修改底层渲染为OpenGL
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@@ -412,7 +412,7 @@ void GameMap::AddObject(RefPtr<BaseObject> object)
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if (object->m_objecttype == ObjectType::CHARACTER)
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{
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CharacterObject *chr = (CharacterObject *)(object.Get());
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_LayerMap["bottom"]->AddComponent(chr->_Shadow);
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if( chr->_Shadow != nullptr)_LayerMap["bottom"]->AddComponent(chr->_Shadow);
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}
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}
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@@ -12,9 +12,8 @@ GameMapLayer::~GameMapLayer()
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void GameMapLayer::Render()
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{
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Actor::Render();
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SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
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// 设置绘制颜色
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 128);
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RenderManager *renderer = Game::GetInstance().GetRenderer();
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// 自身坐标
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float Xpos = GetIterationPos().x + GetPos().x;
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float Ypos = GetIterationPos().y + GetPos().y;
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@@ -25,10 +24,8 @@ void GameMapLayer::Render()
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buf.y = info.y + Ypos;
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buf.w = info.w;
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buf.h = info.h;
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// 绘制填充矩形
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SDL_RenderFillRect(renderer, &buf);
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//TODO: 渲染可行区域
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}
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 250);
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}
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void GameMapLayer::AddDebugFeasibleAreaInfo(VecFPos pos, VecSize size)
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@@ -11,7 +11,8 @@ Tile::Tile(std::string Path) : Sprite()
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if (std::get<std::string>(m_data["path"]) == "")
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m_data["path"] = "sprite/character/common/circlecooltime.img";
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m_texture = new Texture(std::get<std::string>(m_data["path"]), std::get<int>(m_data["idx"]));
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m_texture = new Texture();
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m_texture->Init(std::get<std::string>(m_data["path"]), std::get<int>(m_data["idx"]));
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Sprite::Init();
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this->imgPath = Path;
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}
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