daily upsate on 20230517 by nitload youmu

This commit is contained in:
Nitload
2023-05-18 03:46:07 +08:00
parent 3532f09fed
commit 0b276537c9
80 changed files with 703 additions and 504 deletions
@@ -8,6 +8,26 @@
#include "stdio.h"
#include "internal.h"
extern float* triangleVertexes;
const char *vertexShaderSource =
"#version 460 core\n"
"layout (location = 0) in vec3 aPos\n"
"void main()\n"
"(\n"
"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
")\n";
const char* fragmentShaderSource =
"#version 460 core\n"
"out vec4 FragColor\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n"
;
int version[4] = { 0,0,0,0 };
STGSHARPGRAPHICS_API int* versionInfo = &version;
@@ -27,6 +47,63 @@ STGSHARPGRAPHICS_API IOpackage initPackage(void)
STGSHARPGRAPHICS_API int initWindow(int width, int height)
{
//编译顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("\i",infoLog);
}
//编译片段着色器
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
//创建着色器程序
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glUseProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 链接顶点属性
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//创建顶点缓存实例
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangleVertices, GL_STATIC_DRAW);
//创建顶点数组实例
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 2. 把顶点数组复制到缓冲中供OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangleVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@@ -61,6 +138,13 @@ STGSHARPGRAPHICS_API int initWindow(int width, int height)
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
@@ -71,6 +155,11 @@ STGSHARPGRAPHICS_API int initWindow(int width, int height)
// ------------------------------------------------------------------
glfwTerminate();
//glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
return 0;
}