daily update on 20231016 by nitload youmu, vao,vbo,ebo struct added

This commit is contained in:
Nitload
2023-10-17 01:22:30 +08:00
parent 6c3349f5a2
commit 614fabe26c
135 changed files with 28619 additions and 5432 deletions
+63 -62
View File
@@ -6,7 +6,6 @@ using System.Diagnostics;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Security;
using System.Text;
namespace StgSharp
@@ -17,61 +16,30 @@ namespace StgSharp
internal unsafe static void Main(string[] args)
{
internalIO.InternalWriteLog("\n\n\n", "Program start", LogType.Info);
Graphic.InitGL(3, 3);
Graphic.InitGL(4, 6);
Form f = Graphic.GLcreateWindow(
Form f = Graphic.CreateWindow(
800, 600, "Test STG#!", IntPtr.Zero, null
);
Graphic.GLmakeContexCurrent(f);
internalIO.glfwSetFramebufferSizeCallback(f.windowID, FormSizeCallback);
Graphic.MakeContexCurrent(f);
Graphic.SetFrameBufferSizeCallback(f, FormSizeCallback);
GetApiRep();
Graphic.InitGLAD(Graphic.GetProcAddress);
Graphic.InitGLManager(Graphic.GetProcAddress);
string vertstr = File.ReadAllText("Shader\\vertex.vert", Encoding.ASCII);
byte[] vert = Encoding.ASCII.GetBytes(vertstr + '\0');
uint vertexShader;
fixed (byte* shaderSource = vert)
{
vertexShader = internalIO.InternalLoadShaderCode(shaderSource, GLFW.GL_VERTEX_SHADER);
if (vertexShader == 0)
{
return;
}
}
Shader shader = new Shader();
shader.CompileVertexShader(
File.ReadAllText("Shader\\vertex.vert")
);
shader.CompileFragmentShader(
File.ReadAllText("Shader\\fragment.frag")
);
shader.Link();
string fragstr = File.ReadAllText("Shader\\fragment.frag", Encoding.ASCII);
byte[] frag = Encoding.ASCII.GetBytes(fragstr + '\0');
uint fragmentShader;
fixed (byte* shaderSource = frag)
{
fragmentShader = internalIO.InternalLoadShaderCode(shaderSource, GLFW.GL_FRAGMENT_SHADER);
if (fragmentShader == 0)
{
return;
}
}
uint shaderProgram = Graphic.glCreateProgram();
Graphic.glAttachShader(shaderProgram, vertexShader);
Graphic.glAttachShader(shaderProgram, fragmentShader);
if (internalIO.InternalLinkShaderProgram(shaderProgram) == 0)
{
IntPtr log = internalIO.InternalReadLog();
Console.WriteLine(Marshal.PtrToStringAnsi(log));
}
Graphic.glDeleteShader(vertexShader);
Graphic.glDeleteShader(fragmentShader);
Triangle tri = new Triangle(
-0.5f, -0.3f, 0.0f,
@@ -80,16 +48,30 @@ namespace StgSharp
);
Rectangle rec = new Rectangle(
-0.5f, 0.5f, 0.0f,
-0.4f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
0.6f, -0.5f, 0.0f,
-0.7f, -0.5f, 0.0f
);
Polygon5 polygon = new Polygon5(
-0.4f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.6f, -0.5f, 0.0f,
0, -1, 0,
-0.7f, -0.5f, 0.0f
);
VertexArray vao = new VertexArray(1);
vao.Bind();
/*
uint VAO;
Graphic.glGenVertexArrays(1, &VAO);
Graphic.glBindBuffer(GLFW.GL_ARRAY_BUFFER, VAO);
Graphic.glBindVertexArray(VAO);
/**/
/*
// for triangle rendering
@@ -109,27 +91,38 @@ namespace StgSharp
/**/
// for rectangle rendering
VertexBuffer vbo = new VertexBuffer(1);
vbo.Bind();
vbo.SetData(polygon.VertexBuffer, BufferReadType.STATIC_DRAW);
/*
uint VBO;
Graphic.glGenBuffers(1, &VBO);
Graphic.glBindBuffer(GLFW.GL_ARRAY_BUFFER, VBO);
Graphic.SetBufferData(BufferType.ARRAY_BUFFER, polygon.VertexBuffer, BufferReadType.STATIC_DRAW);
/**/
/*
fixed (void* data = &rec.vertexMat)
{
Graphic.glBufferData(GLFW.GL_ARRAY_BUFFER, 16 * sizeof(float), data, GLFW.GL_STATIC_DRAW);
}
/**/
uint[] indices = new uint[6]
{
0,1,3,
1,2,3
};
ElementBuffer ebo = new ElementBuffer(1);
ebo.Bind();
ebo.SetData(polygon.Indices, BufferReadType.STATIC_DRAW);
/*
uint EBO;
Graphic.glGenBuffers(1, &EBO);
Graphic.glBindBuffer(GLFW.GL_ELEMENT_ARRAY_BUFFER, EBO);
fixed (void* data = &indices[0])
{
Graphic.glBufferData(GLFW.GL_ELEMENT_ARRAY_BUFFER, indices.Length * sizeof(uint), data, GLFW.GL_STATIC_DRAW);
}
Graphic.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, polygon.Indices, BufferReadType.STATIC_DRAW);
/**/
Graphic.glVertexAttribPointer(0, 3, GLFW.GL_FLOAT, false, 4 * sizeof(float), (void*)0);
Graphic.glEnableVertexAttribArray(0);
@@ -144,14 +137,15 @@ namespace StgSharp
{
ProcessInput(f.windowID);
Graphic.glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Graphic.ClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Graphic.glClear(GLFW.GL_COLOR_BUFFER_BIT);
Graphic.glUseProgram(shaderProgram);
Graphic.glBindVertexArray(VAO);
shader.Use();
Graphic.glBindVertexArray(vao._bufferID);
//Graphic.glDrawArrays(GLFW.GL_TRIANGLES, 0, 3);
Graphic.glDrawElements(GLFW.GL_TRIANGLES, 6, GLFW.GL_UNSIGNED_INT, (void*)0);
Graphic.glDrawElements(GLFW.GL_TRIANGLES, 9, GLFW.GL_UNSIGNED_INT, (void*)0);
Graphic.glBindVertexArray(0);
@@ -159,9 +153,16 @@ namespace StgSharp
internalIO.glfwPollEvents();
}
vao.Dispose();
vbo.Dispose();
ebo.Dispose();
/*
Graphic.glDeleteVertexArrays(1, &VAO);
Graphic.glDeleteBuffers(1, &VBO);
Graphic.glDeleteBuffers(1, &EBO);
/**/
internalIO.glfwTerminate();
}