Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="glRenderStream.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Math;
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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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ContextHandle = Marshal.AllocHGlobal(
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Marshal.SizeOf( typeof( OpenglContext ) ) );
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OpenglContext* contextID = ( OpenglContext* )ContextHandle;
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contextID->glGetString = ( delegate*<uint, IntPtr> )IntPtr.Zero;
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}
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if( GL == null ) {
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_context = OpenGLFunction.BuildGlFunctionPackage(
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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 StgSharp 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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InternalIO.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,
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out Thread t ) || t != Thread.CurrentThread ) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}" );
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}
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SwapBuffers();
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renderToThread[ this ] = ThreadHelper.EmptyThread;
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InternalIO.glfwMakeContextCurrent( IntPtr.Zero );
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OpenGLFunction.CurrentGL = null;
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}
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/// <inheritdoc />
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public override void RenderStart()
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{
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Thread current = Thread.CurrentThread;
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if( !renderToThread.TryGetValue( this,
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out Thread t ) || t == ThreadHelper.EmptyThread ) {
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renderToThread[ this ] = current;
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MakeAsCurrentContext();
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return;
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}
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if( t != current ) {
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throw new InvalidOperationException(
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$"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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InternalIO.glfwSetWindowSizeLimits(
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this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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internal override sealed 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 override sealed void Terminate()
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{
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CustomizeDeinit();
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}
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protected override sealed Uniform<Matrix44> NativeCameraUniform(
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ShaderProgram source,
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string name )
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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 override sealed 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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NativeCamera.SetViewRange(
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fieldOfRange, this.Size, offset, viewDepth );
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}
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protected override sealed 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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NativeCamera.SetViewDirection( position, direction, up );
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}
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#region Key Control
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protected KeyStatus CheckKey( KeyboardKey key )
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{
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return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
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}
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protected KeyStatus CheckKey( Mouse key )
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{
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return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key );
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}
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protected KeyStatus CheckKey( Joystick key )
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{
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return InternalIO.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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