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#include<hgl/graph/RenderDevice.h>
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#include<hgl/graph/RenderWindow.h>
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#include<iostream>
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#include<string.h>
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#include<GLEWCore/glew.h>
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using namespace hgl;
void draw()
{
glClearColor(0,0,0,1); //设置清屏颜色
glClear(GL_COLOR_BUFFER_BIT); //清屏
}
void output_ogl_info()
{
std::cout<<"Vendor: "<<glGetString(GL_VENDOR)<<std::endl;
std::cout<<"Renderer: "<<glGetString(GL_RENDERER)<<std::endl;
std::cout<<"Version: "<<glGetString(GL_VERSION)<<std::endl;
if(!glGetStringi)
return;
GLint n=0;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
std::cout<<"Extensions:"<<std::endl;
for (GLint i=0; i<n; i++)
std::cout<<" "<<i<<" : "<<glGetStringi(GL_EXTENSIONS,i)<<std::endl;
}
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void output_ogl_value(const char *name,const GLenum gl_caps)
{
GLint params;
glGetIntegerv(gl_caps, &params);
std::cout << name << ": " << params << std::endl;
}
#define OUTPUT_OGL_VALUE(name) output_ogl_value("GL_" #name,GL_##name)
void output_ogl_values()
{
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OUTPUT_OGL_VALUE(MAX_VERTEX_ATTRIBS);
OUTPUT_OGL_VALUE(MAX_VERTEX_ATTRIB_BINDINGS);
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OUTPUT_OGL_VALUE(MAX_TEXTURE_COORDS);
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OUTPUT_OGL_VALUE(MAX_VERTEX_TEXTURE_IMAGE_UNITS); //单个顶点着色器能访问的纹理单元数
OUTPUT_OGL_VALUE(MAX_TEXTURE_IMAGE_UNITS); //单个片段着色器能访问的纹理单元数
OUTPUT_OGL_VALUE(MAX_GEOMETRY_TEXTURE_IMAGE_UNITS); //单个几何着色器能访问的纹理单元数
OUTPUT_OGL_VALUE(MAX_COMBINED_TEXTURE_IMAGE_UNITS); //所有着色器总共能访问的纹理单元数
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OUTPUT_OGL_VALUE(MAX_SAMPLES);
OUTPUT_OGL_VALUE(MAX_COLOR_ATTACHMENTS);
OUTPUT_OGL_VALUE(MAX_ARRAY_TEXTURE_LAYERS);
OUTPUT_OGL_VALUE(MAX_TEXTURE_BUFFER_SIZE);
OUTPUT_OGL_VALUE(MAX_SHADER_STORAGE_BLOCK_SIZE);
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OUTPUT_OGL_VALUE(MAX_VERTEX_UNIFORM_BLOCKS);
OUTPUT_OGL_VALUE(MAX_GEOMETRY_UNIFORM_BLOCKS);
OUTPUT_OGL_VALUE(MAX_FRAGMENT_UNIFORM_BLOCKS);
OUTPUT_OGL_VALUE(MAX_UNIFORM_BLOCK_SIZE);
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}
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int main(int argc,char **argv)
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{
RenderDevice *device=CreateRenderDeviceGLFW();
if(!device)
{
std::cerr<<"Create RenderDevice(GLFW) failed."<<std::endl;
return -1;
}
if(!device->Init())
{
std::cerr<<"Init RenderDevice(GLFW) failed."<<std::endl;
return -2;
}
WindowSetup ws;
ws.Name=U8_TEXT("Draw Triangle");
RenderSetup rs;
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if(argc>1)
{
if(stricmp(argv[1],"core")==0)
rs.opengl.core=true;
else
rs.opengl.core=false;
}
else
rs.opengl.core=false;
RenderWindow *win=device->Create(1280,720,&ws,&rs);
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win->MakeToCurrent(); //切换当前窗口到前台
output_ogl_info();
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output_ogl_values();
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delete win;
delete device;
return 0;
}