daily update on 20230927 by nitload youmu, all polygon4 display available, optimizing on C/C# interoperation

This commit is contained in:
Nitload
2023-09-28 01:43:27 +08:00
parent 5d701bce0c
commit 6c3349f5a2
130 changed files with 3280 additions and 25074 deletions
+132 -1
View File
@@ -1,9 +1,13 @@
using StgSharp.Graphics;
using StgSharp.Geometries;
using StgSharp.Graphics;
using StgSharp.Math;
using System;
using System.Diagnostics;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Security;
using System.Text;
namespace StgSharp
{
@@ -25,6 +29,117 @@ namespace StgSharp
GetApiRep();
Graphic.InitGLAD(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;
}
}
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,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
);
Rectangle rec = new Rectangle(
-0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
);
uint VAO;
Graphic.glGenVertexArrays(1, &VAO);
Graphic.glBindBuffer(GLFW.GL_ARRAY_BUFFER, VAO);
Graphic.glBindVertexArray(VAO);
/*
// for triangle rendering
uint VBO;
Graphic.glGenBuffers(1, &VBO);
Graphic.glBindBuffer(GLFW.GL_ARRAY_BUFFER, VBO);
fixed (void* data = &tri.vertexMap)
{
Graphic.glBufferData(GLFW.GL_ARRAY_BUFFER, 12 * sizeof(float), data, GLFW.GL_STATIC_DRAW);
}
Graphic.glVertexAttribPointer(0, 3, GLFW.GL_FLOAT, false, 4 * sizeof(float), (void*)0);
Graphic.glEnableVertexAttribArray(0);
/**/
/**/
// for rectangle rendering
uint VBO;
Graphic.glGenBuffers(1, &VBO);
Graphic.glBindBuffer(GLFW.GL_ARRAY_BUFFER, VBO);
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
};
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.glVertexAttribPointer(0, 3, GLFW.GL_FLOAT, false, 4 * sizeof(float), (void*)0);
Graphic.glEnableVertexAttribArray(0);
/**/
Graphic.glBindBuffer(GLFW.GL_ARRAY_BUFFER, 0);
Graphic.glBindVertexArray(0);
while (internalIO.glfwWindowShouldClose(f.windowID) == 0)
{
ProcessInput(f.windowID);
@@ -32,10 +147,21 @@ namespace StgSharp
Graphic.glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Graphic.glClear(GLFW.GL_COLOR_BUFFER_BIT);
Graphic.glUseProgram(shaderProgram);
Graphic.glBindVertexArray(VAO);
//Graphic.glDrawArrays(GLFW.GL_TRIANGLES, 0, 3);
Graphic.glDrawElements(GLFW.GL_TRIANGLES, 6, GLFW.GL_UNSIGNED_INT, (void*)0);
Graphic.glBindVertexArray(0);
internalIO.glfwSwapBuffers(f.windowID);
internalIO.glfwPollEvents();
}
Graphic.glDeleteVertexArrays(1, &VAO);
Graphic.glDeleteBuffers(1, &VBO);
Graphic.glDeleteBuffers(1, &EBO);
internalIO.glfwTerminate();
}
@@ -69,6 +195,11 @@ namespace StgSharp
Console.WriteLine(address);
}
[DllImport(internalIO.SSGC_libname, EntryPoint = "printShaderCode",
CallingConvention = CallingConvention.Cdecl)]
internal extern unsafe static void PrintShader(byte** shadercode);
}
}