daily update on 20240427 by nitload youmu

This commit is contained in:
YoumuLiu
2024-04-27 05:09:38 +08:00
parent dd6e8247bf
commit f83a130074
52 changed files with 1470 additions and 271 deletions
+103 -26
View File
@@ -34,6 +34,8 @@ using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
@@ -41,18 +43,27 @@ namespace StgSharp.Graphics
{
public abstract class RenderStream
{
protected (int x, int y, int z) _coordStretch;
private int refDepth;
protected Camera NativeCamera;
private IntPtr canvasHandle;
private IntPtr contextHandle;
private IntPtr monitor;
private IntPtr sharedCanvas;
private int height;
private IntPtr monitor;
private IntPtr sharedCanvas;
private int width;
protected (int x, int y, int z) _coordStretch;
protected string name;
private Camera nativeCamera;
protected RenderStream(RenderStreamConstructArgs args)
{
height = args.Height;
monitor = args.Monitor;
width = args.Width;
name = args.Name;
monitor = args.Monitor;
_coordStretch = args.UnitCubeSize;
}
public IntPtr CanvasHandle
{
@@ -66,26 +77,30 @@ namespace StgSharp.Graphics
internal set => contextHandle = value;
}
public int Depth
internal protected Camera NativeCamera
{
get => refDepth;
internal set => refDepth = value;
get => nativeCamera;
internal set => nativeCamera = value;
}
public FrameBufferSizeHandler FrameSizeCallback
{
set
{
IntPtr handlerPtr = Marshal.GetFunctionPointerForDelegate(value);
InternalIO.glfwSetFramebufferSizeCallback(CanvasHandle, handlerPtr);
}
}
public vec2d GlobalCoordSize => ((Width * 1.0f) / _coordStretch.x, (Height * 1.0f) / _coordStretch.y);
public int Height
{
get => height;
internal set => height = value;
}
public vec3d GlobalCoordSize
{
get
internal set
{
return (
Width * 1.0f / _coordStrech.x,
Height * 1.0f / _coordStrech.y,
refDepth * 1.0f / _coordStrech.z);
height = value;
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
}
}
@@ -107,24 +122,86 @@ namespace StgSharp.Graphics
internal set => sharedCanvas = value;
}
public vec2d Size
{
get => new vec2d(width, height);
internal set
{
height = (int)value.Y;
width = (int)value.X;
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
}
}
public int Width
{
get => width;
internal set => width = value;
internal set
{
width = value;
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
}
}
internal abstract void CreateCanvas(
(int width,int height,int depth) size, (int x_stretch,int y_stretch, int z_stretch) coordStrech, string name
);
/// <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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public abstract void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight);
internal abstract void CreateCanvas();
#region native camera operation
protected abstract void NativeCameraViewRange(Radius FieldOfRange,vec2d offset, (float frontDepth, float backDepth ) viewDepth );
protected abstract void NativeCameraViewTarget(vec3d position, vec3d direction, vec3d up);
/// <summary>
/// Get <see cref="Uniform{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">Name of projection camera named in shader</param>
/// <returns>
/// <see cref="Uniform{T}"/>(T is <see cref="Matrix44"/>) representing
/// projection matrix in shader program.
/// </returns>
protected abstract Uniform<Matrix44> NativeCameraUniform(ShaderProgram source, string name);
#endregion
#region internal operation
internal abstract void InternalDraw();
internal abstract void InternalInit();
internal abstract void InternalTerminate();
#endregion
#region public operation
protected abstract void Deinit();
protected abstract void Init();
protected abstract void Main();
protected abstract void Deinit();
protected abstract void ProcessInput();
#endregion
internal abstract void InternalInit();
internal abstract void InternalDraw();
internal abstract void InternalTerminate();
#region public resource generator
protected abstract Shader CreateShaderSegment(ShaderType type, int count);
protected abstract ShaderProgram CreateShaderProgram();
#endregion
}
public class RenderStreamConstructArgs
{
public int Height { get; set; }
public IntPtr Monitor { get; set; }
public string Name { get; set; }
public int Width { get; set; }
public (int x, int y, int z) UnitCubeSize { get; set; }
}
}