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
@@ -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