forked from bit/DotRecastNetSim
slik test ok
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@ -56,7 +56,12 @@ public class SilkDemo
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// Create the VAO.
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// Create the VAO.
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_vao = _gl.GenVertexArray();
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_vao = _gl.GenVertexArray();
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_vbo = _gl.GenBuffer(); // Create the VBO.
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_ebo = _gl.GenBuffer(); // Create the EBO.
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_gl.BindVertexArray(_vao);
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_gl.BindVertexArray(_vao);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);
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// The quad vertices data.
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// The quad vertices data.
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float[] vertices =
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float[] vertices =
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@ -67,10 +72,7 @@ public class SilkDemo
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-0.5f, 0.5f, 0.0f
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-0.5f, 0.5f, 0.0f
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};
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};
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// Create the VBO.
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_vbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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// Upload the vertices data to the VBO.
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// Upload the vertices data to the VBO.
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fixed (float* buf = vertices)
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fixed (float* buf = vertices)
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_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint) (vertices.Length * sizeof(float)), buf, BufferUsageARB.StaticDraw);
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_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint) (vertices.Length * sizeof(float)), buf, BufferUsageARB.StaticDraw);
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@ -82,9 +84,6 @@ public class SilkDemo
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1u, 2u, 3u
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1u, 2u, 3u
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};
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};
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// Create the EBO.
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_ebo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);
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// Upload the indices data to the EBO.
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// Upload the indices data to the EBO.
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fixed (uint* buf = indices)
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fixed (uint* buf = indices)
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@ -106,29 +105,26 @@ void main()
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out_color = vec4(1.0, 0.5, 0.2, 1.0);
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out_color = vec4(1.0, 0.5, 0.2, 1.0);
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}";
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}";
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_program = _gl.CreateProgram();
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uint vertexShader = _gl.CreateShader(ShaderType.VertexShader);
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uint vertexShader = _gl.CreateShader(ShaderType.VertexShader);
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uint fragmentShader = _gl.CreateShader(ShaderType.FragmentShader);
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_gl.ShaderSource(vertexShader, vertexCode);
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_gl.ShaderSource(vertexShader, vertexCode);
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_gl.ShaderSource(fragmentShader, fragmentCode);
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_gl.CompileShader(vertexShader);
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_gl.CompileShader(vertexShader);
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_gl.CompileShader(fragmentShader);
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_gl.GetShader(vertexShader, ShaderParameterName.CompileStatus, out int vStatus);
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_gl.GetShader(vertexShader, ShaderParameterName.CompileStatus, out int vStatus);
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if (vStatus != (int) GLEnum.True)
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if (vStatus != (int) GLEnum.True)
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throw new Exception("Vertex shader failed to compile: " + _gl.GetShaderInfoLog(vertexShader));
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throw new Exception("Vertex shader failed to compile: " + _gl.GetShaderInfoLog(vertexShader));
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uint fragmentShader = _gl.CreateShader(ShaderType.FragmentShader);
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_gl.ShaderSource(fragmentShader, fragmentCode);
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_gl.CompileShader(fragmentShader);
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_gl.GetShader(fragmentShader, ShaderParameterName.CompileStatus, out int fStatus);
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_gl.GetShader(fragmentShader, ShaderParameterName.CompileStatus, out int fStatus);
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if (fStatus != (int) GLEnum.True)
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if (fStatus != (int) GLEnum.True)
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throw new Exception("Fragment shader failed to compile: " + _gl.GetShaderInfoLog(fragmentShader));
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throw new Exception("Fragment shader failed to compile: " + _gl.GetShaderInfoLog(fragmentShader));
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_program = _gl.CreateProgram();
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_gl.AttachShader(_program, vertexShader);
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_gl.AttachShader(_program, vertexShader);
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_gl.AttachShader(_program, fragmentShader);
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_gl.AttachShader(_program, fragmentShader);
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_gl.LinkProgram(_program);
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_gl.LinkProgram(_program);
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_gl.GetProgram(_program, ProgramPropertyARB.LinkStatus, out int lStatus);
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_gl.GetProgram(_program, ProgramPropertyARB.LinkStatus, out int lStatus);
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@ -139,8 +135,8 @@ void main()
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_gl.DetachShader(_program, fragmentShader);
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_gl.DetachShader(_program, fragmentShader);
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_gl.DeleteShader(vertexShader);
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_gl.DeleteShader(vertexShader);
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_gl.DeleteShader(fragmentShader);
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_gl.DeleteShader(fragmentShader);
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const uint positionLoc = 0;
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var positionLoc = (uint)_gl.GetAttribLocation(_program, "aPosition");
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_gl.EnableVertexAttribArray(positionLoc);
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_gl.EnableVertexAttribArray(positionLoc);
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_gl.VertexAttribPointer(positionLoc, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), (void*) 0);
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_gl.VertexAttribPointer(positionLoc, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), (void*) 0);
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