HLSF use long as aloloc size
This commit is contained in:
@@ -1,197 +1,197 @@
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="glRenderStream"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphic;
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using StgSharp.Threading;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.OpenGL
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{
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public abstract partial class glRender : RenderStream
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{
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private protected static readonly ConcurrentDictionary<glRender, Thread> renderToThread
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= new ConcurrentDictionary<glRender, Thread>();
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private OpenGLFunction _context;
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protected internal OpenGLFunction GL
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{
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get { return _context; }
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}
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/// <summary>
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/// Initialize an opengl context and load all opengl functions.
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/// </summary>
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public unsafe void InitializeContext()
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{
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if (ContextHandle == default)
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{
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ContextHandle = Marshal.AllocHGlobal(Marshal.SizeOf<OpenglContext>());
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OpenglContext* contextID = (OpenglContext*)ContextHandle;
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contextID->glGetString = (delegate*<uint,byte*>)IntPtr.Zero;
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}
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if (GL == null) {
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_context = OpenGLFunction.BuildGlFunctionPackage(ContextHandle);
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}
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}
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/// <summary>
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/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any
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/// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
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/// viewPortDisplay.
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/// </summary>
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/// <exception cref="Exception">
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/// Something goes wrong and World fails in creating a new OpenGL viewPortDisplay.
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/// </exception>
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public unsafe void MakeAsCurrentContext()
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{
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GraphicFramework.glfwMakeContextCurrent(CanvasHandle);
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OpenGLFunction.CurrentGL = this.GL;
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}
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/// <inheritdoc />
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public override void RenderEnd()
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{
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if (!renderToThread.TryGetValue(this, out Thread t) || t != Thread.CurrentThread) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}");
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}
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SwapBuffers();
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renderToThread[this] = ThreadHelper.EmptyThread;
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GraphicFramework.glfwMakeContextCurrent(IntPtr.Zero);
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OpenGLFunction.CurrentGL = null;
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}
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/// <inheritdoc />
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public override void RenderStart()
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{
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Thread current = Thread.CurrentThread;
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if (!renderToThread.TryGetValue(this, out Thread t) || t == ThreadHelper.EmptyThread)
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{
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renderToThread[this] = current;
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MakeAsCurrentContext();
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return;
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}
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if (t != current) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override void SetSizeLimit(
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int minWidth,
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int minHeight,
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int maxWidth,
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int maxHeight
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)
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{
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GraphicFramework.glfwSetWindowSizeLimits(this.CanvasHandle, minWidth, minHeight,
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maxWidth, maxHeight);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal sealed override void PlatformSpecifiedInitialize()
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{
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InitializeContext();
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MakeAsCurrentContext();
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glManager.LoadOpenGLApiTo(BindedViewPortContext.GraphicHandle);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal sealed override void Terminate()
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{
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CustomizeDeinit();
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}
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protected sealed override Uniform<Matrix44> NativeCameraUniform(
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ShaderProgram source,
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string name
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)
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{
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NativeCamera.GainAllUniforms(source, name);
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return NativeCamera.convertedUniform;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected sealed override void NativeCameraViewRange(
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Radius fieldOfRange,
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Vec2 offset,
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(float frontDepth, float backDepth) viewDepth
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)
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{
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NativeCamera.SetViewRange(fieldOfRange, this.Size, offset, viewDepth);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected sealed override void NativeCameraViewTarget(
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Vec3 position,
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Vec3 direction,
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Vec3 up
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)
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{
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NativeCamera.SetViewDirection(position, direction, up);
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}
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#region Key Control
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protected KeyStatus CheckKey(
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KeyboardKey key
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)
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{
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return GraphicFramework.glfwGetKey(this.CanvasHandle, (int)key);
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}
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protected KeyStatus CheckKey(
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Mouse key
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)
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{
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return GraphicFramework.glfwGetKey(this.CanvasHandle, (int)key);
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}
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protected KeyStatus CheckKey(
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Joystick key
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)
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{
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return GraphicFramework.glfwGetKey(this.CanvasHandle, (int)key);
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}
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#endregion
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}
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}
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="glRenderStream"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
|
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphic;
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using StgSharp.Threading;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.OpenGL
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{
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public abstract partial class glRender : RenderStream
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{
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private protected static readonly ConcurrentDictionary<glRender, Thread> renderToThread
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= new ConcurrentDictionary<glRender, Thread>();
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private OpenGLFunction _context;
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protected internal OpenGLFunction GL
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{
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get { return _context; }
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}
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/// <summary>
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/// Initialize an opengl context and load all opengl functions.
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/// </summary>
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public unsafe void InitializeContext()
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{
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if (ContextHandle == default)
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{
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ContextHandle = Marshal.AllocHGlobal(Marshal.SizeOf<OpenglContext>());
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OpenglContext* contextID = (OpenglContext*)ContextHandle;
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contextID->glGetString = (delegate*<uint,byte*>)IntPtr.Zero;
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}
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if (GL == null) {
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_context = OpenGLFunction.BuildGlFunctionPackage(ContextHandle);
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}
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}
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/// <summary>
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/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any
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/// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
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/// viewPortDisplay.
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/// </summary>
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/// <exception cref="Exception">
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/// Something goes wrong and World fails in creating a new OpenGL viewPortDisplay.
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/// </exception>
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public unsafe void MakeAsCurrentContext()
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{
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GraphicFramework.glfwMakeContextCurrent(CanvasHandle);
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OpenGLFunction.CurrentGL = this.GL;
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}
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/// <inheritdoc />
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public override void RenderEnd()
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{
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if (!renderToThread.TryGetValue(this, out Thread t) || t != Thread.CurrentThread) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}");
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}
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SwapBuffers();
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renderToThread[this] = ThreadHelper.EmptyThread;
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GraphicFramework.glfwMakeContextCurrent(IntPtr.Zero);
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OpenGLFunction.CurrentGL = null;
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}
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/// <inheritdoc />
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public override void RenderStart()
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{
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Thread current = Thread.CurrentThread;
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if (!renderToThread.TryGetValue(this, out Thread t) || t == ThreadHelper.EmptyThread)
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{
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renderToThread[this] = current;
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MakeAsCurrentContext();
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return;
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}
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if (t != current) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override void SetSizeLimit(
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int minWidth,
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int minHeight,
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int maxWidth,
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int maxHeight
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)
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{
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GraphicFramework.glfwSetWindowSizeLimits(this.CanvasHandle, minWidth, minHeight,
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maxWidth, maxHeight);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal sealed override void PlatformSpecifiedInitialize()
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{
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InitializeContext();
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MakeAsCurrentContext();
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glManager.LoadOpenGLApiTo(BindedViewPortContext.GraphicHandle);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal sealed override void Terminate()
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{
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CustomizeDeinit();
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}
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protected sealed override Uniform<Matrix44> NativeCameraUniform(
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ShaderProgram source,
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string name
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)
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{
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NativeCamera.GainAllUniforms(source, name);
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return NativeCamera.convertedUniform;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected sealed override void NativeCameraViewRange(
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Radius fieldOfRange,
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Vec2 offset,
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(float frontDepth, float backDepth) viewDepth
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)
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{
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NativeCamera.SetViewRange(fieldOfRange, this.Size, offset, viewDepth);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected sealed override void NativeCameraViewTarget(
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Vec3 position,
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Vec3 direction,
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Vec3 up
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)
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{
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NativeCamera.SetViewDirection(position, direction, up);
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}
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#region Key Control
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protected KeyStatus CheckKey(
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KeyboardKey key
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)
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{
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return GraphicFramework.glfwGetKey(this.CanvasHandle, (int)key);
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}
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protected KeyStatus CheckKey(
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Mouse key
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)
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{
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return GraphicFramework.glfwGetKey(this.CanvasHandle, (int)key);
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}
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protected KeyStatus CheckKey(
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Joystick key
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)
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{
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return GraphicFramework.glfwGetKey(this.CanvasHandle, (int)key);
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}
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#endregion
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}
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}
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