MVVM frame work done, under unit test

This commit is contained in:
Nitload
2024-07-25 04:41:24 +08:00
parent 924fe6eef7
commit da75200347
101 changed files with 8435 additions and 847 deletions
@@ -31,7 +31,7 @@
using StgSharp;
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Graphics.GL;
using StgSharp.Graphics.OpenGL;
using StgSharp.Logic;
using StgSharp.Math;
@@ -43,7 +43,7 @@ using System.Threading.Tasks;
namespace StgSharp
{
public class MainRenderStream : glRenderStream
{
@@ -65,7 +65,7 @@ namespace StgSharp
protected override string[] OutputPortsName => ["output_1"];
protected override void Deinit()
protected override void CustomizeDeinit()
{
/**/
vao.Dispose();
@@ -74,7 +74,7 @@ namespace StgSharp
/**/
}
protected override sealed void Init()
protected override sealed void CustomizeInit()
{
//SetSizeLimit(800, 800, 800, 800);
@@ -130,10 +130,10 @@ namespace StgSharp
ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
vbo.WriteScalerData(1, texCoord, BufferUsage.StaticDraw);
VertexArray.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
vao.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
/**/
vbo.Unbind();
@@ -153,9 +153,9 @@ namespace StgSharp
/**/
color = shader.GetUniform<float, float, float, float>("color");
ourTexture = shader.GetUniform<int>("ourTexture");
glFunc.SetUniformValue(ourTexture, 0);
GL.SetUniformValue(ourTexture, 0);
ourTexture2 = shader.GetUniform<int>("ourTexture2");
glFunc.SetUniformValue(ourTexture2, 1);
GL.SetUniformValue(ourTexture2, 1);
/**/
NativeCameraViewTarget(
@@ -167,9 +167,9 @@ namespace StgSharp
NativeCameraUniform(shader, "camera");
TextureGL.Activate(TextureUnit.Unit0);
texture.ActivateAs(TextureUnit.Unit0);
texture.Bind2D(0);
TextureGL.Activate(TextureUnit.Unit1);
texture.ActivateAs(TextureUnit.Unit1);
texture.Bind2D(1);
}
@@ -179,9 +179,9 @@ namespace StgSharp
in Dictionary<string, BlueprintPipeline> output
)
{
glFunc.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
//Console.WriteLine(1);
glFunc.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH /**/ );
GL.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH /**/ );
/**/
vao.Bind(0);
@@ -194,7 +194,7 @@ namespace StgSharp
float time = /* CurrentFrameCount, / /**/ 0.003f;
glFunc.SetUniformValue(color,
GL.SetUniformValue(color,
0.5f + MathF.Cos(time),
0.5f + MathF.Sin((time * 0.66667f) + ((2 * Scaler.Pi) / 3)),
0.5f + MathF.Sin((time * 0.33333f) + (Scaler.Pi / 3)),
@@ -206,7 +206,7 @@ namespace StgSharp
//Console.WriteLine(NativeCamera.Projection);
glFunc.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
VertexArray.BindNull();
/**/
@@ -255,4 +255,5 @@ namespace StgSharp
}
/**/
}
}