refactor: 重构项目结构和资源管理

- 将主程序代码和资源文件移动到Game目录下
- 更新构建脚本以适配新的目录结构
- 重构应用初始化流程,移除冗余代码
- 更新着色器文件路径和资源管理逻辑
- 删除废弃的windows.lua构建脚本
- 优化Switch平台构建配置
This commit is contained in:
2026-03-16 02:45:52 +08:00
parent f8c2c26cdc
commit 092a28c30e
18 changed files with 82 additions and 181 deletions

View File

@@ -0,0 +1,9 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}

View File

@@ -0,0 +1,19 @@
#ifdef GL_ES
precision mediump float;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
uniform mat4 u_view;
uniform mat4 u_projection;
varying vec2 v_texCoord;
varying vec4 v_color;
void main() {
gl_Position = u_projection * u_view * vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}

13
Game/shaders/sprite.frag Normal file
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@@ -0,0 +1,13 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
varying vec4 v_color;
uniform sampler2D u_texture;
void main() {
vec4 texColor = texture2D(u_texture, v_texCoord);
gl_FragColor = texColor * v_color;
}

20
Game/shaders/sprite.vert Normal file
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@@ -0,0 +1,20 @@
#ifdef GL_ES
precision mediump float;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying vec4 v_color;
void main() {
gl_Position = u_projection * u_view * vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}