forked from mirror/DotRecast
add sample silk
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@ -3,6 +3,7 @@
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net7.0</TargetFramework>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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@ -1,5 +1,8 @@
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using Serilog;
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using System;
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using Serilog;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using Silk.NET.Windowing;
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namespace DotRecast.Silk;
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@ -9,16 +12,22 @@ public class SilkDemo
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private static readonly ILogger Logger = Log.ForContext<SilkDemo>();
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private IWindow _win;
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private IInputContext _input;
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private GL _gl;
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private uint _vao; // vertex array object
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private uint _vbo; // vertex buffer object
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private uint _ebo; //
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private uint _program;
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public void Run()
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{
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Log.Logger.Information("running");
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var options = WindowOptions.Default;
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options.Title = "silk demo";
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options.Size = new Vector2D<int>(1024, 768);
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options.VSync = false;
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//options.ShouldSwapAutomatically = false;
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options.ShouldSwapAutomatically = false;
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_win = Window.Create(options);
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_win.Closing += OnWindowClosing;
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@ -27,37 +36,141 @@ public class SilkDemo
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_win.FramebufferResize += OnWindowFramebufferResize;
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_win.Update += OnWindowUpdate;
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_win.Render += OnWindowRender;
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_win.Run();
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}
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private void OnWindowClosing()
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{
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}
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private void OnWindowLoad()
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private unsafe void OnWindowLoad()
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{
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_input = _win.CreateInput();
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_gl = _win.CreateOpenGL();
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Logger.Information($"{_win.API.Profile}");
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Logger.Information($"{_win.API.Version.MajorVersion} {_win.API.Version.MinorVersion}");
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//_gl.ClearColor(Color.CornflowerBlue);
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// Create the VAO.
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_vao = _gl.GenVertexArray();
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_gl.BindVertexArray(_vao);
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// The quad vertices data.
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float[] vertices =
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{
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0.5f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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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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// 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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fixed (float* buf = vertices)
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_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint) (vertices.Length * sizeof(float)), buf, BufferUsageARB.StaticDraw);
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// The quad indices data.
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uint[] indices =
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{
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0u, 1u, 3u,
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1u, 2u, 3u
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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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fixed (uint* buf = indices)
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_gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint) (indices.Length * sizeof(uint)), buf, BufferUsageARB.StaticDraw);
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const string vertexCode = @"
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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void main()
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{
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gl_Position = vec4(aPosition, 1.0);
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}";
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const string fragmentCode = @"
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#version 330 core
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out vec4 out_color;
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void main()
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{
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out_color = vec4(1.0, 0.5, 0.2, 1.0);
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}";
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uint vertexShader = _gl.CreateShader(ShaderType.VertexShader);
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_gl.ShaderSource(vertexShader, vertexCode);
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_gl.CompileShader(vertexShader);
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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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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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if (fStatus != (int) GLEnum.True)
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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, fragmentShader);
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_gl.LinkProgram(_program);
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_gl.GetProgram(_program, ProgramPropertyARB.LinkStatus, out int lStatus);
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if (lStatus != (int) GLEnum.True)
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throw new Exception("Program failed to link: " + _gl.GetProgramInfoLog(_program));
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_gl.DetachShader(_program, vertexShader);
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_gl.DetachShader(_program, fragmentShader);
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_gl.DeleteShader(vertexShader);
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_gl.DeleteShader(fragmentShader);
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const uint positionLoc = 0;
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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.BindVertexArray(0);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
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}
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private void OnWindowResize(Vector2D<int> size)
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{
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}
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private void OnWindowFramebufferResize(Vector2D<int> size)
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{
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}
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private void OnWindowUpdate(double dt)
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{
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}
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private void OnWindowRender(double dt)
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private unsafe void OnWindowRender(double dt)
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{
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_gl.ClearColor(0.3f, 0.3f, 0.32f, 1.0f);
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_gl.Clear((uint)GLEnum.ColorBufferBit | (uint)GLEnum.DepthBufferBit);
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_gl.BindVertexArray(_vao);
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_gl.UseProgram(_program);
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_gl.DrawElements(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*) 0);
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_win.SwapBuffers();
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}
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}
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