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stgsharp/源代码/StgSharpGraphics/StgSharpGraphics.c
T

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C

// 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;
double previousTime = 0;
double targetFPS = 60.0;
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\0";
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\0"
;
float triangle[] =
{
0,0.5f,0,
-0.5f,-0.5f,0,
0.5f,-0.5f,0,
};
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 IOpackage initPackage(void)
{
IOpackage pack;
pack.InitWindow = InitWindow;
return pack;
}
STGSHARPGRAPHICS_API void InitGL()
{
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__
}
STGSHARPGRAPHICS_API basicWindowInfo* InitWindow(basicWindowInfo info)
{
GLFWwindow* window = glfwCreateWindow(info.width, info.height, info.name, NULL, NULL);
if (window == NULL)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
return -2;
}
glfwSwapInterval(0);
return window;
}
STGSHARPGRAPHICS_API void CompileShader(shaderObject* shaderObj)
{
//编译顶点着色器
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
//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
glGenBuffers(1, shaderObj->VBO);
glBindBuffer(GL_ARRAY_BUFFER, shaderObj->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 3, triangle, GL_STATIC_DRAW);
//创建顶点数组实例
glGenVertexArrays(1, shaderObj->VAO);
glBindVertexArray(shaderObj->VAO);
// 2. 把顶点数组复制到缓冲中供OpenGL使用
glBindBuffer(GL_ARRAY_BUFFER, shaderObj->VBO);
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);
/**/
}
STGSHARPGRAPHICS_API void RenderWindow
(
GLFWwindow* window,
basicWindowInfo info,
shaderObject* shaderObj
)
{
while (!glfwWindowShouldClose(window))
{
if (1)
{
}
// input
// -----
// render
// ------
/**/
glClearColor(
info.backgroundColor.x,
info.backgroundColor.y,
info.backgroundColor.Z,
info.backgroundColor.w
);
/**/
//glClearColor(0.1f,0.3f,0.5f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
/**/
glUseProgram(shaderObj->shaderProgram);
glBindVertexArray(shaderObj->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();
}
}
STGSHARPGRAPHICS_API void TerminateWindow(shaderObject* shaderObj)
{
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
/**/
//glDeleteVertexArrays(1, &(shaderObj->VAO));
glDeleteBuffers(1, &(shaderObj->VBO));
//glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderObj-> shaderProgram);
/**/
}