修改底层渲染为OpenGL
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@@ -3,13 +3,6 @@
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AnimationManager::AnimationManager()
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{
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SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
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m_Texture = SDL_CreateTexture(
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renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_TARGET,
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Game::GetInstance().Screen_W,
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Game::GetInstance().Screen_H);
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}
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void AnimationManager::PreRender()
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@@ -65,35 +58,7 @@ void AnimationManager::PreRender()
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void AnimationManager::Render()
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{
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SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
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// 设定渲染目标为纹理
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SDL_SetRenderTarget(renderer, m_Texture);
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SDL_RenderClear(renderer);
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// 渲染所有子对象
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Actor::Render();
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// 恢复渲染目标为默认窗口
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SDL_SetRenderTarget(renderer, nullptr);
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SDL_Rect srcRect = {
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static_cast<int>(m_RenderRect.x), // 子对象包围盒左上角X(纹理中的位置)
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static_cast<int>(m_RenderRect.y), // 子对象包围盒左上角Y(纹理中的位置)
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static_cast<int>(m_RenderRect.w), // 包围盒宽度(有效区域宽度)
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static_cast<int>(m_RenderRect.h) // 包围盒高度(有效区域高度)
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};
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// SDL_FRect renderToWindow = {
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// m_RenderRect.x, // 窗口上的X位置(可自定义)
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// m_RenderRect.y, // 窗口上的Y位置(可自定义)
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// m_RenderRect.w, // 渲染到窗口的宽度(与源区域等大)
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// m_RenderRect.h // 渲染到窗口的高度(与源区域等大)
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// };
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SDL_FRect renderToWindow = {
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0, 0, 1080, 720};
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// SDL_Log("m_Texture rect: %f %f %f %f", renderToWindow.x, renderToWindow.y, renderToWindow.w, renderToWindow.h);
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// SDL_RenderCopyF(renderer, m_Texture, &srcRect, &renderToWindow);
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SDL_RenderCopyF(renderer, m_Texture, NULL, &renderToWindow);
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}
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void AnimationManager::AddAnimation(RefPtr<Animation> ani)
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