Daily update 2 on 20240228 by nitload youmu

This commit is contained in:
Nitload
2025-03-01 04:58:46 +08:00
parent 90d5f76511
commit f22862dfc4
983 changed files with 180004 additions and 0 deletions
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="ShaderGenerator.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights 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:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics.ShaderEdit
{
public class ShaderGenerator
{
private Dictionary<int, ShaderParameter> uniformDefine;
private List<string> codeList;
private List<ShaderFunction> usedShaderFunctions;
public Uniform<T> DefineUniform<T>( string name, int index )
where T: struct
{
ShaderParameter p = new ShaderParameter(
name, ShaderParameter.TypeMarshal<T>() );
uniformDefine.Add( index, p );
//return new Uniform<TView>();
throw new NotImplementedException();
}
}
public class ShaderFunction
{
private List<string> codeList;
private List<ShaderParameter> inputList;
private ShaderParameter outPut;
private string name;
public int ParameterCount => inputList.Count;
public void EmitCall(
ShaderFunction function,
ShaderParameter outPut,
params ShaderParameter[] inputParams )
{
if( inputParams.Length != function.ParameterCount ) {
// Param list length not equal
throw new ArgumentException(
"Provided parameters does not match function's parameter list." );
}
if( !ShaderParameter.IsSameType( outPut, function.outPut ) ) {
// Type of returning value not equal
throw new ArgumentException(
"Provided parameters does not match function's parameter list." );
}
for( int i = 0; i < inputParams.Length; i++ ) {
if( !ShaderParameter.IsSameType(
function.inputList[ i ], inputParams[ i ] ) ) {
// Input type not match
throw new InvalidCastException(
"Provided parameters does not match function's parameter list." );
}
}
string codeLine = string.Empty; // adding a line like " outvalue = Func(input1, input2,...); "
if( outPut != ShaderParameter.Void ) {
codeLine += $"{outPut.name} = ";
}
codeLine += $"{function.name}(";
foreach( ShaderParameter inputParam in inputParams ) {
codeLine += inputParam.name;
}
codeLine += ");\n";
codeList.Add( codeLine );
}
}
public class ShaderParameter
{
public static readonly ShaderParameter Void = new ShaderParameter(
string.Empty, InternalShaderType.Void );
internal readonly bool isReadOnly;
internal readonly InternalShaderType type;
internal readonly string name;
public ShaderParameter( string name, InternalShaderType type )
{
this.name = name;
this.type = type;
isReadOnly = false;
}
public static bool IsSameType(
ShaderParameter param1,
ShaderParameter param2 )
{
if( param1.type != InternalShaderType.Struct ) {
return param1.type == param2.type;
} else {
throw new Exception( "Struct is currently not supported." );
}
}
public static InternalShaderType TypeMarshal<T>() where T: struct
{
switch( Type.GetTypeCode( typeof( T ) ) ) {
case TypeCode.Single:
return InternalShaderType.Float;
case TypeCode.Double:
return InternalShaderType.Double;
case TypeCode.Int32:
return InternalShaderType.Int;
case TypeCode.UInt32:
return InternalShaderType.UInt;
default:
break;
}
switch( typeof( T ).Name ) {
case "vec4d":
return InternalShaderType.Vector4;
case "Matrix2x2":
return InternalShaderType.Matrix2x2;
case "Matrix2x3":
return InternalShaderType.Matrix2x3;
case "Matrix2x4":
return InternalShaderType.Matrix2x4;
case "Matrix3x2":
return InternalShaderType.Matrix3x2;
case "Matrix3x3":
return InternalShaderType.Matrix3x3;
case "Matrix3x4":
return InternalShaderType.Matrix3x4;
case "Matrix4x2":
return InternalShaderType.Matrix4x2;
case "Matrix4x3":
return InternalShaderType.Matrix4x3;
case "Matrix4x4":
return InternalShaderType.Matrix4x4;
default:
throw new ArgumentException(
"Not supported shader data type." );
}
}
}
public enum InternalShaderType
{
#pragma warning disable CS1591
Struct,
Void,
Int,
UInt,
Float,
Double,
Vector2,
Vector3,
Vector4,
VectorD2,
VectorD3,
VectorD4,
Matrix2x2,
Matrix2x3,
Matrix2x4,
Matrix3x2,
Matrix3x3,
Matrix3x4,
Matrix4x2,
Matrix4x3,
Matrix4x4,
#pragma warning restore CS1591
}
}
@@ -0,0 +1,97 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="ShaderStruct.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights 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:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics.OpenGL;
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<GlHandle, ShaderStructMember> uniformPair;
internal ShaderStruct() { }
public ShaderStruct(
params (GlHandle, ShaderStructMember)[] uniformPairs )
{
uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
if( uniformPairs.Length == 0 ) {
return;
}
foreach( (GlHandle, ShaderStructMember) item in uniformPairs ) {
uniformPair.Add( item.Item1, item.Item2 );
}
}
public unsafe void SetAllUniforms()
{
OpenglContext* gl = ( OpenglContext* )OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
foreach( KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair ) {
int id = uniform.Key.SignedValue;
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" );
}
}
}//------------------------------------ End of Class ---------------------------------------
}
}