daily update on 20230529 by nitload youmu
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@@ -41,22 +41,17 @@ STGSHARPGRAPHICS_API int* versionInfo = &version;
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// 这是导出函数的一个示例。
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STGSHARPGRAPHICS_API int fnStgSharpGraphics(void)
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{
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return 0;
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}
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STGSHARPGRAPHICS_API IOpackage initPackage(void)
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{
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IOpackage pack;
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pack.InitWindow = initWindow;
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pack.InitWindow = InitWindow;
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return pack;
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}
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STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
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STGSHARPGRAPHICS_API basicWindowInfo* InitWindow(basicWindowInfo info)
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@@ -83,7 +78,11 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
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}
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glfwSwapInterval(0);
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return window;
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}
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STGSHARPGRAPHICS_API void ComppileShader(void)
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{
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//编译顶点着色器
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unsigned int vertexShader;
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@@ -133,7 +132,10 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
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glEnableVertexAttribArray(0);
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/**/
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}
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STGSHARPGRAPHICS_API void RenderWindow(GLFWwindow* window, basicWindowInfo info)
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{
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while (!glfwWindowShouldClose(window))
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{
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if (1)
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@@ -145,12 +147,12 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
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// render
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// ------
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/**/
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glClearColor(
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info.backgroundColor.x,
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info.backgroundColor.y,
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info.backgroundColor.Z,
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info.backgroundColor.x,
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info.backgroundColor.y,
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info.backgroundColor.Z,
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info.backgroundColor.w
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);
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/**/
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@@ -158,9 +160,9 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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/**/
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/*
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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// seeing as we only have a single VAO there's no need to bind it every time,
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// but we'll do so to keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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@@ -172,26 +174,20 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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}
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STGSHARPGRAPHICS_API void TerminateWindow(void)
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{
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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/**/
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/*
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//glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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//glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram);
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/**/
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return 0;
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}
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void renderTriangle()
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{
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}
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