Files
stgsharp/源代码/StgSharp/Graphics/GL/GLonUpdateInternal.cs
T

301 lines
9.6 KiB
C#

using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
internal unsafe partial class GLonUpdate : IglFunc
{
internal IntPtr ActiveTexturePtr = (IntPtr)(delegate*<void>)&InternalActiveTexture;
internal IntPtr AttachShaderPtr = (IntPtr)(delegate*<void>)&InternalAttachShader;
internal IntPtr BindBufferPtr = (IntPtr)(delegate*<void>)&InternalBindBuffer;
internal IntPtr ClearColorPtr = (IntPtr)(delegate*<void>)&InternalClearColor;
internal IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<void>)&InternalClearGraphicError;
internal IntPtr CompileShaderPtr = (IntPtr)(delegate*<void>)&InternalCompileShader;
IntPtr BindTexturePtr = (IntPtr)(delegate*<void>)&InternalBindTexture;
IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalBindVertexArray;
private IntPtr ClearPtr = (IntPtr)(delegate*<void>)&InternalClear;
private static void InternalActiveTexture()
{
uint t;
paramQueue.TryDequeue(out t);
paramQueue.context->glActiveTexture(t);
}
private static void InternalAttachShader()
{
uint p, s;
paramQueue.TryDequeue(out p, out s);
paramQueue.context->glAttachShader(p, s);
}
private static void InternalBindBuffer()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glBindBuffer(m.UInt32[0], *(uint*)m.IntPtr1);
}
private static void InternalBindTexture()
{
uint t, te;
paramQueue.TryDequeue(out t, out te);
paramQueue.context->glBindTexture(t, te);
}
private static void InternalBindVertexArray()
{
IntPtr i;
paramQueue.TryDequeue(out i);
paramQueue.context->glBindVertexArray(*(uint*)i);
}
private static void InternalClear()
{
uint mt;
paramQueue.TryDequeue(out mt);
paramQueue.context->glClear(mt);
}
private static void InternalClearColor()
{
float r, g, b, a;
paramQueue.TryDequeue(out r, out g, out b, out a);
paramQueue.context->glClearColor(r, g, b, a);
}
private static void InternalClearGraphicError()
{
while (paramQueue.context->glGetError() != 0) { }
}
private static void InternalCompileShader()
{
IntPtr shaderHandle, codeHandle;
int count, type;
paramQueue.TryDequeue(out type, out count);
for (int i = 0; i < count; i++)
{
paramQueue.TryDequeue(out shaderHandle, out codeHandle);
*(uint*)shaderHandle = InternalIO.InternalLoadShaderCode((byte*)codeHandle, type);
if (*(uint*)shaderHandle == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
string log;
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
bool isUseful = false;
foreach (char item in log)
{
if (!char.IsControl(item))
{
isUseful = true; break;
}
}
if (!isUseful)
{
throw new Exception();
}
}
catch (Exception)
{
log = "Failed to compile shader.\nFailed to get GLSL compiler log";
}
InternalIO.InternalWriteLog(log, LogType.Error);
}
GCHandle.FromIntPtr(codeHandle).Free();
}
}
private void InternalAfterAlign(Form form, Action action)
{
throw new NotImplementedException();
}
private void InternalAlignFrame(Form form)
{
throw new NotImplementedException();
}
IntPtr CreateProgramPtr = (IntPtr)(delegate*<void>)&InternalCreateProgram;
private static void InternalCreateProgram()
{
IntPtr programHandle = default;
paramQueue.TryDequeue(out programHandle);
*(uint*)programHandle = paramQueue.context->glCreateProgram();
}
IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<void>)&InternalCreateProgramSet;
private static void InternalCreateProgramSet()
{
IntPtr programHandle;
M128 m = default;
paramQueue.TryDequeue(out m);
programHandle = m.IntPtr0;
for (int i = 0; i < m.Int32[2]; i++)
{
*((uint*)programHandle + i) = paramQueue.context->glCreateProgram();
}
}
internal IntPtr DeleBufferPtr = (IntPtr)(delegate*<void>)&InternalDeleteBuffer;
private static void InternalDeleteBuffer()
{
M128 m = default;
paramQueue.TryDequeue(out m);
paramQueue.context->glDeleteBuffers(m.UInt32[2], (uint*)m.IntPtr0);
}
private void InternalDeleteVertexArrays(glHandleSet arrays)
{
throw new NotImplementedException();
}
private void InternalDrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
{
throw new NotImplementedException();
}
private void InternalGenBuffers(uint count, glHandleSet ptr)
{
throw new NotImplementedException();
}
private void InternalGenTextures(uint count, glHandleSet ptr)
{
throw new NotImplementedException();
}
private void InternalGenVertexArrays(uint count, glHandleSet ptr)
{
throw new NotImplementedException();
}
private void InternalGetGraphicError()
{
throw new NotImplementedException();
}
private int InternalGetUniformLocation(uint program, byte* ptr)
{
throw new NotImplementedException();
}
private bool InternalGetWindowShouldClose(Form form)
{
throw new NotImplementedException();
}
private void InternalMakeContexCurrent(Form form)
{
throw new NotImplementedException();
}
private void InternalSetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
{
throw new NotImplementedException();
}
private void InternalSetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
{
throw new NotImplementedException();
}
private void InternalSetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<float, float> uniform, float v0, float v1)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<float> uniform, float v0)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<int> uniform, int i0)
{
throw new NotImplementedException();
}
private void InternalSetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
throw new NotImplementedException();
}
private void InternalSetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
{
throw new NotImplementedException();
}
private void InternalSetWindowShouldClose(Form form, bool mark)
{
throw new NotImplementedException();
}
private void InternalSwapBuffers(Form form)
{
throw new NotImplementedException();
}
private void InternalSwitchContext()
{
throw new NotImplementedException();
}
private void InternalTextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
{
throw new NotImplementedException();
}
private void InternalTextureParameter(uint target, uint pname, int param)
{
throw new NotImplementedException();
}
private void InternalUseProgram(uint program)
{
throw new NotImplementedException();
}
private void InternalViewport(int x, int y, uint width, uint height)
{
throw new NotImplementedException();
}
}
}