daily update on 20240104 by nitload youmu, double threading not work
This commit is contained in:
+172
-194
@@ -13,182 +13,175 @@ using System.Text;
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namespace StgSharp
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{
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// public class StgSharpDemoForm : Form
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// {
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// Uniform<float, float, float> color;
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// ElementBuffer ebo;
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// Uniform<int> ourTexture;
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// Uniform<int> ourTexture2;
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// Shader shader;
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// Texture texture;
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// VertexArray vao;
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// VertexBuffer vbo;
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//
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// public static unsafe void ProcessInput(IntPtr windowPtr)
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// {
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// if (InternalIO.glfw.GetKey(windowPtr, (int)Operation.Key.ESCAPE)
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// == KeyStatus.PRESS)
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// {
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// InternalIO.glfw.SetWindowShouldClose(windowPtr, 1);
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// }
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// }
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//
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// public override void Deinit(object[] args, IglFunc GL)
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// {
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// /**/
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// vao.Dispose();
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// vbo.Dispose();
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// ebo.Dispose();
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// /**/
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//
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// InternalIO.glfw.Terminate();
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// }
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//
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// public unsafe void FormSizeCallback(IntPtr window, int width, int height)
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// {
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// GL.Viewport(0, 0, width, height);
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// }
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//
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// public override void Init(object[] args)
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// {
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//
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// InternalIO.InternalWriteLog("\n\n\n", "Program start", LogType.Info);
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//
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// Platform.InitGL(4, 6);
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//
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// InitForm(800, 600, "Hello, STG#!", IntPtr.Zero, null);
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// MakeAsCurrentContext();
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// SetSizeLimit(800, 600, 800, 600);
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// GL.SetFrameBufferSizeCallback(windowID, FormSizeCallback);
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//
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// this.LoadGLapi(null);
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//
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// shader = CreateShader();
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// shader.CompileVertexShader(
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// File.ReadAllText("Shader\\vertex.vert")
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// );
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// shader.CompileFragmentShader(
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// File.ReadAllText("Shader\\fragment.frag")
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// );
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// shader.Link();
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//
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// Triangle tri = new Triangle(
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// -0.5f, -0.3f, 0.0f,
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// 0.5f, -0.5f, 0.0f,
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// 0.0f, 0.5f, 0.0f
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// );
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//
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// Rectangle rec = new Rectangle(
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// -0.5f, 0.5f, 0.0f,
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// 0.5f, 0.5f, 0.0f,
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// 0.5f, -0.5f, 0.0f,
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// -0.5f, -0.5f, 0.0f
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// );
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//
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// Polygon5 polygon = new Polygon5(
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// -0.4f, 0.5f, 0.0f,
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// 0.5f, 0.5f, 0.0f,
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// 0.6f, -0.5f, 0.0f,
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// 0, -1, 0,
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// -0.7f, -0.5f, 0.0f
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// );
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//
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//
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// vao = new VertexArray(1);
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// vbo = new VertexBuffer(2);
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// ebo = new ElementBuffer(1);
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// texture = CreateTexture(2);
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//
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//
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// float[] texCoord = {
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// 0.0f, 0.0f,
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// 1.0f, 0.0f,
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// 1.0f, 1.0f,
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// 0.0f, 1.0f };
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//
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// GL.BindVertexArray(vao[0]);
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//
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// ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
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//
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// vbo.SetValue(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW);
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// GL.SetVertexAttribute(0, 3, typeof(float), false, 4 * sizeof(float), 0);
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//
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// vbo.SetValueArray(1, texCoord, BufferUsage.STATIC_DRAW);
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// GL.SetVertexAttribute(2, 2, typeof(float), false, 2 * sizeof(float), 0);
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//
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// /**/
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// GL.BindBuffer(BufferType.ARRAY_BUFFER, 0);
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// vao.BindNull();
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// /**/
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//
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// texture.Bind2D(0);
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// texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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// texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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// texture.LoadTexture(0, "Shader\\Image1.png", null);
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//
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// texture.Bind2D(1);
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// texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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// texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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// texture.LoadTexture(1, "Shader\\awesomeface.png", null);
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//
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//
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// //color = GetUniform<float, float, float>(shader, "color");
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//
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// shader.Use();
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// /**/
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// //ourTexture = GetUniform<int>(shader, "ourTexture");
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// GL.SetValue(ourTexture, 0);
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// //ourTexture2 = GetUniform<int>(shader, "ourTexture2");
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// GL.SetValue(ourTexture2, 1);
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// /**/
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//
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// }
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//
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// public override void OnRenderFrame(object[] args, IglFunc GL)
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// {
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// }
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//
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// public override void OnUpdateFrame(object[] args, IglFunc GL)
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// {
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//
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// ProcessInput(windowID);
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//
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// GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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// //GL.api.Clear(GLconst.COLOR_BUFFER_BIT);
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// GL.Clear(MaskBufferBit.COLOR);
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//
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// vao.Bind(0);
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// shader.Use();
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//
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// /**/
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// texture.Activate(TextureUnit.Unit0);
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// texture.Bind2D(0);
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// texture.Activate(TextureUnit.Unit1);
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// texture.Bind2D(1);
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// /**/
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//
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// float time = (float)InternalIO.glfw.GetTime();
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// GL.SetValue(color,
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// 0.5f + MathF.Sin(time),
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// 0.5f + MathF.Sin(time/* + 0.667f * 3.14f/**/),
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// 0.5f + MathF.Sin(time/* - 0.667f * 3.14f/**/)
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// );
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//
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// vao.Bind(0);
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//
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//
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// AlignFrame(this, () =>
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// {
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// GL.DrawElements(GepmetryType.TRIANGLES, 6, typeof(uint), IntPtr.Zero);
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//
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// vao.BindNull();
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//
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// InternalIO.glfw.SwapBuffers(windowID);
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// InternalIO.glfw.PollEvents();
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// });
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//
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// }
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// }
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public class StgSharpDemoForm : Form
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{
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Uniform<float, float, float> color;
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ElementBuffer ebo;
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Uniform<int> ourTexture;
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Uniform<int> ourTexture2;
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Shader shader;
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Texture texture;
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VertexArray vao;
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VertexBuffer vbo;
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public static unsafe void ProcessInput(IntPtr windowPtr)
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{
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if (InternalIO.glfw.GetKey(windowPtr, (int)Operation.Key.ESCAPE)
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== KeyStatus.PRESS)
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{
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InternalIO.glfw.SetWindowShouldClose(windowPtr, 1);
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}
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}
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public override void Deinit(object[] args)
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{
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/**/
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vao.Dispose();
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vbo.Dispose();
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ebo.Dispose();
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/**/
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InternalIO.glfw.Terminate();
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}
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public unsafe void FormSizeCallback(IntPtr window, uint width, uint height)
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{
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gl.Viewport(0, 0, width, height);
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}
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public override void Init(object[] args)
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{
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InternalIO.InternalWriteLog("\n\n\n", "Program start", LogType.Info);
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Platform.InitGL(4, 6);
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SetRenderThreads(1);
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SetMetadata(800, 600, "Hello, STG#!", IntPtr.Zero, null);
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MakeAsCurrentContext();
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SetSizeLimit(800, 600, 800, 600);
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gl.SetFrameBufferSizeCallback(windowID, FormSizeCallback);
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this.LoadGLapi(null);
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shader = CreateShader();
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shader.CompileVertexShader(
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File.ReadAllText("Shader\\vertex.vert")
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);
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shader.CompileFragmentShader(
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File.ReadAllText("Shader\\fragment.frag")
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);
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shader.Link();
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Triangle tri = new Triangle(
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-0.5f, -0.3f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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);
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Rectangle rec = new Rectangle(
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-0.5f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f
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);
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Polygon5 polygon = new Polygon5(
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-0.4f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.6f, -0.5f, 0.0f,
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0, -1, 0,
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-0.7f, -0.5f, 0.0f
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);
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vao = CreateVertexArray(1);
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vbo = CreateVertexBuffer(2);
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ebo = CreateElementBuffer(1);
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texture = CreateTexture(2);
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float[] texCoord = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f };
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gl.BindVertexArray(vao[0]);
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ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
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vbo.SetValue(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW);
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gl.SetVertexAttribute(0, 3, typeof(float), false, 4 * sizeof(float), 0);
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vbo.SetValueArray(1, texCoord, BufferUsage.STATIC_DRAW);
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gl.SetVertexAttribute(2, 2, typeof(float), false, 2 * sizeof(float), 0);
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/**/
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gl.BindBuffer(BufferType.ARRAY_BUFFER, 0);
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vao.BindNull();
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/**/
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texture.Bind2D(0);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(0, "Shader\\Image1.png", null);
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texture.Bind2D(1);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(1, "Shader\\awesomeface.png", null);
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//color = GetUniform<float, float, float>(shader, "color");
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shader.Use();
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/**/
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color = shader.GetUniform<float, float, float>("color");
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ourTexture = shader.GetUniform<int>("ourTexture");
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gl.SetValue(ourTexture, 0);
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ourTexture2 = shader.GetUniform<int>("ourTexture2");
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gl.SetValue(ourTexture2, 1);
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/**/
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}
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public override void Main(params object[] args)
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{
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ProcessInput(windowID);
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gl.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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//GL.api.Clear(GLconst.COLOR_BUFFER_BIT);
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gl.Clear(MaskBufferBit.COLOR);
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vao.Bind(0);
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shader.Use();
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/**/
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texture.Activate(TextureUnit.Unit0);
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texture.Bind2D(0);
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texture.Activate(TextureUnit.Unit1);
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texture.Bind2D(1);
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/**/
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float time = (float)InternalIO.glfw.GetTime();
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gl.SetValue(color,
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0.5f + MathF.Sin(time),
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0.5f + MathF.Sin(time/* + 0.667f * 3.14f/**/),
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0.5f + MathF.Sin(time/* - 0.667f * 3.14f/**/)
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);
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vao.Bind(0);
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gl.DrawElements(GepmetryType.TRIANGLES, 6, typeof(uint), IntPtr.Zero);
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vao.BindNull();
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InternalIO.glfw.SwapBuffers(windowID);
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InternalIO.glfw.PollEvents();
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}
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}
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internal static class Program
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{
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@@ -197,24 +190,9 @@ namespace StgSharp
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{
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try
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{
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DynamicArrayList<int> list = new DynamicArrayList<int>();
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for (int i = 0; i < 100; i++)
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{
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list.Add(i + 1);
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}
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list.ShowStructure();
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for (int i = 0; i < 100; i++)
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{
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Console.WriteLine(list[i]);
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}
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for (int i = 99; i >= 0; i--)
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{
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Console.WriteLine(list.Length);
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list.RemoveAt(i);
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}
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Console.WriteLine(list.Length);
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StgSharpDemoForm demoForm = new StgSharpDemoForm();
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demoForm.Init();
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demoForm.Show();
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}
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catch (Exception ex)
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{
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Reference in New Issue
Block a user