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
@@ -0,0 +1,930 @@
Info 2025-02-08T09:48:20.0250518+08:00
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Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2025-02-10T20:46:40.8245022+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2025-02-10T20:47:13.4631312+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2025-02-10T20:47:47.8657218+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
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@@ -0,0 +1,13 @@
#version 430 core
in vec3 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
void main()
{
fragColor = texture(tex, texCoord.xy);
//fragColor = vec4(0.099f,0.226f,0.335f,0.0f);
}
@@ -0,0 +1,13 @@
#version 330 core
layout(location = 0)in vec3 coord;
layout(location = 1)in vec3 tCoord;
out vec3 texCoord;
void main()
{
gl_Position = vec4(coord.xyz,1.0f);
texCoord = tCoord;
}
@@ -0,0 +1,17 @@
#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform vec4 color;
uniform sampler2D ourTexture;
uniform sampler2D ourTexture2;
void main()
{
vec4 tex1 = texture(ourTexture, TexCoord);
vec4 tex2 = texture(ourTexture2,TexCoord);
FragColor = mix(tex1 * vec4( color.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
}
@@ -0,0 +1,22 @@
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTextCoord;
out vec2 TexCoord;
uniform mat4x4 camera;
void main()
{
TexCoord = aTextCoord;
vec4 temp = vec4(aPos.xyz,1.0);
gl_Position = /**/ camera * /**/ temp;
}
//struct
@@ -0,0 +1,12 @@
#version 460 core
uniform float time;
out vec3 fragColor;
void main()
{
fragColor = vec3( 0.5f,0.336f,mod( (0.9961f + time),1.0f) );
}
@@ -0,0 +1,36 @@
#version 460 core
layout(location = 0) in vec3 singleCoord;
layout(location = 1) in vec3 locations;
layout(location = 2) in float rotation;
layout(location = 3) in float scale;
uniform mat4x4 Camera;
void main()
{
/**/
mat4x4 scalingMat = mat4x4
(
scale,0,0,0,
0,scale,0,0,
0,0,scale,0,
0,0,0,1
);
/**/
/**/
mat4x4 rotationMat = mat4x4
(
cos(rotation),-sin(rotation),0,0,
sin(rotation),cos(rotation),0,0,
0,0,1,0,
0,0,0,1
);
/**/
gl_Position = Camera * ( rotationMat * scalingMat * vec4( singleCoord.xyz , 1) + vec4( locations.xyz , 0));
}
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@@ -0,0 +1,43 @@
{
"runtimeTarget": {
"name": ".NETCoreApp,Version=v8.0",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETCoreApp,Version=v8.0": {
"StgSharp.Common/1.0.0": {
"dependencies": {
"Microsoft.CSharp": "4.7.0",
"System.Runtime.CompilerServices.Unsafe": "6.1.0"
},
"runtime": {
"StgSharp.Common.dll": {}
}
},
"Microsoft.CSharp/4.7.0": {},
"System.Runtime.CompilerServices.Unsafe/6.1.0": {}
}
},
"libraries": {
"StgSharp.Common/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
},
"Microsoft.CSharp/4.7.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-pTj+D3uJWyN3My70i2Hqo+OXixq3Os2D1nJ2x92FFo6sk8fYS1m1WLNTs0Dc1uPaViH0YvEEwvzddQ7y4rhXmA==",
"path": "microsoft.csharp/4.7.0",
"hashPath": "microsoft.csharp.4.7.0.nupkg.sha512"
},
"System.Runtime.CompilerServices.Unsafe/6.1.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-5o/HZxx6RVqYlhKSq8/zronDkALJZUT2Vz0hx43f0gwe8mwlM0y2nYlqdBwLMzr262Bwvpikeb/yEwkAa5PADg==",
"path": "system.runtime.compilerservices.unsafe/6.1.0",
"hashPath": "system.runtime.compilerservices.unsafe.6.1.0.nupkg.sha512"
}
}
}
@@ -0,0 +1,648 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>StgSharp.Common</name>
</assembly>
<members>
<member name="M:StgSharp.Commom.Collections.IBidirectionalDictionary`2.Contains(`1)">
<summary>
Determines whether the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains
the specified key.
</summary>
<param _name="key"> The value to locate in the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />. </param>
<returns>
true if the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains an element
with the specified key; otherwise, false.
</returns>
</member>
<member name="M:StgSharp.Commom.Collections.IBidirectionalDictionary`2.Contains(`0)">
<summary>
Determines whether the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains
the specified key.
</summary>
<param _name="key"> The value to locate in the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" />. </param>
<returns>
true if the <see cref="T:StgSharp.Commom.Collections.IBidirectionalDictionary`2" /> contains an element
with the specified key; otherwise, false.
</returns>
</member>
<member name="T:StgSharp.Collections.ListSegment`1">
<summary>
Part of a collection. This contains a direct reference to origin collection,
so all change to origin collection will be reflected in this object.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:StgSharp.StgSharp.InitGL(System.Int32,System.Int32)">
<summary>
CustomizeInit an instance of OpenGL program, This method should be called before any
other StgSharp api.
</summary>
</member>
<member name="F:StgSharp.StgSharp.version">
<summary>
Version of current StgSharp platform. Main version represent in hundred's digit, and sub
version represent in ten's digit.
</summary>
</member>
<member name="M:StgSharp.StgSharp.WriteLog(System.String,StgSharp.LogType)">
<summary>
Write a log message to log file, and mark the _level of this message.
</summary>
<param _name="message"> A string contains information of how current evironment runs. </param>
<param _name="logType"> The severity of current message. </param>
</member>
<member name="T:StgSharp.Internal.Serializer">
<summary>
A class contains a sets of methods to serialize several types
</summary>
</member>
<member name="T:StgSharp.Internal.Area">
<summary>
An independent storage area, used as the only folder type in root folder. Contains several
<see cref="T:StgSharp.Internal.SSD" /> files reference as virtual disc. Data is actually stored in <see
cref="T:StgSharp.Internal.SSD" />s in certain RAID mode.
</summary>
</member>
<member name="T:StgSharp.Internal.GLclampf">
<summary>
OpenGL numeric type. An IEEE-754 floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Internal.GLclampd">
<summary>
OpenGL numeric type. An IEEE-754 double precision floating-point value, clamped to the range
[0,1].
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for checking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by
X, Y
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
<summary>
The origin of this coordinate.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_H">
<summary>
The horizontial axis of the coordinate. Point to the right direction.
</summary>
</member>
<member name="P:StgSharp.Geometries.PartialPlainCoordinate.axis_V">
<summary>
The vertical axis of the coordinate. Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.PlainGeometry">
<summary>
Plain geometry only contains straight sides.
</summary>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
Calculate movement to center
</summary>
<param _name="tick"> CurrentBlueprint time tick </param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
<summary>
A square
</summary>
</member>
<member name="T:StgSharp.Math.Vec2">
<summary>
A two dimension vector defined by two elements. Vec2Ds in StgSharp are default used as colum
vector.
</summary>
</member>
<member name="M:StgSharp.Math.Linear.Orthogonalize(StgSharp.Math.Vec3@,StgSharp.Math.Vec3@)">
<summary>
Orthogonalize two <see cref="T:StgSharp.Math.Vec3" />s, let their length be 1 and perpendicular to each
other.
</summary>
<param _name="source"></param>
<param _name="target"></param>
</member>
<member name="M:StgSharp.Math.Scaler.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
</summary>
<param _name="x"> The sine value of the angle </param>
<returns></returns>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:StgSharp.Math.Scaler.Exp(System.Single)">
<summary>
Get the value of E ^ x;
</summary>
<param _name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.Log(System.Single)">
<summary>
</summary>
<param _name="x"></param>
<returns>
Returns the value of ln(x).
</returns>
</member>
<member name="M:StgSharp.Math.Scaler.Pow(System.Single,System.Single)">
<summary>
calculate the value of x^y
</summary>
<param _name="x"></param>
<param _name="y"></param>
<returns> Returns the value of x^y </returns>
</member>
<member name="M:StgSharp.Math.Scaler.LowProceisionRandom">
<summary>
returns a random float number between 0 and 1.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.Random``1">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.RandomSeed">
<summary>
Generates a random seed in int value.
</summary>
<returns></returns>
</member>
<member name="T:StgSharp.Graphics.BufferObjectBase">
<summary>
Interface of all kinds OpenGL Buffer objects
</summary>
</member>
<member name="P:StgSharp.Graphics.BufferObjectBase.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param _name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.Bind(System.Int32)">
<summary>
Bind a Buffer instance to OpenGL
</summary>
<param _name="index"> Index of handle of the object in this instance to be bind </param>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.ToString">
<inheritdoc />
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by searching its _name.
</summary>
<param _name="name"> the _name of the Opengl function </param>
<returns> An Intptr value representing the pointer to the function </returns>
</member>
<member name="P:StgSharp.Graphics.Image.PixelUpdateCount">
<summary>
Hash code of time pixels updated last time.
</summary>
</member>
<member name="T:StgSharp.Graphics.OpenGL.AutoTextureGL">
<summary>
A collection of a sets of OpenGL textures. The collection can automatically select one of
the texture with minimum costs to upgrade pixels to Buffer. Usually <see
cref="T:StgSharp.Graphics.OpenGL.AutoTextureGL" /> is used for <see cref="T:StgSharp.Graphics.IImageProvider" /> loading, but not for
target of <see cref="M:StgSharp.Graphics.OpenGL.OpenGLFunction.FrameBufferTexture2d(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.UInt32,StgSharp.Graphics.OpenGL.Texture2DTarget,StgSharp.Graphics.OpenGL.GlHandle,System.Int32)" />.
</summary>
</member>
<member name="T:StgSharp.Graphics.OpenGL.ElementBuffer">
<summary>
A collection of handle to Element Buffer Object in OpenglFunc. Each <see langword="uint" />
value indexed from instance of this class this is the only handle to one Element Buffer
Object.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(System.Int32)">
<summary>
Bind the frame Buffer object with _name frame Buffer to the frame Buffer target specified
by target. <see langword="FrameBufferTarget.All" /> will be set as default target.
</summary>
<param _name="index"> Index of object to be binded in handle set </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.FrameBuffer.Bind(StgSharp.Graphics.OpenGL.FrameBufferTarget,System.Int32)">
<summary>
Bind the frame Buffer object with _name frame Buffer to the frame Buffer target specified
by target. Target of this frame Buffer should be set manually.
</summary>
<param _name="target"> The frame Buffer target of the binding operation. </param>
<param _name="index"> Index of object to be binded in handle set </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.TextureGL.LoadTexture(System.Int32,StgSharp.Graphics.Image)">
<summary>
Load an <see cref="T:StgSharp.Graphics.Image" /> to certain texture.
</summary>
<param _name="index"> </param>
<param _name="i"> </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteMatrixData``1(System.Int32,``0,StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="T"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="bufferData"> Data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="T"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="bufferArray"> Data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteScalerData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="T"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="scalerSpan"> A <see cref="T:System.Span`1" /> of _data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="T"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="vectorSpan"> A <see cref="T:System.Span`1" /> of _data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.VertexBuffer.WriteVectorData``1(System.Int32,``0[],StgSharp.Graphics.OpenGL.BufferUsage)">
<summary>
Set _data to current vertex Buffer object
</summary>
<typeparam _name="T"> Type of bufferData </typeparam>
<param _name="index"> Index to find certain VBO in this instance </param>
<param _name="vectorArray"> A array of _data to write in </param>
<param _name="usage"> How OpenGL use these _data, defined by <see cref="T:StgSharp.Graphics.OpenGL.BufferUsage" /></param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api _name
</summary>
<param _name="name"> ContextName of the OpenGL api </param>
<returns> The funtion pointer of the api in stream of <see cref="T:System.IntPtr" /></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glManager.LoadOpenGLApiTo(System.IntPtr)">
<summary>
Load all supported OpenGL APIs and bind them to given <see cref="T:StgSharp.MVVM.ViewPort" />.
</summary>
<param _name="contextHandle"> The handle to current OpenGL viewPortDisplay </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.BindFrameBuffer(StgSharp.Graphics.OpenGL.FrameBufferTarget,StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Bind a frame Buffer to a frame Buffer target Same function as <see
href="https://docs._gl/gl3/glBindFramebuffer">glBindFramebuffer</see>.
</summary>
<param _name="target"> The frame Buffer target of the binding operation. </param>
<param _name="handle"> The handle of the frame Buffer object to bind. </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.OpenGLFunction.DeleteRenderBuffer(StgSharp.Graphics.OpenGL.GlHandle)">
<summary>
Delete a render Buffer object Very simlilar function as <see
href="https://docs.gl/gl3/glDeleteRenderbuffers">glDeleteRenderbuffers</see>. The only
deifference is that this mehtod can only delete one renderbuffer at the same time.
</summary>
<param _name="bufferHandle"> Handle to Buffer to delete. </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateElementBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.ElementBuffer" />.
</summary>
<param _name="count"> Amount of EBO to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateTexture(System.Int32)">
<summary>
Create a sets of <see cref="T:StgSharp.Graphics.OpenGL.TextureGL" />
</summary>
<param _name="count"> Amount of textures to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateVertexArray(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexArray" />.
</summary>
<param _name="count"> Amount of VAO to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateVertexBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.OpenGL.VertexBuffer" />.
</summary>
<param _name="count"> Amount of Object to be created. </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.InitializeContext">
<summary>
Initialize an opengl context and load all opengl functions.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.MakeAsCurrentContext">
<summary>
Initialize an OpenGl viewPortDisplay if current form has not been binded to any
viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
viewPortDisplay.
</summary>
<exception cref="T:System.Exception">
Something goes wrong and StgSharp fails in creating a new OpenGL viewPortDisplay.
</exception>
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.RenderEnd">
<inheritdoc />
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.RenderStart">
<inheritdoc />
</member>
<member name="M:StgSharp.Graphics.OpenGL.glRender.CreateShaderProgram">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader" /> program
</summary>
<returns> New instance of <see cref="T:StgSharp.Graphics.OpenGL.Shader" /> instance. </returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.Shader.AttachTo(System.Int32,StgSharp.Graphics.OpenGL.ShaderProgram)">
<summary>
Attach one shader code to a shader program.
</summary>
<param _name="target"> Shader program to attach </param>
<param _name="index"> Index of shader code in current shader code set. </param>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.#ctor(StgSharp.Graphics.OpenGL.glRender)">
<summary>
CustomizeInit a program with no shader attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``2(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``3(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.GetUniform``4(System.String)">
<summary>
Get a uniform form current shader, the value type of the uniform should be provided.
</summary>
<param _name="name"> ContextName of the Uniform in shader code </param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Link">
<summary>
Link the shader to current viewPortDisplay.
</summary>
</member>
<member name="M:StgSharp.Graphics.OpenGL.ShaderProgram.Use">
<summary>
Let the current viewPortDisplay use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GetConvertedGLtype">
<summary>
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.SetAllUniforms">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.RenderStream.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param _name="minWidth"> Minimum width of current form </param>
<param _name="minHeight"> Minimum height of current form </param>
<param _name="maxWidth"> Maximum width of current form </param>
<param _name="maxHeight"> Maximum height of current form </param>
</member>
<member name="M:StgSharp.Graphics.RenderStream.NativeCameraUniform(StgSharp.Graphics.OpenGL.ShaderProgram,System.String)">
<summary>
Get <see cref="T:StgSharp.Graphics.OpenGL.Uniform`1" />(TView is <see cref="T:StgSharp.Math.Matrix44" />) uniform from a shader.
This uniform will be used as projection matrix of this camera. Additionally, for multi-
shader rendering, each shader requires a uniform, so do not ignore return value of this
method.
</summary>
<param _name="source"> Shader using this camera </param>
<param _name="name"> ContextName of projection camera named in shader </param>
<returns>
<see cref="T:StgSharp.Graphics.OpenGL.Uniform`1" />(TView is <see cref="T:StgSharp.Math.Matrix44" />) representing projection
matrix in shader program.
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Marking the start of current render operations, and set this renser context as current.
</summary>
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<summary>
Marking the end of current render operations, and release the binding of this renser
context to current, making it available for another thread as current.
</summary>
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<member name="M:StgSharp.Graphics.Camera.GainAllUniforms(StgSharp.Graphics.OpenGL.ShaderProgram,System.String[])">
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Get all uniform related to this <see cref="T:StgSharp.Graphics.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="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition" />
</param>
<exception cref="T:System.ArgumentException"></exception>
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<member name="P:StgSharp.Threading.ThreadHelper.EmptyThread">
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An individual thread doing nothing, and its <see cref="P:System.Threading.Thread.IsAlive" /> <see
langword="property" /> always returns false.
</summary>
</member>
<member name="T:StgSharp.Blueprint.BlueprintSchedueler">
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A sets of complex logic designed for running in multi threads environment. Warning: do not
run a <see cref="T:StgSharp.Blueprint.BlueprintSchedueler" /> instance in multi threads more than once.
</summary>
</member>
<member name="T:StgSharp.Blueprint.BlueprintNode">
<summary>
</summary>
<risk>
Reset pipeline has risk, this operation is a direct operation to port in current node, the
port on the other node cannot get the change.
</risk>
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Only the fallowing occasions of calling are valid:
1. no bp is running or the only bp is quitting.
2. calling from the main thread and the current running bp.
</summary>
</member>
<member name="T:StgSharp.Timing.TimeSpanProvider">
<summary>
A microsecond-accuracy timer. It will refresh every a certain time span.
</summary>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
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Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span. Length
of a single time span is defined in microseconds.
</summary>
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<param _name="provider"></param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Double,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span. Length
of a single time span is defined in seconds.
</summary>
<param _name="spanSeconds"></param>
<param _name="provider"></param>
</member>
<member name="M:StgSharp.Timing.TimeSpanProvider.#ctor(System.Int64,System.Int64,StgSharp.Timing.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.Timing.TimeSpanProvider" /> and define the length of time span. Length
of a single time span is defined in microseconds.
</summary>
<param _name="spanLength"></param>
<param _name="maxSpan"></param>
<param _name="provider"></param>
</member>
<member name="P:StgSharp.Timing.TimeSpanProvider.DefaultProvider">
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Time source provider provided in <see cref="T:StgSharp.StgSharp" /> internal framework.
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<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.UseViewModel(System.String)">
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CustomizeInit this form and render it on screen, and respond with operation
</summary>
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<summary>
Height of this form, represent in <see cref="T:System.Int32" />
</summary>
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Width of this form, represent in <see cref="T:System.Int32" />
</summary>
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<summary>
Width of this form, represent in <see cref="T:System.Int32" />
</summary>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(StgSharp.Math.Vec2,StgSharp.Math.Vec2)">
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Set the size limit of current form
</summary>
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Minimum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2" /> of (width,height)
</param>
<param _name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2" /> of (width,height)
</param>
</member>
<member name="M:StgSharp.MVVM.ViewModel.ViewModelBase.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param _name="minWidth"> Minimum width of current form </param>
<param _name="minHeight"> Minimum height of current form </param>
<param _name="maxWidth"> Maximum width of current form </param>
<param _name="maxHeight"> Maximum height of current form </param>
</member>
<member name="T:StgSharp.MVVM.View.ViewBase">
<summary>
ViewBase is the base type for all view types, providing context binding and control element
binding. A complete view should contain one complete <see cref="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1" />, <see
cref="T:StgSharp.MVVM.View.ViewBase.ViewRender`1" />, and <see cref="!:ViewResponder" />, which provide layout
descriptions of control elements, user responses, and rendering implementations in the view.
Data between instances of <see cref="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1" />, <see cref="T:StgSharp.MVVM.View.ViewBase.ViewRender`1" />,
and <see cref="T:StgSharp.MVVM.View.ViewBase.ViewResponder`1" /> is shared through <see cref="T:StgSharp.MVVM.View.ViewBase" />.
</summary>
</member>
<member name="M:StgSharp.MVVM.View.ViewBase.GetKeyStatus(StgSharp.KeyboardKey)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
<param _name="key"></param>
<returns><see cref="T:StgSharp.KeyStatus" /> representing if a key is pressed or released. </returns>
</member>
<member name="T:StgSharp.MVVM.View.ViewBase.ViewDesigner`1">
<summary>
ViewDesigner provides descriptions of various controls in the view, binds the controls
to specific user actions and behaviors, and describes the layout and interactions of
each control.
</summary>
</member>
</members>
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@@ -0,0 +1,348 @@
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