slik test ok

This commit is contained in:
ikpil 2023-03-22 01:19:59 +09:00
parent d4c3e9f5fe
commit 9748312b2c
1 changed files with 15 additions and 19 deletions

View File

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