
{
}
}
}
-48
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@@ -1,48 +0,0 @@
using StgSharp.Entities;
using StgSharp.Geometries;
using StgSharp.Math;
namespace StgSharp
{
public class Pool
{
internal LinkedList<Vector4Map> _Vector4mapContainer;
internal LinkedList<PlainGeometry> _geometryContainer;
internal LinkedList<IEntity> _bulletContainer;
internal LinkedList<IEntity> _awardContainer;
internal LinkedList<IEntity> _enemyContainer;
internal Line leftBoader;
internal Line rightBoader;
internal Line topBoader;
internal Line bottomBoader;
public Line LeftBoarder => leftBoader;
public Line RightBoarder => rightBoader;
public Line TopBoarder => topBoader;
public Line BottomBoarder => bottomBoader;
public Pool()
{
initContainers();
}
private void initContainers()
{
_Vector4mapContainer = new LinkedList<Vector4Map>();
_bulletContainer = new LinkedList<IEntity>();
_awardContainer = new LinkedList<IEntity>();
_enemyContainer = new LinkedList<IEntity>();
_geometryContainer = new LinkedList<PlainGeometry>();
}
public void OnRender()
{
}
}
}
@@ -1,12 +0,0 @@
namespace StgSharp.Math
{
public static unsafe partial class Vector
{
/*
public static Vec2d GetVector( vec4d pointPair)
{
return pointPair.Point2-pointPair.Point1;
}
*/
}
}
@@ -1,563 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
public static partial class VectorCalc
{
/*
public static unsafe float Multiple(vec3d vec1, vec3d vec2)
{
IntPtr retPtr = InternalIO.mulps_internal(vec1._Vector4Ptr,vec2._Vector4Ptr);
Vector4 Vector4 = *(Vector4*)retPtr;
Marshal.FreeHGlobal(retPtr);
return
Vector4.single_0 +
Vector4.single_1 +
Vector4.single_2;
}
public static unsafe float Multiple(Vec4d vec1,vec3d vec2)
{
IntPtr retPtr = InternalIO.mulps_internal(vec1._Vector4Ptr,vec2._Vector4Ptr);
Vector4 Vector4 = *(Vector4*)retPtr;
Marshal.FreeHGlobal(retPtr);
return
Vector4.single_0 +
Vector4.single_1 +
Vector4.single_2 +
Vector4.single_3;
}
public static Matrix2x2 Multiple(Matrix2x2 matrix1, Matrix2x2 matrix2)
{
if (matrix2 == Matrix2x2.Unit)
{
return new Matrix2x2(
InternalIO.load_cpy_internal(matrix1._colum0Ptr),
InternalIO.load_cpy_internal(matrix1._colum1Ptr)
);
}
Matrix2x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr)
);
}
public static Matrix2x2 Multiple(Matrix2x3 matrix1, Matrix3x2 matrix2)
{
Matrix3x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr)
);
}
public static Matrix2x2 Multiple(Matrix2x4 matrix1, Matrix4x2 matrix2)
{
Matrix4x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr)
);
}
public static Matrix2x3 Multiple(Matrix2x2 matrix1, Matrix2x3 matrix2)
{
Matrix2x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x3(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr)
);
}
public static Matrix2x3 Multiple(Matrix2x3 matrix1, Matrix3x3 matrix2)
{
Matrix3x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x3(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr)
);
}
public static Matrix2x3 Multiple(Matrix2x4 matrix1, Matrix4x3 matrix2)
{
Matrix4x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x3(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr)
);
}
public static Matrix2x4 Multiple(Matrix2x2 matrix1, Matrix2x4 matrix2)
{
Matrix2x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x4(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum3Ptr)
);
}
public static Matrix2x4 Multiple(Matrix2x3 matrix1, Matrix3x4 matrix2)
{
Matrix3x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x4(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum3Ptr)
);
}
public static Matrix2x4 Multiple(Matrix2x4 matrix1, Matrix4x4 matrix2)
{
Matrix4x2 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix2x4(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum3Ptr)
);
}
public static Matrix3x2 Multiple(Matrix3x2 matrix1, Matrix2x2 matrix2)
{
Matrix2x3 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr,matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr,matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr,matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr,matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr,matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr,matrix2._colum1Ptr)
);
}
public static Matrix3x2 Multiple(Matrix3x3 matrix1, Matrix3x2 matrix2)
{
Matrix3x3 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr)
);
}
public static Matrix3x2 Multiple(Matrix3x4 matrix1, Matrix4x2 matrix2)
{
Matrix4x3 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr)
);
}
public static Matrix3x3 Multiple(Matrix3x2 matrix1, Matrix2x3 matrix2)
{
Matrix2x3 transpose = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x3(
InternalIO.mulps_sum_internal(transpose._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(transpose._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(transpose._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(transpose._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(transpose._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(transpose._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(transpose._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(transpose._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(transpose._colum2Ptr, matrix2._colum2Ptr)
);
}
public static Matrix3x3 Multiple(Matrix3x3 matrix1, Matrix3x3 matrix2)
{
Matrix3x3 transpose = matrix2.Transpose(TransposeMode.Copy);
return new Matrix3x3(
InternalIO.mulps_sum_internal(matrix1._colum0Ptr,transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._colum0Ptr,transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._colum0Ptr,transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._colum1Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._colum1Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._colum1Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._colum2Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._colum2Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._colum2Ptr, transpose._colum2Ptr)
);
}
public static Matrix3x3 Multiple(Matrix3x4 matrix1, Matrix4x3 matrix2)
{
Matrix3x4 transpose = matrix2.Transpose(TransposeMode.Copy);
return new Matrix3x3(
InternalIO.mulps_sum_internal(matrix1._colum0Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._colum0Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._colum0Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._colum1Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._colum1Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._colum1Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._colum2Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._colum2Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._colum2Ptr, transpose._colum2Ptr)
);
}
public static Matrix3x4 Multiple(Matrix3x2 matrix1, Matrix2x4 matrix2)
{
Matrix2x3 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x4(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum3Ptr)
);
}
public static Matrix3x4 Multiple(Matrix3x3 matrix1, Matrix3x4 matrix2)
{
Matrix3x3 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x4(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum3Ptr)
);
}
public static Matrix3x4 Multiple(Matrix3x4 matrix1, Matrix4x4 matrix2)
{
Matrix4x3 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix3x4(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum3Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum3Ptr)
);
}
public static Matrix4x2 Multiple(Matrix4x2 matrix1, Matrix2x2 matrix2)
{
Matrix2x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum1Ptr)
);
}
public static Matrix4x2 Multiple(Matrix4x3 matrix1, Matrix3x2 matrix2)
{
Matrix3x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum1Ptr)
);
}
public static Matrix4x2 Multiple(Matrix4x4 matrix1, Matrix4x2 matrix2)
{
Matrix4x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x2(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum1Ptr)
);
}
public static Matrix4x3 Multiple(Matrix4x2 matrix1, Matrix2x3 matrix2)
{
Matrix2x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x3(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum2Ptr)
);
}
public static Matrix4x3 Multiple(Matrix4x3 matrix1, Matrix3x3 matrix2)
{
Matrix3x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x3(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum2Ptr)
);
}
public static Matrix4x3 Multiple(Matrix4x4 matrix1, Matrix4x3 matrix2)
{
Matrix4x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x3(
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum0Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum1Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum2Ptr, matrix2._colum2Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum0Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum1Ptr),
InternalIO.mulps_sum_internal(trans._colum3Ptr, matrix2._colum2Ptr)
);
}
public static Matrix4x4 Multiple(Matrix4x2 matrix1, Matrix2x4 matrix2)
{
Matrix2x4 transpose = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x4(
InternalIO.mulps_sum_internal(matrix2._colum0Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum0Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum0Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum0Ptr, transpose._colum3Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr, transpose._colum3Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr, transpose._colum3Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr, transpose._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr, transpose._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr, transpose._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr, transpose._colum3Ptr)
);
}
public static Matrix4x4 Multiple( Matrix4x3 matrix1, Matrix3x4 matrix2)
{
Matrix3x4 trans = matrix1.Transpose(TransposeMode.Copy);
return new Matrix4x4(
InternalIO.mulps_sum_internal(matrix2._colum0Ptr,trans._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum0Ptr,trans._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum0Ptr,trans._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum0Ptr,trans._colum3Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr,trans._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr,trans._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr,trans._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum1Ptr,trans._colum3Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr,trans._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr,trans._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr,trans._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum2Ptr,trans._colum3Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr,trans._colum0Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr,trans._colum1Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr,trans._colum2Ptr),
InternalIO.mulps_sum_internal(matrix2._colum3Ptr,trans._colum3Ptr)
);
}
/*
public static Matrix4x4 Multiple( Matrix4x4 matrix1, Matrix4x4 matrix2)
{
matrix1.InternalTranspose();
return new Matrix4x4(
InternalIO.mulps_sum_internal(matrix1._transpose.colum0Ptr,matrix2._matMap.colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum0Ptr,matrix2._matMap.colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum0Ptr,matrix2._matMap.colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum0Ptr,matrix2._matMap.colum3Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum1Ptr,matrix2._matMap.colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum1Ptr,matrix2._matMap.colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum1Ptr,matrix2._matMap.colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum1Ptr,matrix2._matMap.colum3Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum2Ptr,matrix2._matMap.colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum2Ptr,matrix2._matMap.colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum2Ptr,matrix2._matMap.colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum2Ptr,matrix2._matMap.colum3Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum3Ptr,matrix2._matMap.colum0Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum3Ptr,matrix2._matMap.colum1Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum3Ptr,matrix2._matMap.colum2Ptr),
InternalIO.mulps_sum_internal(matrix1._transpose.colum3Ptr,matrix2._matMap.colum3Ptr)
);
}
/**/
}
}
+12 -6
View File
@@ -11,10 +11,16 @@ namespace StgSharp.Math
[FieldOffset(0)] internal Mat4 mat;
[FieldOffset(4 * 4 * sizeof(float))] internal Mat2 transpose;
[FieldOffset(6 * 4 * sizeof(float))] internal bool isTransposed;
[FieldOffset(0)] public Vec2d Colum0;
[FieldOffset(16)] public Vec2d Colum1;
[FieldOffset(32)] public Vec2d Colum2;
[FieldOffset(48)] public Vec2d Colum3;
public Matrix2x4(
float a00, float a01,float a02,float a03,
float a10, float a11,float a12,float a13
float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13
)
{
mat.colum0 = new Vector4(a00, a10, 0, 0);
@@ -144,7 +150,7 @@ namespace StgSharp.Math
return new Matrix2x2(
Vector4.Dot(left.transpose.colum0, right.mat.colum0),
Vector4.Dot(left.transpose.colum0, right.mat.colum1),
Vector4.Dot(left.transpose.colum1, right.mat.colum0),
Vector4.Dot(left.transpose.colum1, right.mat.colum1)
);
@@ -158,7 +164,7 @@ namespace StgSharp.Math
Vector4.Dot(left.transpose.colum0, right.mat.colum0),
Vector4.Dot(left.transpose.colum0, right.mat.colum1),
Vector4.Dot(left.transpose.colum0, right.mat.colum2),
Vector4.Dot(left.transpose.colum1, right.mat.colum0),
Vector4.Dot(left.transpose.colum1, right.mat.colum1),
Vector4.Dot(left.transpose.colum1, right.mat.colum2)
@@ -174,7 +180,7 @@ namespace StgSharp.Math
Vector4.Dot(left.transpose.colum0, right.mat.colum1),
Vector4.Dot(left.transpose.colum0, right.mat.colum2),
Vector4.Dot(left.transpose.colum0, right.mat.colum3),
Vector4.Dot(left.transpose.colum1, right.mat.colum0),
Vector4.Dot(left.transpose.colum1, right.mat.colum1),
Vector4.Dot(left.transpose.colum1, right.mat.colum2),
+13 -1
View File
@@ -9,11 +9,13 @@ namespace StgSharp.Math
public struct Matrix3x2
{
[FieldOffset(0)] internal Mat2 mat;
[FieldOffset(0)] internal vec3d colum0;
[FieldOffset(4 * 4)] internal vec3d colum1;
[FieldOffset(2 * 4 * sizeof(float))] internal Mat3 transpose;
[FieldOffset(5 * 4 * sizeof(float))] internal bool isTransposed;
public Matrix3x2(
public unsafe Matrix3x2(
float a00, float a01,
float a10, float a11,
float a20, float a21
@@ -21,6 +23,11 @@ namespace StgSharp.Math
{
mat.colum0 = new Vector4(a00, a10, a20, 0);
mat.colum0 = new Vector4(a01, a11, a21, 0);
#if NET5_0_OR_GREATER
Unsafe.SkipInit(out colum0);
Unsafe.SkipInit(out colum1);
Unsafe.SkipInit(out transpose);
#endif
}
internal Matrix3x2(
@@ -32,6 +39,11 @@ namespace StgSharp.Math
mat.colum1 = c1;
}
public vec3d VerticalVecMultiply(Vec2d vec)
{
return colum0 * vec.X + colum1 * vec.Y;
}
public unsafe float this[int rowNum, int columNum]
{
get
+19 -1
View File
@@ -10,7 +10,7 @@ namespace StgSharp.Math
/// Vec2Ds in StgSharp are defaultly usaed as colum vector.
/// </summary>
[StructLayout(LayoutKind.Explicit, Size = 16,Pack = 16)]
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
public struct Vec2d
{
@@ -27,6 +27,11 @@ namespace StgSharp.Math
X = x; Y = y;
}
public static Vec2d Zero
{
get { return new Vec2d(0, 0); }
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vec2d operator +(Vec2d vec1, Vec2d vec2)
{
@@ -61,7 +66,20 @@ namespace StgSharp.Math
);
}
public static bool operator ==(Vec2d left, Vec2d right)
{
return left.X == right.X && left.Y == right.Y;
}
public static bool operator !=(Vec2d left, Vec2d right)
{
return !(left == right);
}
public float Cross(Vec2d right)
{
return X * right.Y - Y * right.X;
}
}
}
+24 -14
View File
@@ -6,12 +6,6 @@ using System.Runtime.InteropServices;
namespace StgSharp.Math
{
public static class Vec3d
{
public static vec3d Zero => new vec3d(0, 0, 0);
public static vec3d Unit => new vec3d(1, 1, 1);
}
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
public struct vec3d : IEquatable<vec3d>
{
@@ -31,9 +25,17 @@ namespace StgSharp.Math
public vec3d(
float x, float y, float z)
{
#if NET5_0_OR_GREATER
Unsafe.SkipInit(out vec);
#endif
X = x; Y = y; Z = z;
}
internal vec3d(Vector4 vector)
{
vec = vector;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float Dot(vec3d right)
{
@@ -53,22 +55,24 @@ namespace StgSharp.Math
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal vec3d(Vector4 vector)
{
vec = vector;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec3d operator +(vec3d left, vec3d right)
{
return new vec3d(
left.X + right.X,
left.Y + right.Y,
left.Z + right.Z
left.vec + right.vec
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float GetMaxValue()
{
float ret = X;
ret = ret > Y ? ret : Y;
ret = ret > Z ? ret : Z;
return ret;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static vec3d operator -(vec3d left, vec3d right)
{
@@ -157,4 +161,10 @@ namespace StgSharp.Math
return $"[{X},{Y},{Z}]";
}
}
public static class Vec3d
{
public static vec3d Unit { get => new vec3d(1, 1, 1); }
public static vec3d Zero { get => new vec3d(0, 0, 0); }
}
}
+44 -4
View File
@@ -5,21 +5,61 @@ using System.Runtime.InteropServices;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Sequential)]
internal struct M128F
{
internal float X;
internal float Y;
internal float Z;
internal float W;
}
[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
public struct Vec4d
{
[FieldOffset(0)] internal Vector4 vec;
[FieldOffset(0)] internal M128F fvec;
[FieldOffset(0)]public float X;
[FieldOffset(4)]public float Y;
[FieldOffset(8)]public float Z;
[FieldOffset(12)]public float W;
[FieldOffset(0)] public float X;
[FieldOffset(4)] public float Y;
[FieldOffset(8)] public float Z;
[FieldOffset(12)] public float W;
[FieldOffset(0)] public int X_int;
[FieldOffset(4)] public int Y_int;
[FieldOffset(8)] public int Z_int;
[FieldOffset(12)] public int W_int;
[FieldOffset(0)] public long X_long;
[FieldOffset(8)] public long Y_long;
[FieldOffset(0)] public long X_ulong;
[FieldOffset(8)] public long Y_ulong;
[FieldOffset(0)] public byte byte_0;
[FieldOffset(1)] public byte byte_1;
[FieldOffset(2)] public byte byte_2;
[FieldOffset(3)] public byte byte_3;
[FieldOffset(4)] public byte byte_4;
[FieldOffset(5)] public byte byte_5;
[FieldOffset(6)] public byte byte_6;
[FieldOffset(7)] public byte byte_7;
[FieldOffset(8)] public byte byte_8;
[FieldOffset(9)] public byte byte_9;
[FieldOffset(10)] public byte byte_10;
[FieldOffset(11)] public byte byte_11;
[FieldOffset(12)] public byte byte_12;
[FieldOffset(13)] public byte byte_13;
[FieldOffset(14)] public byte byte_14;
[FieldOffset(15)] public byte byte_15;
unsafe public Vec4d(
float x, float y, float z, float w)
{
X = x; Y = y; Z = z; W = w;
}
}
}
+17 -1
View File
@@ -14,25 +14,41 @@
<AnalysisLevel>preview-all</AnalysisLevel>
<OutputType>Library</OutputType>
<Nullable>enable</Nullable>
<Configurations>Debug;Release;NoOps</Configurations>
<Configurations>Debug;Release;NoOps;RealDebug</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RealDebug|x64'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Optimize>True</Optimize>
<DebugType>embedded</DebugType>
<NoWarn>1701;1702;0649;1591;0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RealDebug|x64'">
<Optimize>True</Optimize>
<DebugType>embedded</DebugType>
<NoWarn>1701;1702;0649;1591;0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DebugType>embedded</DebugType>
<Optimize>True</Optimize>
<NoWarn>1701;1702;0649;1591;0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RealDebug|AnyCPU'">
<DebugType>embedded</DebugType>
<Optimize>True</Optimize>
<NoWarn>1701;1702;0649;1591;0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DebugType>none</DebugType>
<NoWarn>1701;1702;0649;1591;0169</NoWarn>
@@ -25,7 +25,12 @@
<param name="funcname">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="M:StgSharp.Graphics.Form.#ctor(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="T:StgSharp.Graphics.Form">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
@@ -72,12 +77,20 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.SetData``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
</summary>
@@ -85,26 +98,31 @@
<param name="bufferData"></param>
<param name="readType"></param>
</member>
<member name="M:StgSharp.Graphics.GL.SetFrameBufferSizeCallback(StgSharp.Graphics.Form,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="form">The Form instance to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.GL.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Form.GLfunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Call glClearColor in OpenGL
specifies the red, green, blue, and alpha values used by glClear to clear the color buffers.
Values specified by glClearColor are clamped to the range [0,1]
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.GL.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<member name="M:StgSharp.Graphics.Form.GLfunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
@@ -113,7 +131,7 @@
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.GL.CreateWindow(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Form.GLfunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
@@ -125,6 +143,140 @@
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.Form.GLfunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
</summary>
<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
<param name="loader">A delegate that can get o</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
@@ -132,13 +284,6 @@
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.Graphic.InitGL(System.Int32,System.Int32)">
<summary>
Init an instance of OpenGL program,
This method should be called before other
graphic methods, after LoadGL method.
</summary>
</member>
<member name="F:StgSharp.Controlling.TimeLine.tickCounter">
<summary>
Tick counter count the frames passed since the program start.
@@ -164,6 +309,23 @@
Y position of an enemy entity
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate.
Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate.
Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
@@ -0,0 +1,58 @@
{
"runtimeTarget": {
"name": ".NETStandard,Version=v2.1/",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETStandard,Version=v2.1": {},
".NETStandard,Version=v2.1/": {
"StgSharp/1.0.0": {
"dependencies": {
"Microsoft.Bcl.HashCode": "1.1.1",
"Microsoft.CSharp": "4.7.0"
},
"runtime": {
"StgSharp.dll": {}
}
},
"Microsoft.Bcl.HashCode/1.1.1": {
"runtime": {
"lib/netstandard2.1/Microsoft.Bcl.HashCode.dll": {
"assemblyVersion": "1.0.0.0",
"fileVersion": "4.700.20.56604"
}
}
},
"Microsoft.CSharp/4.7.0": {
"runtime": {
"lib/netstandard2.0/Microsoft.CSharp.dll": {
"assemblyVersion": "4.0.5.0",
"fileVersion": "4.700.19.56404"
}
}
}
}
},
"libraries": {
"StgSharp/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
},
"Microsoft.Bcl.HashCode/1.1.1": {
"type": "package",
"serviceable": true,
"sha512": "sha512-MalY0Y/uM/LjXtHfX/26l2VtN4LDNZ2OE3aumNOHDLsT4fNYy2hiHXI4CXCqKpNUNm7iJ2brrc4J89UdaL56FA==",
"path": "microsoft.bcl.hashcode/1.1.1",
"hashPath": "microsoft.bcl.hashcode.1.1.1.nupkg.sha512"
},
"Microsoft.CSharp/4.7.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-pTj+D3uJWyN3My70i2Hqo+OXixq3Os2D1nJ2x92FFo6sk8fYS1m1WLNTs0Dc1uPaViH0YvEEwvzddQ7y4rhXmA==",
"path": "microsoft.csharp/4.7.0",
"hashPath": "microsoft.csharp.4.7.0.nupkg.sha512"
}
}
}
@@ -0,0 +1,439 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>StgSharp</name>
</assembly>
<members>
<member name="M:StgSharp.Control.InitPool">
<summary>
Add a pool to timeline controller, and return the instance of the pool.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Control.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Control.Key)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param name="form"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by serching its name.
</summary>
<param name="funcname">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
<summary>
</summary>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(System.Int32,System.Int32)">
<summary>
Resize the current form
</summary>
<param name="width">New width of the window</param>
<param name="height">New height of the window</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(StgSharp.Math.Vec2d)">
<summary>
Resize the current form
</summary>
<param name="size">
A <see cref="T:StgSharp.Math.Vec2d"/> (width,height) representing the new size of current form
</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param name="minWidth">Minimum width of current form </param>
<param name="minHeight">Minimum height of current form</param>
<param name="maxWidth">Maximum width of curent form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(StgSharp.Math.Vec2d,StgSharp.Math.Vec2d)">
<summary>
Set the size limit of current form
</summary>
<param name="minSize">
Minimun size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
<param name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
</summary>
<typeparam name="T"></typeparam>
<param name="bufferData"></param>
<param name="readType"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
<param name="shaderCode">A string represent the shader's code</param>
<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.Form.GLfunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
</summary>
<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
<param name="loader">A delegate that can get o</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
</summary>
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="F:StgSharp.Controlling.TimeLine.tickCounter">
<summary>
Tick counter count the frames passed since the program start.
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for cheking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate.
Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate.
Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="T:StgSharp.Geometries.GetLocationHandler">
<summary>
Caculate the movement of a point.
</summary>
<param name="tick">The game tick represent time passed by</param>
<returns>A 3d vector representing movement</returns>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex2(System.UInt32)">
<summary>
Move the third vertix. this is a useless method for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex3(System.UInt32)">
<summary>
Move the third vertix. This method is useless for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="T:StgSharp.Geometries.PlainGeometry">
<summary>
平面几何体。包含三角形,对称四边形,自由多边形等。最多可由16个点参数定义。
</summary>
</member>
<member name="M:StgSharp.Geometries.Point.Update(System.UInt32)">
<summary>
Update the coordinate of the point. If this is a moving point,
(Points on sides or surface if other geometry items)
please do not define any motion here, codes will be ignored by program
</summary>
<param name="tick">Time passes since the program begin, counted by frames</param>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
计算中心点相对于参考原点的位移
</summary>
<param name="tick">当前游戏刻</param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
<summary>
A square
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
Add an item to the tail of linked list.
</summary>
<param name="t">The item ready to add to the list</param>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.
Vec2Ds in StgSharp are defaultly usaed as colum vector.
</summary>
</member>
<member name="M:StgSharp.Math.Calc.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
</summary>
<param name="x">The sine value of the angle</param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:StgSharp.Math.Calc.Exp(System.Single)">
<summary>
Get the value of E ^ x;
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.Log(System.Single)">
<summary>
</summary>
<param name="x"></param>
<returns>
Returns the value of ln(x).
</returns>
</member>
<member name="M:StgSharp.Math.Calc.Pow(System.Single,System.Single)">
<summary>
calculate the value of x^y
</summary>
<param name="x"></param>
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="M:StgSharp.Math.Calc.Random">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>
<returns></returns>
</member>
</members>
</doc>
@@ -70,7 +70,7 @@
"privateAssets": "all"
}
},
"runtimeIdentifierGraphPath": "C:\\Program Files\\dotnet\\sdk\\7.0.401\\RuntimeIdentifierGraph.json"
"runtimeIdentifierGraphPath": "C:\\Program Files\\dotnet\\sdk\\8.0.100\\RuntimeIdentifierGraph.json"
}
}
}
@@ -7,7 +7,7 @@
<NuGetPackageRoot Condition=" '$(NuGetPackageRoot)' == '' ">$(UserProfile)\.nuget\packages\</NuGetPackageRoot>
<NuGetPackageFolders Condition=" '$(NuGetPackageFolders)' == '' ">C:\Users\Nitlo\.nuget\packages\;C:\Program Files (x86)\Microsoft Visual Studio\Shared\NuGetPackages</NuGetPackageFolders>
<NuGetProjectStyle Condition=" '$(NuGetProjectStyle)' == '' ">PackageReference</NuGetProjectStyle>
<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.7.0</NuGetToolVersion>
<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.8.0</NuGetToolVersion>
</PropertyGroup>
<ItemGroup Condition=" '$(ExcludeRestorePackageImports)' != 'true' ">
<SourceRoot Include="C:\Users\Nitlo\.nuget\packages\" />
+1 -1
View File
@@ -203,7 +203,7 @@
"privateAssets": "all"
}
},
"runtimeIdentifierGraphPath": "C:\\Program Files\\dotnet\\sdk\\7.0.401\\RuntimeIdentifierGraph.json"
"runtimeIdentifierGraphPath": "C:\\Program Files\\dotnet\\sdk\\8.0.100\\RuntimeIdentifierGraph.json"
}
}
}
+1 -1
View File
@@ -1,6 +1,6 @@
{
"version": 2,
"dgSpecHash": "n9Xi4iZXV3QSFntRckZHzDXaJisY2FvKlYNQrLaVsXhG7L0GmeGCz292aaGFg24/a22cdlby5Tm2bmC2jHfvQA==",
"dgSpecHash": "ZEy1DcAzD4VzqbKZ5b1WNXVTJ7ASngWdyWRK3Jo9EkNF5hdjST+BQi5eUbwUu+yqpwt9s24aXl+nV1XHMtDxuQ==",
"success": true,
"projectFilePath": "D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\源代码\\StgSharp\\StgSharp.csproj",
"expectedPackageFiles": [
@@ -1 +1 @@
c037a45127bb9a5e3e153dd0686c8ec78e62d669
e8b19b35bca753348ef94df4faf984102d2e81946d465d23132400b7d6c8fb6d
@@ -9,3 +9,5 @@ build_property.EnforceExtendedAnalyzerRules =
build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = StgSharp
build_property.ProjectDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\
build_property.EnableComHosting =
build_property.EnableGeneratedComInterfaceComImportInterop =
@@ -1 +1 @@
10ac7af9fa9833eca3eb77b212f61a7eda93e6bc
6de3e4f960d5702a20b1070ed5f43546b6f7cbd8ad4d4a9980f3ff7469954a65
@@ -10,3 +10,4 @@ D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\refint\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\ref\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\Debug\netstandard2.1\StgSharp.sourcelink.json
@@ -0,0 +1 @@
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/ae804553ce830ceaa07a752049a8a8fee9981ad8/*"}}
@@ -25,7 +25,12 @@
<param name="funcname">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="M:StgSharp.Graphics.Form.#ctor(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="T:StgSharp.Graphics.Form">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
@@ -72,12 +77,20 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.SetData``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
</summary>
@@ -85,26 +98,31 @@
<param name="bufferData"></param>
<param name="readType"></param>
</member>
<member name="M:StgSharp.Graphics.GL.SetFrameBufferSizeCallback(StgSharp.Graphics.Form,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="form">The Form instance to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.GL.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Form.GLfunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Call glClearColor in OpenGL
specifies the red, green, blue, and alpha values used by glClear to clear the color buffers.
Values specified by glClearColor are clamped to the range [0,1]
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.GL.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<member name="M:StgSharp.Graphics.Form.GLfunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
@@ -113,7 +131,7 @@
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.GL.CreateWindow(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Form.GLfunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
@@ -125,6 +143,140 @@
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.Form.GLfunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
</summary>
<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
<param name="loader">A delegate that can get o</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
@@ -132,13 +284,6 @@
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.Graphic.InitGL(System.Int32,System.Int32)">
<summary>
Init an instance of OpenGL program,
This method should be called before other
graphic methods, after LoadGL method.
</summary>
</member>
<member name="F:StgSharp.Controlling.TimeLine.tickCounter">
<summary>
Tick counter count the frames passed since the program start.
@@ -164,6 +309,23 @@
Y position of an enemy entity
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate.
Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate.
Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
@@ -0,0 +1,4 @@
// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
@@ -0,0 +1,23 @@
//------------------------------------------------------------------------------
// <auto-generated>
// 此代码由工具生成。
// 运行时版本:4.0.30319.42000
//
// 对此文件的更改可能会导致不正确的行为,并且如果
// 重新生成代码,这些更改将会丢失。
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("RealDebug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+ae804553ce830ceaa07a752049a8a8fee9981ad8")]
[assembly: System.Reflection.AssemblyProductAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyTitleAttribute("StgSharp")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// 由 MSBuild WriteCodeFragment 类生成。
@@ -0,0 +1 @@
ef774f8e221005539f6096a7006906b62494ddf898c07bc1b1142c4f67324745
@@ -0,0 +1,13 @@
is_global = true
build_property.TargetFramework = netstandard2.1
build_property.TargetPlatformMinVersion = 7.0
build_property.UsingMicrosoftNETSdkWeb =
build_property.ProjectTypeGuids =
build_property.InvariantGlobalization =
build_property.PlatformNeutralAssembly =
build_property.EnforceExtendedAnalyzerRules =
build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = StgSharp
build_property.ProjectDir = D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\
build_property.EnableComHosting =
build_property.EnableGeneratedComInterfaceComImportInterop =
@@ -0,0 +1 @@
e6e7a7ff7c8acfcc09d9871e7b0b8915601d076ce02bbd3bab9c398a458d904d
@@ -0,0 +1,13 @@
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\RealDebug\netstandard2.1\StgSharp.deps.json
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\RealDebug\netstandard2.1\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\bin\x64\RealDebug\netstandard2.1\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.csproj.AssemblyReference.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.GeneratedMSBuildEditorConfig.editorconfig
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.AssemblyInfoInputs.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.AssemblyInfo.cs
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.csproj.CoreCompileInputs.cache
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.sourcelink.json
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\refint\StgSharp.dll
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\StgSharp.xml
D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharp\obj\x64\RealDebug\netstandard2.1\ref\StgSharp.dll
@@ -0,0 +1 @@
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/ae804553ce830ceaa07a752049a8a8fee9981ad8/*"}}
@@ -0,0 +1,439 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>StgSharp</name>
</assembly>
<members>
<member name="M:StgSharp.Control.InitPool">
<summary>
Add a pool to timeline controller, and return the instance of the pool.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Control.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Control.Key)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param name="form"></param>
<param name="key"></param>
<returns></returns>
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by serching its name.
</summary>
<param name="funcname">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
<summary>
</summary>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(System.Int32,System.Int32)">
<summary>
Resize the current form
</summary>
<param name="width">New width of the window</param>
<param name="height">New height of the window</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(StgSharp.Math.Vec2d)">
<summary>
Resize the current form
</summary>
<param name="size">
A <see cref="T:StgSharp.Math.Vec2d"/> (width,height) representing the new size of current form
</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param name="minWidth">Minimum width of current form </param>
<param name="minHeight">Minimum height of current form</param>
<param name="maxWidth">Maximum width of curent form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(StgSharp.Math.Vec2d,StgSharp.Math.Vec2d)">
<summary>
Set the size limit of current form
</summary>
<param name="minSize">
Minimun size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
<param name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
</summary>
<typeparam name="T"></typeparam>
<param name="bufferData"></param>
<param name="readType"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.ClearColor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Call apiClearColor in OpenGL
specifies the red, green, blue, and alpha values used by apiClear to clear the color buffers.
Values specified by apiClearColor are clamped to the range [0,1]
</summary>
<param name="R">Specify the red values used when the color buffers are cleared.</param>
<param name="G">Specify the red values used when the color buffers are cleared.</param>
<param name="B">Specify the red values used when the color buffers are cleared.</param>
<param name="A">Specify the red values used when the color buffers are cleared.</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.BindBuffer(StgSharp.Graphics.BufferType,System.UInt32)">
<summary>
Bind the indexed buffer object to certain type of buffer
</summary>
<param name="bufferType"></param>
<param name="index"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.Clear(StgSharp.Graphics.MaskBufferBit)">
<summary>
Clear buffers to preset values
</summary>
<param name="mask"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CompileShader(System.String,StgSharp.Graphics.ShaderType)">
<summary>
Conpile the provided shader code in string form.
</summary>
<param name="shaderCode">A string represent the shader's code</param>
<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
conpile, including vertex shader and fragment shader.</param>
<returns>An uint value as the only mark of conpiled shader</returns>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.CreateWindowHandle(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Creates a form and its associated
</summary>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetFrameBufferSizeCallback(System.IntPtr,StgSharp.Graphics.FrameBufferSizeHandler)">
<summary>
sets the framebuffer resize callback of the specified <see cref="T:StgSharp.Graphics.Form"/>,
which is called when the framebuffer of the specified <see cref="T:StgSharp.Graphics.Form"/> is resized.
</summary>
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
<param name="index">Serial number of the parameter</param>
<param name="size">Amount of data each elements contains</param>
<param name="t">Type of data read by shader</param>
<param name="normalized"></param>
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.GLfunc.SetValue(StgSharp.Graphics.Form.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Form.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Form.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.Form.GLfunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
</summary>
<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
<param name="loader">A delegate that can get o</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
</summary>
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="F:StgSharp.Controlling.TimeLine.tickCounter">
<summary>
Tick counter count the frames passed since the program start.
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for cheking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate.
Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate.
Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="T:StgSharp.Geometries.GetLocationHandler">
<summary>
Caculate the movement of a point.
</summary>
<param name="tick">The game tick represent time passed by</param>
<returns>A 3d vector representing movement</returns>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex2(System.UInt32)">
<summary>
Move the third vertix. this is a useless method for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex3(System.UInt32)">
<summary>
Move the third vertix. This method is useless for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="T:StgSharp.Geometries.PlainGeometry">
<summary>
平面几何体。包含三角形,对称四边形,自由多边形等。最多可由16个点参数定义。
</summary>
</member>
<member name="M:StgSharp.Geometries.Point.Update(System.UInt32)">
<summary>
Update the coordinate of the point. If this is a moving point,
(Points on sides or surface if other geometry items)
please do not define any motion here, codes will be ignored by program
</summary>
<param name="tick">Time passes since the program begin, counted by frames</param>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
计算中心点相对于参考原点的位移
</summary>
<param name="tick">当前游戏刻</param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
<summary>
A square
</summary>
</member>
<member name="M:StgSharp.LinkedList`1.Add(`0)">
<summary>
Add an item to the tail of linked list.
</summary>
<param name="t">The item ready to add to the list</param>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.
Vec2Ds in StgSharp are defaultly usaed as colum vector.
</summary>
</member>
<member name="M:StgSharp.Math.Calc.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
</summary>
<param name="x">The sine value of the angle</param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:StgSharp.Math.Calc.Exp(System.Single)">
<summary>
Get the value of E ^ x;
</summary>
<param name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.Log(System.Single)">
<summary>
</summary>
<param name="x"></param>
<returns>
Returns the value of ln(x).
</returns>
</member>
<member name="M:StgSharp.Math.Calc.Pow(System.Single,System.Single)">
<summary>
calculate the value of x^y
</summary>
<param name="x"></param>
<param name="y"></param>
<returns>Returns the value of x^y</returns>
</member>
<member name="M:StgSharp.Math.Calc.Random">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>
<returns></returns>
</member>
</members>
</doc>