daily update on 20230525 by nitload youmu, ses00001 not solved

This commit is contained in:
Nitload
2023-05-27 03:34:38 +08:00
parent e7261fbdf6
commit 384e8c8ad0
83 changed files with 2815 additions and 1946 deletions
+41 -30
View File
@@ -9,9 +9,32 @@
#include "internal.h"
extern float* triangleVertexes;
double previousTime = 0;
double targetFPS = 60.0;
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\0";
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\0"
;
float triangle[] =
{
0,0.5f,0,
-0.5f,-0.5f,0,
0.5f,-0.5f,0,
};
int version[4] = { 0,0,0,0 };
STGSHARPGRAPHICS_API int* versionInfo = &version;
@@ -32,31 +55,7 @@ STGSHARPGRAPHICS_API IOpackage initPackage(void)
STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
{
printf("%f,%f,%f,%f,", info.backgroundColor[0], info.backgroundColor[1], info.backgroundColor[2], info.backgroundColor[3]);
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"
;
float triangle[] =
{
0,0.5f,0,
-0.5f,-0.5f,0,
0.5f,-0.5f,0,
};
glfwInit();
@@ -83,6 +82,8 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
return -1;
}
glfwSwapInterval(0);
//编译顶点着色器
unsigned int vertexShader;
@@ -135,23 +136,33 @@ STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info)
while (!glfwWindowShouldClose(window))
{
if (1)
{
}
// input
// -----
// render
// ------
/**/
glClearColor(
info.backgroundColor[0],
info.backgroundColor[1],
info.backgroundColor[2],
info.backgroundColor[3]
info.backgroundColor.x,
info.backgroundColor.y,
info.backgroundColor.Z,
info.backgroundColor.w
);
/**/
//glClearColor(0.1f,0.3f,0.5f,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
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, 3);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time