daily update on 20240213 by nitload youmu. 逐步弃用GLFW,正在使用wgl重写glfw底层,相关实现转移到C#实现,SSC彻底变成线性代数计算器。
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@@ -51,7 +51,6 @@ namespace StgSharp
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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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@@ -64,19 +63,22 @@ namespace StgSharp
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(IntPtr id, uint width, uint height)
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=>
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{
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GL.Viewport(0, 0, width, height);
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gl.Viewport(0, 0, width, height);
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};
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this.LoadGLapi(null);
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Console.WriteLine(gl);
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shader = CreateShaderProgram();
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var vertex = CreateShader(ShaderType.Vertex, 1);
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var fragment = CreateShader(ShaderType.Fragment, 1);
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vertex.Compile(ShaderType.Vertex, File.ReadAllText("Shader\\vertex.vert"));
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vertex.Compile(File.ReadAllText("Shader\\vertex.vert"));
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vertex.AttachTo(0, shader);
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fragment.Compile(ShaderType.Fragment, File.ReadAllText("Shader\\fragment.frag"));
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fragment.Compile(File.ReadAllText("Shader\\fragment.frag"));
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fragment.AttachTo(0, shader);
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Console.WriteLine(vertex);
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shader.Link();
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Triangle tri = new Triangle(
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@@ -100,12 +102,12 @@ namespace StgSharp
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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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Console.WriteLine(texture);
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float[] texCoord = {
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0.0f, 0.0f,
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@@ -128,9 +130,12 @@ namespace StgSharp
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vao.BindNull();
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/**/
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Console.WriteLine(vao);
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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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Console.WriteLine(texture);
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texture.LoadTexture(0, "Shader\\Image1.png", null);
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texture.Bind2D(1);
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@@ -138,7 +143,6 @@ namespace StgSharp
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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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@@ -149,7 +153,7 @@ namespace StgSharp
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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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Console.WriteLine(this);
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}
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public override void Main(params object[] args)
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