forked from mirror/DotRecast
slik test ok
This commit is contained in:
parent
d4c3e9f5fe
commit
9748312b2c
|
@ -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 =
|
||||
|
@ -67,9 +72,6 @@ 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)
|
||||
|
@ -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);
|
||||
|
@ -140,7 +136,7 @@ void main()
|
|||
_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);
|
||||
|
||||
|
|
Loading…
Reference in New Issue