Daily update on 20250618-051714 by Nitload Youmu. Additional Message : Brief support to collection operation in EXPRESS. A collection type added in core lib and compilestack.

Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
This commit is contained in:
Nitload
2025-06-18 05:17:14 +08:00
parent 74c01effe4
commit c624a8ca38
300 changed files with 12227 additions and 4303 deletions
+34 -32
View File
@@ -1,7 +1,7 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Camera.cs"
// Project: StgSharp
// Project: StepVisualizer
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
@@ -96,28 +96,34 @@ namespace StgSharp.Graphics
}
}
public Matrix44 CameraMatrix()
{
return Projection * View;
}
public void DisplayGLtypeDefinition()
{
Console.WriteLine( "uniform matrix4x4 cameraName;" );
}
/// <summary>
/// Get all uniform related to this <see cref="Camera" />.
/// Get all uniform related to this <see cref="Camera" />.
/// </summary>
/// <param _name="source"> Shader program requires this camera. </param>
/// <param _name="uniformName">
/// ContextName of all related uniforms. If you fallow form from <see
/// cref="IglConvertable.DisplayGLtypeDefinition" />
/// <param _label="source">
/// Shader program requires this camera.
/// </param>
/// <exception cref="ArgumentException"></exception>
public unsafe void GainAllUniforms(
ShaderProgram source,
params string[] uniformName )
/// <param _label="uniformName">
/// ContextName of all related uniforms. If you fallow form from <see
/// cref="IglConvertable.DisplayGLtypeDefinition" />
/// </param>
/// <exception cref="ArgumentException">
///
/// </exception>
public unsafe void GainAllUniforms( ShaderProgram source, params string[] uniformName )
{
if( uniformName is null || uniformName.Length != 1 ) {
throw new ArgumentException(
"Camera needs exactly one uniform.",
nameof( uniformName ) );
"Camera needs exactly one uniform.", nameof( uniformName ) );
}
convertedUniform = source.GetUniform<Matrix44>( uniformName[ 0 ] );
}
@@ -143,19 +149,19 @@ namespace StgSharp.Graphics
public unsafe void SetAllUniforms()
{
//Console.WriteLine(Projection * ViewBase);
OpenGL.OpenGLFunction.CurrentGL
.SetUniformValue( convertedUniform, Projection * View );
OpenGL.OpenGLFunction.CurrentGL.SetUniformValue( convertedUniform, Projection * View );
}
public void SetViewDirection( Vec3 position, Vec3 target, Vec3 up )
{
Vec3 direction = position - target;
if( ( position.reg == cameraAtt.colum3.reg ) && ( this.up == up ) && ( cameraAtt.colum2.reg ==
direction.reg ) ) {
//no difference with precious value
if( ( position.reg == cameraAtt.colum3.reg ) &&
( this.up == up ) &&
( cameraAtt.colum2.reg == direction.reg ) ) {
return;
}
if( direction.GetLength() == 0 ) {
if( direction.GetLength() == 0 )
{
//deadlock
throw new ArgumentException();
}
@@ -171,10 +177,10 @@ namespace StgSharp.Graphics
Vec3 right = Linear.Orthogonalize( Linear.Cross( up, direction ) );
cameraAtt.colum0.reg = right. reg;
cameraAtt.colum0.reg = right.reg;
cameraAtt.colum1.reg = up.reg;
cameraAtt.colum2.reg = direction.reg;
cameraAtt.colum3.reg = position. reg;
cameraAtt.colum3.reg = position.reg;
InternalPitch();
InternalRow();
@@ -182,10 +188,10 @@ namespace StgSharp.Graphics
}
public void SetViewRange(
Radius fovRadius,
Vec2 size,
Vec2 offset,
(float front, float back) dephRange )
Radius fovRadius,
Vec2 size,
Vec2 offset,
(float front, float back) dephRange )
{
float
distance = _target.GetLength(),
@@ -193,8 +199,7 @@ namespace StgSharp.Graphics
far = distance + dephRange.back,
offsetX = offset.X,
offsetY = offset.Y,
width = Scaler.Abs(
GeometryScaler.Tan( fovRadius / 2 ) * near * 2 ),
width = Scaler.Abs( GeometryScaler.Tan( fovRadius / 2 ) * near * 2 ),
height = ( width * size.Y ) / size.X;
_projection.colum0.X = ( 2 * near ) / width;
@@ -257,8 +262,7 @@ namespace StgSharp.Graphics
{
_isLookAtAvailable = false;
Matrix32 partialCoord = new Matrix32(
cameraAtt.colum1.vec, cameraAtt.colum2.vec );
Matrix32 partialCoord = new Matrix32( cameraAtt.colum1.vec, cameraAtt.colum2.vec );
float angle = _pitch._radius;
Matrix22 rotation = new Matrix22(
@@ -275,8 +279,7 @@ namespace StgSharp.Graphics
{
_isLookAtAvailable = false;
Matrix32 partialCoord = new Matrix32(
cameraAtt.colum0.vec, cameraAtt.colum1.vec );
Matrix32 partialCoord = new Matrix32( cameraAtt.colum0.vec, cameraAtt.colum1.vec );
float angle = _row._radius;
Matrix22 rotation = new Matrix22(
@@ -293,8 +296,7 @@ namespace StgSharp.Graphics
{
_isLookAtAvailable = false;
Matrix32 partialCoord = new Matrix32(
cameraAtt.colum0.vec, cameraAtt.colum2.vec );
Matrix32 partialCoord = new Matrix32( cameraAtt.colum0.vec, cameraAtt.colum2.vec );
float angle = _yaw._radius;
Matrix22 rotation = new Matrix22(
Scaler.Cos( angle ), -Scaler.Sin( angle ), Scaler.Sin( angle ),