完成主要交互、高性能组件、国际化和A型传感器数据包接收

This commit is contained in:
2026-01-13 16:34:28 +08:00
parent 47e6dc7244
commit 1960e6a5b9
84 changed files with 7752 additions and 332 deletions

View File

@@ -6,6 +6,8 @@
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/gtc/type_ptr.hpp>
#include <glm/glm.hpp>
class Shader {
public:
@@ -13,6 +15,7 @@ public:
unsigned int ID;
// 构造器读取并构建着色器
Shader(const char* vertexPath, const char* fragmentPath) {
std::cout << "begin compile [" << vertexPath << "] and [" << fragmentPath << "] !" << std::endl;
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
@@ -70,13 +73,18 @@ public:
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetShaderInfoLog(ID, 512, NULL, infoLog);
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
~Shader() {
if (ID) {
glDeleteProgram(ID);
}
}
// 使用/激活程序
void use() {
glUseProgram(ID);
@@ -91,4 +99,13 @@ public:
void setFloat(const std::string& name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void setVec2(const std::string& name, const glm::vec2& value) const {
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, glm::value_ptr(value));
}
void setVec3(const std::string& name, const glm::vec3& value) const {
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, glm::value_ptr(value));
}
void setMat4(const std::string& name, const glm::mat4& value) const {
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
};