using StgSharp.Geometries; using StgSharp.Graphics; using StgSharp.Math; using StgSharp.Math.Linear; using System; using System.Diagnostics; using System.IO; using System.Numerics; using System.Runtime.InteropServices; using System.Text; namespace StgSharp { public class StgSharpDemoForm : Form { Uniform color; ElementBuffer ebo; Uniform ourTexture; Uniform ourTexture2; Shader shader; Texture texture; VertexArray vao; VertexBuffer vbo; public static unsafe void ProcessInput(IntPtr windowPtr) { if (InternalIO.glfw.GetKey(windowPtr, (int)Operation.Key.ESCAPE) == KeyStatus.PRESS) { InternalIO.glfw.SetWindowShouldClose(windowPtr, 1); } } public override void Deinit(object[] args, IglFunc GL) { /**/ vao.Dispose(); vbo.Dispose(); ebo.Dispose(); /**/ InternalIO.glfw.Terminate(); } public unsafe void FormSizeCallback(IntPtr window, int width, int height) { GL.Viewport(0, 0, width, height); } public override void Init(object[] args, IglFunc GL) { InternalIO.InternalWriteLog("\n\n\n", "Program start", LogType.Info); Platform.InitGL(4, 6); InitForm(800, 600, "Hello, STG#!", IntPtr.Zero, null); MakeAsCurrentContext(); SetSizeLimit(800, 600, 800, 600); GL.SetFrameBufferSizeCallback(windowID, FormSizeCallback); this.LoadGLapi(null); shader = CreateShader(); shader.CompileVertexShader( File.ReadAllText("Shader\\vertex.vert") ); shader.CompileFragmentShader( File.ReadAllText("Shader\\fragment.frag") ); shader.Link(); 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 ); 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 ); vao = new VertexArray(1); vbo = new VertexBuffer(2); ebo = new ElementBuffer(1); texture = CreateTexture(2); float[] texCoord = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f }; GL.BindVertexArray(vao[0]); ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW); vbo.SetValue(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW); GL.SetVertexAttribute(0, 3, typeof(float), false, 4 * sizeof(float), 0); vbo.SetValueArray(1, texCoord, BufferUsage.STATIC_DRAW); GL.SetVertexAttribute(2, 2, typeof(float), false, 2 * sizeof(float), 0); /**/ GL.BindBuffer(BufferType.ARRAY_BUFFER, 0); vao.BindNull(); /**/ texture.Bind2D(0); texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat); texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest); texture.LoadTexture(0, "Shader\\Image1.png", null); texture.Bind2D(1); texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat); texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest); texture.LoadTexture(1, "Shader\\awesomeface.png", null); //color = GetUniform(shader, "color"); shader.Use(); /**/ //ourTexture = GetUniform(shader, "ourTexture"); GL.SetValue(ourTexture, 0); //ourTexture2 = GetUniform(shader, "ourTexture2"); GL.SetValue(ourTexture2, 1); /**/ } public override void OnRenderFrame(object[] args, IglFunc GL) { } public override void OnUpdateFrame(object[] args, IglFunc GL) { ProcessInput(windowID); GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f); //GL.api.Clear(GLconst.COLOR_BUFFER_BIT); GL.Clear(MaskBufferBit.COLOR); vao.Bind(0); shader.Use(); /**/ texture.Activate(TextureUnit.Unit0); texture.Bind2D(0); texture.Activate(TextureUnit.Unit1); texture.Bind2D(1); /**/ float time = (float)InternalIO.glfw.GetTime(); GL.SetValue(color, 0.5f + MathF.Sin(time), 0.5f + MathF.Sin(time/* + 0.667f * 3.14f/**/), 0.5f + MathF.Sin(time/* - 0.667f * 3.14f/**/) ); vao.Bind(0); AlignFrame(this, () => { GL.DrawElements(GepmetryType.TRIANGLES, 6, typeof(uint), IntPtr.Zero); vao.BindNull(); InternalIO.glfw.SwapBuffers(windowID); InternalIO.glfw.PollEvents(); }); } } internal static class Program { internal unsafe static void Main(string[] args) { try { StgSharpDemoForm demoForm = new StgSharpDemoForm(); demoForm.Show(null); } catch (Exception ex) { InternalIO.InternalWriteLog( ex.Message + "\n" + ex.StackTrace, LogType.Error); } } [DllImport(InternalIO.SSC_libname, EntryPoint = "printShaderCode", CallingConvention = CallingConvention.Cdecl)] internal extern unsafe static void PrintShader(byte** shadercode); } }