修改底层渲染为OpenGL
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@@ -1,6 +1,8 @@
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#include "Actor.h"
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#include "EngineFrame/Scene/Scene.h"
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#include "EngineCore/Game.h"
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#include "EngineFrame/Component/RenderBase.h"
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#include "EngineFrame/Render/RenderManager.h"
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#include <algorithm>
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Actor::Actor()
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@@ -16,6 +18,22 @@ void Actor::Init()
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addTag(Tag::UPDATE);
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}
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void Actor::Render()
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{
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// 如果有裁切视口
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if (this->_CropViewportFlag)
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{
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RenderManager *renderer = Game::GetInstance().GetRenderer();
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renderer->SetClipRect(&this->_CropViewport);
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BaseNode::Render();
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renderer->CloseClipRect();
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}
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else
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{
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BaseNode::Render();
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}
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}
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void Actor::AddComponent(RefPtr<Component> Component)
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{
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BaseNode::AddChild(Component);
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@@ -25,3 +43,21 @@ void Actor::RemoveComponent(RefPtr<Component> Component)
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{
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BaseNode::RemoveChild(Component);
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}
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void Actor::SetCropViewport(SDL_Rect CropViewport)
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{
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if (CropViewport.x == 0 && CropViewport.y == 0 && CropViewport.w == 0 && CropViewport.h == 0)
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{
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this->_CropViewportFlag = false;
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}
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else
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{
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this->_CropViewportFlag = true;
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this->_CropViewport = CropViewport;
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}
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}
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SDL_Rect Actor::GetCropViewport()
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{
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return this->_CropViewport;
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}
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@@ -10,14 +10,23 @@ class Scene;
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*/
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class Actor : public BaseNode
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{
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private:
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//裁切视口Flag
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bool _CropViewportFlag = false;
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//裁切视口
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SDL_Rect _CropViewport = {0, 0, 0, 0};
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public:
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Actor();
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public:
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void Init() override;
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void Render() override;
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void AddComponent(RefPtr<Component> Component);
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void RemoveComponent(RefPtr<Component> Component);
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// void AddChild(RefPtr<Actor> child);
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// void RemoveChild(RefPtr<Actor> child);
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// 设置裁切视口(放在Actor里 他与他的子对象都会被裁切)
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void SetCropViewport(SDL_Rect CropViewport);
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// 获取裁切视口
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SDL_Rect GetCropViewport();
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};
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