daily update on 20230521 by nitload youmu, problem on coloring

This commit is contained in:
Nitload
2023-05-22 02:06:46 +08:00
parent 0b276537c9
commit e7261fbdf6
127 changed files with 20714 additions and 1087 deletions
+94 -78
View File
@@ -11,22 +11,7 @@
extern float* triangleVertexes;
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"
;
int version[4] = { 0,0,0,0 };
STGSHARPGRAPHICS_API int* versionInfo = &version;
@@ -45,23 +30,65 @@ STGSHARPGRAPHICS_API IOpackage initPackage(void)
return pack;
}
STGSHARPGRAPHICS_API int initWindow(int width, int height)
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();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif // __APPLE__
GLFWwindow* window = glfwCreateWindow(info.width, info.height, info.name, NULL, NULL);
if (window == NULL)
{
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
printf("Failed to initialize GLAD");
return -1;
}
//编译顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader,1,&vertexShaderSource,NULL);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("\i",infoLog);
}
//编译片段着色器
@@ -91,7 +118,7 @@ STGSHARPGRAPHICS_API int initWindow(int width, int height)
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangleVertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
//创建顶点数组实例
@@ -100,67 +127,53 @@ STGSHARPGRAPHICS_API int initWindow(int width, int height)
glBindVertexArray(VAO);
// 2. 把顶点数组复制到缓冲中供OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangleVertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
/**/
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif // __APPLE__
while (!glfwWindowShouldClose(window))
{
// input
// -----
GLFWwindow* window = glfwCreateWindow(width, height, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
printf("Failed to create GLFW window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// render
// ------
glClearColor(
info.backgroundColor[0],
info.backgroundColor[1],
info.backgroundColor[2],
info.backgroundColor[3]
);
glClear(GL_COLOR_BUFFER_BIT);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
printf("Failed to initialize GLAD");
return -1;
}
// 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
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
/**/
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
while (!glfwWindowShouldClose(window))
{
// input
// -----
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
/**/
//glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
/**/
// 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
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
//glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
//glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
return 0;
return 0;
}
@@ -168,3 +181,6 @@ void renderTriangle()
{
}
@@ -21,7 +21,7 @@
extern STGSHARPGRAPHICS_API int* versionInfo;
STGSHARPGRAPHICS_API int fnStgSharpGraphics(void);
STGSHARPGRAPHICS_API int initWindow(int width, int height);
STGSHARPGRAPHICS_API int initWindow(basicWindowInfo info);
STGSHARPGRAPHICS_API IOpackage initPackage(void);
STGSHARPGRAPHICS_API TriangleVertexHandler initTriangle(void);
@@ -134,6 +134,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(projectdir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -155,6 +156,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(projectdir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
+8
View File
@@ -13,5 +13,13 @@ typedef struct internalIO
void (*InitWindow)(int width,int height);
}IOpackage;
typedef struct basicWindowInfo
{
int width;
int height;
float backgroundColor[4];
char name[];
}basicWindowInfo;
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