修改OpenGl渲染底层之前

This commit is contained in:
2025-10-20 20:50:12 +08:00
parent 1b011b9b68
commit 2b888aae5b
61 changed files with 1609 additions and 680 deletions

View File

@@ -1,5 +1,7 @@
#include "BaseObject.h"
#include "Actor/Map/GameMap.h"
#include "Actor/Map/GameMapCamera.h"
BaseObject::BaseObject()
{
Init(); // 调用了RenderBase的Init函数 对象才会被执行回调
@@ -10,41 +12,50 @@ BaseObject::~BaseObject()
{
}
void BaseObject::SetPosition(VecFPos3 pos)
void BaseObject::Update(float deltaTime)
{
if (_AffCamera != nullptr)
{
_AffCamera->SyncPos(deltaTime);
}
Actor::Update(deltaTime);
}
void BaseObject::SetPosition(VecPos3 pos)
{
if (pos.y != this->Position.y)
{
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
SetRenderZOrder(pos.y); // 设置渲染顺序
}
this->Position = pos;
Actor::SetPos(VecFPos{this->Position.x, this->Position.y - this->Position.z});
SetPos(VecFPos{this->Position.x, this->Position.y - this->Position.z});
}
VecFPos3 BaseObject::GetPosition()
VecPos3 BaseObject::GetPosition()
{
return this->Position;
}
void BaseObject::SetXpos(float x)
void BaseObject::SetXpos(int x)
{
this->Position.x = x;
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
SetPos({this->Position.x, this->Position.y - this->Position.z});
}
void BaseObject::SetYpos(float y)
void BaseObject::SetYpos(int y)
{
if (y != this->Position.y)
{
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
SetRenderZOrder(y); // 设置渲染顺序
}
this->Position.y = y;
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
SetPos({this->Position.x, this->Position.y - this->Position.z});
}
void BaseObject::SetZpos(float z)
void BaseObject::SetZpos(int z)
{
this->Position.z = z;
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
SetPos({this->Position.x, this->Position.y - this->Position.z});
}
int BaseObject::GetXpos()
@@ -62,28 +73,33 @@ int BaseObject::GetZpos()
return this->Position.z;
}
void BaseObject::MoveBy(VecFPos3 pos)
void BaseObject::MoveBy(VecPos3 pos)
{
// 只有moveby移动时判断所在地图中是否能够这样移动
VecFPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), pos);
if (pos.y != 0)
VecPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), pos);
if (RealPos.y != this->Position.y)
{
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
SetRenderZOrder(RealPos.y); // 设置渲染顺序
}
if (RealPos != this->Position){
this->Position = RealPos;
SetPos({this->Position.x, this->Position.y - this->Position.z});
}
this->Position = RealPos;
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
}
void BaseObject::MoveBy(float x, float y, float z)
void BaseObject::MoveBy(int x, int y, int z)
{
// 只有moveby移动时判断所在地图中是否能够这样移动
VecFPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), VecFPos3({x, y, z}));
if (y != 0)
VecPos3 RealPos = this->_AffMap->CheckIsItMovable(GetPosition(), VecPos3({x, y, z}));
if (RealPos.y != this->Position.y)
{
SetRenderZOrder((int)(this->Position.y)); // 设置渲染顺序
SetRenderZOrder(RealPos.y); // 设置渲染顺序
}
if (RealPos != this->Position)
{
this->Position = RealPos;
SetPos({this->Position.x, this->Position.y - this->Position.z});
}
this->Position = RealPos;
Actor::SetPos({this->Position.x, this->Position.y - this->Position.z});
}
void BaseObject::SetDirection(int dir)