// StgSharpGraphics.c : 定义 DLL 的导出函数。 // #include "StgSharpGraphics.h" #include "glad/glad.h" #include "GLFW/glfw3.h" #include "framework.h" #include "stdio.h" #include "internal.h" 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; // 这是导出函数的一个示例。 STGSHARPGRAPHICS_API int fnStgSharpGraphics(void) { return 0; } STGSHARPGRAPHICS_API IOpackage initPackage(void) { IOpackage pack; pack.InitWindow = initWindow; return pack; } STGSHARPGRAPHICS_API int initWindow(int width, int height) { //编译顶点着色器 unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); 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 unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); //创建着色器程序 unsigned int shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glUseProgram(shaderProgram); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // 链接顶点属性 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); //创建顶点缓存实例 unsigned int VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangleVertices, GL_STATIC_DRAW); //创建顶点数组实例 unsigned int VAO; glGenVertexArrays(1, &VAO); 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); 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__ GLFWwindow* window = glfwCreateWindow(width, height, "LearnOpenGL", 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; } while (!glfwWindowShouldClose(window)) { // input // ----- // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 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 //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; } void renderTriangle() { }