daily update on 20240407 by nitload youmu

This commit is contained in:
YoumuLiu
2024-04-07 15:08:52 +08:00
parent 127fcdbfd3
commit e1e416bb41
141 changed files with 2578 additions and 2576 deletions
@@ -0,0 +1,33 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.ShaderEdit
{
public interface IglConvertable
{
/// <summary>
///
/// </summary>
public void SetAllUniforms();
/// <summary>
///
/// </summary>
public void GainAllUniforms(ShaderProgram source, params string[] uniformName);
/// <summary>
///
/// </summary>
public void DisplayGLtypeDefinition();
/// <summary>
///
/// </summary>
/// <returns></returns>
public ShaderStruct GetConvertedGLtype();
}
}
@@ -40,7 +40,6 @@ namespace StgSharp.Graphics
{
public partial class Form
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Shader CreateShader(ShaderType type, int count)
{
@@ -55,17 +54,16 @@ namespace StgSharp.Graphics
{
return new ShaderProgram(this);
}
}
public class Shader
{
private readonly IntPtr context;
internal readonly GLhandle handle;
internal readonly glHandleSet handle;
public readonly ShaderType type;
internal unsafe Shader(uint[] handle, ShaderType usage)
internal unsafe Shader(glHandleSet handle, ShaderType usage)
{
this.handle = handle;
context = (IntPtr)GL.api;
@@ -108,7 +106,7 @@ namespace StgSharp.Graphics
internal readonly glHandle handle;
/// <summary>
/// Inti a shader with no program attached.
/// Init a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram(Form binding)
{
@@ -201,5 +199,10 @@ namespace StgSharp.Graphics
GL.UseProgram(handle);
}
~ShaderProgram()
{
//handle.Dispose();
}
}
}
@@ -144,7 +144,7 @@ namespace StgSharp.Graphics.ShaderEdit
}
switch (typeof(T).Name)
{
case "Vec4d":
case "vec4d":
return InternalShaderType.Vector4;
case "Matrix2x2":
return InternalShaderType.Matrix2x2;
@@ -0,0 +1,64 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.ShaderEdit
{
public class ShaderStructMember
{
internal InternalShaderType type;
internal object value;
}
public class ShaderStruct
{
internal Dictionary<glSHandle, ShaderStructMember> uniformPair;
public ShaderStruct(params (glSHandle, ShaderStructMember)[] UniformPais)
{
uniformPair = new Dictionary<glSHandle, ShaderStructMember>();
if (UniformPais.Length == 0)
{
return;
}
foreach (var item in UniformPais)
{
uniformPair.Add(item.Item1,item.Item2);
}
}
internal ShaderStruct() { }
public unsafe void SetAllUniforms()
{
GLcontext* gl = GL.api;
foreach (var uniform in uniformPair)
{
int id = uniform.Key.Value;
ShaderStructMember s = uniform.Value;
switch (s.type)
{
case InternalShaderType.Struct: throw new ArgumentException(
"Incorrect type \"Struct\" defined in this self define type");
case InternalShaderType.Void:throw new ArgumentException(
"Incorrect type \"Void\" defined in this self define type");
case InternalShaderType.Float:
gl->glUniform1f(id, (float)s.value);
break;
case InternalShaderType.Int:
gl->glUniform1f(id, (int)s.value);
break;
default:
throw new NotImplementedException();
throw new ArgumentException(
"Incorrect type \"Unknown\" defined in this self define type");
}
}
}
}
}
@@ -28,6 +28,7 @@
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphic;
using StgSharp.Math;
using System;
@@ -39,12 +40,22 @@ using System.Text;
namespace StgSharp.Graphics
{
public class Uniform<T> where T : struct
public class Uniform
{
private IntPtr binding;
protected IntPtr binding;
internal glSHandle id;
public glSHandle Handle
{
get => id;
}
}
public sealed class Uniform<T> : Uniform
where T : struct
{
internal unsafe Uniform(glSHandle id)
{
this.id = id;
@@ -56,6 +67,7 @@ namespace StgSharp.Graphics
this.binding = binding.graphicContextID;
id = GL.GetUniformLocation(program.handle, name);
}
internal unsafe Uniform(
ShaderProgram program, string name, IntPtr binding)
{
@@ -63,16 +75,23 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal Uniform()
{
}
internal static Uniform<T> FromHandle(glSHandle handle)
{
return new Uniform<T>() { id = handle };
}
}
public class Uniform<T, U>
public sealed class Uniform<T, U>: Uniform
where T : struct
where U : struct
{
private IntPtr binding;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
this.id = id;
@@ -92,17 +111,24 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal Uniform()
{
}
internal static Uniform<T,U> FromHandle(glSHandle handle)
{
return new Uniform<T, U>() { id = handle };
}
}
public class Uniform<T, U, V>
public sealed class Uniform<T, U, V>:Uniform
where T : struct
where U : struct
where V : struct
{
private IntPtr binding;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
this.id = id;
@@ -121,17 +147,25 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal Uniform()
{
}
internal static Uniform<T,U,V> FromHandle(glSHandle handle)
{
return new Uniform<T, U, V>() { id = handle };
}
}
public class Uniform<T, U, V, W>
public sealed class Uniform<T, U, V, W>:Uniform
where T : struct
where U : struct
where V : struct
where W : struct
{
private IntPtr binding;
internal glSHandle id;
internal unsafe Uniform(glSHandle id)
{
@@ -151,51 +185,69 @@ namespace StgSharp.Graphics
id = GL.GetUniformLocation(program.handle, name);
}
internal Uniform()
{
}
internal static Uniform<T, U, V, W> FromHandle(glSHandle handle)
{
return new Uniform<T, U, V, W>() { id = handle };
}
}
internal static partial class GL
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe static void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
public unsafe static void SetValue(Uniform<Matrix44> uniform, Matrix44 mat)
{
api->glUniform1fv(uniform.id.DirectValue , 4, &vec);
Matrix44 temp = mat;
api->glUniformMatrix4fv(uniform.Handle.Value, 16, false, (float*)&mat);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe static void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
public unsafe static void SetValue(Uniform<float, float, float, float> uniform, vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue , 4, &vec);
vec4d temp = vec;
api->glUniform1fv(uniform.id.Value , 4, &temp);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe static void SetValue(Uniform<vec4d> uniform, vec4d vec)
{
vec4d temp = vec;
api->glUniform1fv(uniform.id.Value , 4, &temp);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetValue(Uniform<float> uniform, float v0)
{
api->glUniform1f(uniform.id.DirectValue , v0);
api->glUniform1f(uniform.id.Value , v0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetValue(Uniform<int> uniform, int i0)
{
api->glUniform1i(uniform.id.DirectValue , i0);
api->glUniform1i(uniform.id.Value , i0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetValue(Uniform<float, float> uniform, float v0, float v1)
{
api->glUniform2f(uniform.id.DirectValue , v0, v1);
api->glUniform2f(uniform.id.Value , v0, v1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
api->glUniform3f(uniform.id.DirectValue , v0, v1, v2);
api->glUniform3f(uniform.id.Value , v0, v1, v2);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
api->glUniform4f(uniform.id.DirectValue , v0, v1, v2, v3);
api->glUniform4f(uniform.id.Value , v0, v1, v2, v3);
}
}