将游戏层和UI层分开渲染 并提高了缩放质量
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@@ -31,8 +31,12 @@ private:
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// 窗口尺寸
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int _windowWidth;
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int _windowHeight;
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// 正交投影矩阵
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glm::mat4 _orthoMatrix;
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// 游戏正交投影矩阵
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glm::mat4 _GameOrthoMatrix;
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// UI的正交投影矩阵
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glm::mat4 _UIOrthoMatrix;
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// 渲染的正交投影矩阵
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glm::mat4 _OrthoMatrix;
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// 渲染器上下文
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SDL_GLContext _ctx;
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@@ -46,6 +50,9 @@ private:
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// 当前使用渲染参数
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GL_RenderParams _currentRenderParams;
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public:
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// 单帧渲染调用次数
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int _frameRenderCount = 0;
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public:
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RenderManager(SDL_Window *window);
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~RenderManager();
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@@ -69,6 +76,9 @@ public:
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void CloseClipRect();
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// 绘制纹理
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void DrawTexture(RefPtr<Texture> texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, void *userdata = nullptr);
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// 设置正交投影矩阵类型
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void SetOrthoMatrixType(int type);
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private:
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// 编译着色器
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