194 lines
4.8 KiB
C
194 lines
4.8 KiB
C
// StgSharpGraphics.c : 定义 DLL 的导出函数。
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//
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#include "StgSharpGraphics.h"
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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#include "framework.h"
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#include "stdio.h"
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#include "internal.h"
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extern float* triangleVertexes;
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double previousTime = 0;
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double targetFPS = 60.0;
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const char* vertexShaderSource =
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"#version 460 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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"gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n\0";
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const char* fragmentShaderSource =
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"#version 460 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0"
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;
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float triangle[] =
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{
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0,0.5f,0,
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-0.5f,-0.5f,0,
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0.5f,-0.5f,0,
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};
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int version[4] = { 0,0,0,0 };
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STGSHARPGRAPHICS_API int* versionInfo = &version;
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// 这是导出函数的一个示例。
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STGSHARPGRAPHICS_API IOpackage initPackage(void)
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{
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IOpackage pack;
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pack.InitWindow = InitWindow;
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return pack;
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}
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STGSHARPGRAPHICS_API basicWindowInfo* InitWindow(basicWindowInfo info)
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif // __APPLE__
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GLFWwindow* window = glfwCreateWindow(info.width, info.height, info.name, NULL, NULL);
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if (window == NULL)
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{
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printf("Failed to create GLFW window");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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printf("Failed to initialize GLAD");
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return -1;
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}
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glfwSwapInterval(0);
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return window;
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}
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STGSHARPGRAPHICS_API void ComppileShader(void)
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{
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//编译顶点着色器
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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//编译片段着色器
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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//创建着色器程序
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glUseProgram(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// 链接顶点属性
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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//创建顶点缓存实例
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
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//创建顶点数组实例
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// 2. 把顶点数组复制到缓冲中供OpenGL使用
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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/**/
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}
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STGSHARPGRAPHICS_API void RenderWindow(GLFWwindow* window, basicWindowInfo info)
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{
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while (!glfwWindowShouldClose(window))
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{
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if (1)
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{
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}
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// input
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// -----
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// render
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// ------
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/**/
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glClearColor(
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info.backgroundColor.x,
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info.backgroundColor.y,
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info.backgroundColor.Z,
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info.backgroundColor.w
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);
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/**/
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//glClearColor(0.1f,0.3f,0.5f,1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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/*
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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// seeing as we only have a single VAO there's no need to bind it every time,
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// but we'll do so to keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glBindVertexArray(0); // no need to unbind it every time
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/**/
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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}
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STGSHARPGRAPHICS_API void TerminateWindow(void)
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{
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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/*
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//glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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//glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram);
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/**/
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}
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