質問編集履歴
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文章とタイトルを修正
test
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全ての描画で
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全ての描画物で共有する頂点コードで頂点とカメラクラスをstatic にする行為は正しいのかどうか?
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test
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提示コードですが
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提示コードですが頂点情報を全ての描画物で共有してメモリを節約したいのでカメラクラスのstatic 変数で定義しているのですがこれは実装としてありなのでしょうか?正解なのでしょうか?
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またスプライトクラスのコンストラクタ引数で頂点属性のタイプを取得して法線がるときない時で処理を分ける必要があるので引数に取っているんのですがこれは正しいのでしょうか?
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プログラミングに正解はないとよく聞きますがこの実装は回りくどいのかどうか知りたいです。
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```cpp
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#ifndef ___SPRITE_2D_HPP_
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#define ___SPRITE_2D_HPP_
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#include <iostream>
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#include <fstream>
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#include <glew/include/GL/glew.h>
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#include <glm/glm.hpp>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_Transform.hpp"
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#include "glm/gtx/Transform.hpp"
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#include "
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#include "Sprite.hpp"
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/
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// ##################################### コンストラクタ #####################################
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説明
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2Dのテクスチャ描画 正射形
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FrameWork::Sprite::Sprite(FrameWork::Vertex::Attribute type, const char* vert, const char* frag) : Render_2D()
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*NOTE
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*
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* 頂点の順番
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* 0 2,3
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* 1,4 5
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###########################################################################*/
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namespace FrameWork
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{
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{
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//頂点配列を指定
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shader = std::make_shared<FrameWork::Shader>(); //シェーダー
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if (vert == NULL || frag == NULL)
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{
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int te
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gl
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shader->Input(FrameWork::Resource::getShader(FrameWork::Resource::Asset::shader_BasicTexture_vert), FrameWork::Resource::getShader(FrameWork::Resource::Asset::shader_BasicTexture_frag));
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}
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else
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{
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shader->Input((char*)vert,(char*)frag);
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}
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vertex = FrameWork::Camera_2D::getVertexAttribute(); //頂点属性を取得
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vertex->resize(6);
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if (type == FrameWork::Vertex::Attribute::UV)
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{
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//頂点
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GLint attrib = shader->getAttribLocation("vertexPosition");
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glEnableVertexAttribArray(attrib);
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glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(Vertex::ALL_2D), vertex->data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)0);
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shader->setBindAttribLocation("vertexPosition");
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//UV
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attrib = shader->getAttribLocation("vertexUV");
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glEnableVertexAttribArray(attrib);
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glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(Vertex::ALL_2D), vertex->data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(sizeof(GLfloat) * 2));
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shader->setBindAttribLocation("vertexUV");
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}
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else if (type == FrameWork::Vertex::Attribute::Normal)
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{
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//頂点
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GLint attrib = shader->getAttribLocation("vertexPosition");
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glEnableVertexAttribArray(attrib);
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glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(Vertex::ALL_2D), vertex->data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)0);
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shader->setBindAttribLocation("vertexPosition");
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//UV
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attrib = shader->getAttribLocation("vertexUV");
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glEnableVertexAttribArray(attrib);
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glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(Vertex::ALL_2D), vertex->data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(sizeof(GLfloat) * 2));
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shader->setBindAttribLocation("vertexUV");
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//Normal
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attrib = shader->getAttribLocation("vertexNormal");
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glEnableVertexAttribArray(attrib);
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glBufferData(GL_ARRAY_BUFFER, vertex->size() * sizeof(Vertex::ALL_2D), vertex->data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(GLfloat), (GLvoid*)(sizeof(GLfloat) * 4));
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shader->setBindAttribLocation("vertexNormal");
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}
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texture.resize(0); //テクスチャデータ
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}
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// ##################################### テクスチャ 設定 #####################################
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void FrameWork::Sprite::InputTexture(std::shared_ptr<FrameWork::Resource::Texture> tex)
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{
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//文字数の関係
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}
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// ##################################### 頂点属性 #####################################
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void FrameWork::Sprite::setAttribute()
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{
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// 頂点座標
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vertex->at(0).position[0] = -0.5f;
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vertex->at(0).position[1] = 0.5f;
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vertex->at(1).position[0] = -0.5f;
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vertex->at(1).position[1] = -0.5f;
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vertex->at(2).position[0] = 0.5f;
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vertex->at(2).position[1] = 0.5f;
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vertex->at(3).position[0] = 0.5f;
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vertex->at(3).position[1] = 0.5f;
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vertex->at(4).position[0] = -0.5f;
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vertex->at(4).position[1] = -0.5f;
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vertex->at(5).position[0] = 0.5f;
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vertex->at(5).position[1] = -0.5f;
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//UV座標
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float sizeX = 1.0f / (float)texture.at(textureNumber).size.x;
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float sizeY = 1.0f / (float)texture.at(textureNumber).size.y;
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vertex->at(0).uv[0] = sizeX * startSize.x;
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vertex->at(0).uv[1] = sizeY * endSize.y;
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vertex->at(1).uv[0] = sizeX * startSize.x;
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vertex->at(1).uv[1] = sizeY * startSize.y;
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vertex->at(4).uv[0] = sizeX * startSize.x;
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vertex->at(4).uv[1] = sizeY * startSize.y;
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vertex->at(2).uv[0] = sizeX * endSize.x;
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vertex->at(2).uv[1] = sizeY * endSize.y;
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vertex->at(3).uv[0] = sizeX * endSize.x;
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vertex->at(3).uv[1] = sizeY * endSize.y;
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vertex->at(5).uv[0] = sizeX * endSize.x;
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vertex->at(5).uv[1] = sizeY * startSize.y;
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}
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// ##################################### 法線 設定 #####################################
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void FrameWork::Sprite::setNormal(std::shared_ptr<std::array<glm::vec3, 6>> n)
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{
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if (n != nullptr)
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{
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vertex->at(0).normal[0] = n->at(0).x;
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vertex->at(0).normal[1] = n->at(0).y;
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vertex->at(0).normal[2] = n->at(0).z;
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vertex->at(1).normal[0] = n->at(1).x;
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vertex->at(1).normal[1] = n->at(1).y;
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vertex->at(1).normal[2] = n->at(1).z;
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vertex->at(2).normal[0] = n->at(2).x;
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vertex->at(2).normal[1] = n->at(2).y;
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vertex->at(2).normal[2] = n->at(2).z;
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vertex->at(3).normal[0] = n->at(3).x;
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vertex->at(3).normal[1] = n->at(3).y;
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vertex->at(3).normal[2] = n->at(3).z;
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vertex->at(4).normal[0] = n->at(4).x;
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vertex->at(4).normal[1] = n->at(4).y;
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vertex->at(4).normal[2] = n->at(4).z;
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+
vertex->at(5).normal[0] = n->at(5).x;
|
314
|
+
|
315
|
+
vertex->at(5).normal[1] = n->at(5).y;
|
316
|
+
|
317
|
+
vertex->at(5).normal[2] = n->at(5).z;
|
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|
+
|
319
|
+
}
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320
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+
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|
+
}
|
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+
|
324
|
+
|
325
|
+
// ##################################### 描画指定 #####################################
|
326
|
+
|
327
|
+
void FrameWork::Sprite::Draw(glm::vec2 pos, int texNum, float r, glm::vec2 s, glm::vec2 start, glm::vec2 end,std::shared_ptr<std::array<glm::vec3,6>> n)
|
328
|
+
|
329
|
+
{
|
330
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+
|
331
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+
|
332
|
+
|
333
|
+
vertex->resize(6);
|
334
|
+
|
335
|
+
|
336
|
+
|
337
|
+
startSize = start; //テクスチャ始点
|
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|
+
|
339
|
+
endSize = end; //テクスチャ終点
|
340
|
+
|
341
|
+
textureNumber = texNum; //テクスチャを指定
|
342
|
+
|
343
|
+
setAttribute(); //頂点属性 設定
|
344
|
+
|
345
|
+
setNormal(n); //法線 設定
|
346
|
+
|
347
|
+
|
348
|
+
|
349
|
+
glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vertex::ALL_2D) * vertex->size(),vertex->data());
|
350
|
+
|
351
|
+
|
352
|
+
|
353
|
+
|
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|
+
|
355
|
+
glBindTexture(GL_TEXTURE_2D, texture.at(textureNumber).ID); //テクスチャをバインド
|
356
|
+
|
357
|
+
//glActiveTexture(texture.at(textureNumber).unitNumber); //テクスチャを有効にする
|
358
|
+
|
359
|
+
|
360
|
+
|
361
|
+
//Transform
|
362
|
+
|
363
|
+
setPosition(pos); //座標
|
364
|
+
|
365
|
+
setScale(s + glm::vec2(end - start)); //スケール
|
366
|
+
|
367
|
+
setRotate(r); //回転
|
368
|
+
|
369
|
+
|
370
|
+
|
371
|
+
//描画行列
|
372
|
+
|
373
|
+
shader->setUniformMatrix4fv("uTranslate", getMatTranslation());
|
374
|
+
|
375
|
+
shader->setUniformMatrix4fv("uRotate", getMatRotate());
|
376
|
+
|
377
|
+
shader->setUniformMatrix4fv("uScale", getMatScale());
|
378
|
+
|
379
|
+
shader->setUniformMatrix4fv("uViewProjection", glm::ortho(0.0f, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0.0f, -1.0f, 1.0f));
|
380
|
+
|
381
|
+
|
382
|
+
|
383
|
+
|
384
|
+
|
385
|
+
|
386
|
+
|
387
|
+
glDrawArrays(GL_TRIANGLES, 0, 6);
|
388
|
+
|
389
|
+
|
390
|
+
|
391
|
+
|
392
|
+
|
393
|
+
glBindTexture(GL_TEXTURE_2D, 0);
|
394
|
+
|
395
|
+
}
|
396
|
+
|
397
|
+
|
398
|
+
|
399
|
+
// ##################################### デストラクタ #####################################
|
400
|
+
|
401
|
+
FrameWork::Sprite::~Sprite()
|
402
|
+
|
403
|
+
{
|
404
|
+
|
405
|
+
|
406
|
+
|
407
|
+
}
|
408
|
+
|
409
|
+
|
170
410
|
|
171
411
|
```
|
172
412
|
|
173
413
|
```cpp
|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
240
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
248
|
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|
249
|
-
|
250
|
-
|
251
|
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|
252
|
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|
253
|
-
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
415
|
+
|
416
|
+
|
417
|
+
|
418
|
+
|
419
|
+
std::shared_ptr<std::vector<FrameWork::Vertex::ALL_2D>> FrameWork::Camera_2D::vertex = std::make_shared<std::vector<FrameWork::Vertex::ALL_2D>>(0); //頂点配列
|
420
|
+
|
421
|
+
|
422
|
+
|
423
|
+
GLuint FrameWork::Camera_2D::vao = 0; //vao
|
424
|
+
|
425
|
+
GLuint FrameWork::Camera_2D::vbo = 0; //vbo
|
426
|
+
|
427
|
+
|
428
|
+
|
429
|
+
glm::mat4 FrameWork::Camera_2D::scale = glm::mat4(); //拡大縮小
|
430
|
+
|
431
|
+
glm::mat4 FrameWork::Camera_2D::rotate = glm::mat4(); //回転
|
432
|
+
|
433
|
+
glm::mat4 FrameWork::Camera_2D::translate = glm::mat4(); //平行移動
|
434
|
+
|
435
|
+
|
436
|
+
|
437
|
+
//描画行列
|
438
|
+
|
439
|
+
glm::vec2 FrameWork::Camera_2D::vecPosition = glm::vec2(0,0); //座標
|
440
|
+
|
441
|
+
glm::vec3 FrameWork::Camera_2D::vecLook = glm::vec3(0,0,-1); //向き(視線)
|
442
|
+
|
443
|
+
glm::mat4 FrameWork::Camera_2D::view = glm::lookAt(glm::vec3(vecPosition.x, vecPosition.y, 0.0f), vecLook, glm::vec3(0, 1, 0)); //ビュー行列
|
444
|
+
|
445
|
+
glm::mat4 FrameWork::Camera_2D::projection = glm::perspective(glm::radians(90.0f), 4.0f / 3.0f, 0.1f, 100.0f); //透視射形行列
|
446
|
+
|
447
|
+
|
448
|
+
|
449
|
+
|
450
|
+
|
451
|
+
// ##################################### 初期化 #####################################
|
452
|
+
|
453
|
+
void FrameWork::Camera_2D::Init()
|
454
|
+
|
455
|
+
{
|
456
|
+
|
457
|
+
glGenVertexArrays(1, &vao);
|
458
|
+
|
459
|
+
glGenBuffers(1, &vbo);
|
460
|
+
|
461
|
+
|
462
|
+
|
463
|
+
glBindVertexArray(vao);
|
464
|
+
|
465
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
466
|
+
|
467
|
+
|
468
|
+
|
469
|
+
vertex->resize(6);
|
470
|
+
|
471
|
+
}
|
472
|
+
|
473
|
+
|
474
|
+
|
475
|
+
// ##################################### 頂点属性を取得 #####################################
|
476
|
+
|
477
|
+
std::shared_ptr<std::vector<FrameWork::Vertex::ALL_2D>> FrameWork::Camera_2D::getVertexAttribute()
|
478
|
+
|
479
|
+
{
|
480
|
+
|
481
|
+
return vertex;
|
482
|
+
|
483
|
+
}
|
484
|
+
|
485
|
+
|
486
|
+
|
487
|
+
// ##################################### 座標を設定 #####################################
|
488
|
+
|
489
|
+
void FrameWork::Camera_2D::setPosition(glm::vec2 p)
|
490
|
+
|
491
|
+
{
|
492
|
+
|
493
|
+
vecPosition = p; //座標
|
494
|
+
|
495
|
+
view = glm::lookAt(glm::vec3(vecPosition.x,vecPosition.y,0), vecLook, glm::vec3(0, 1, 0));
|
496
|
+
|
497
|
+
}
|
498
|
+
|
499
|
+
|
500
|
+
|
501
|
+
// ##################################### 視線を設定 #####################################
|
502
|
+
|
503
|
+
void FrameWork::Camera_2D::setLook(glm::vec3 l)
|
504
|
+
|
505
|
+
{
|
506
|
+
|
507
|
+
vecLook = l; //向き
|
508
|
+
|
509
|
+
view = glm::lookAt(glm::vec3(vecPosition.x, vecPosition.y, 0.0f), vecLook, glm::vec3(0, 1, 0));
|
510
|
+
|
511
|
+
}
|
512
|
+
|
513
|
+
|
514
|
+
|
515
|
+
// ##################################### 座標を取得 #####################################
|
516
|
+
|
517
|
+
glm::vec2 FrameWork::Camera_2D::getPosition()
|
518
|
+
|
519
|
+
{
|
520
|
+
|
521
|
+
return vecPosition;
|
522
|
+
|
523
|
+
}
|
524
|
+
|
525
|
+
// ##################################### 視線を取得 #####################################
|
526
|
+
|
527
|
+
glm::vec3 FrameWork::Camera_2D::getLook()
|
528
|
+
|
529
|
+
{
|
530
|
+
|
531
|
+
return vecLook;
|
532
|
+
|
533
|
+
}
|
534
|
+
|
535
|
+
|
536
|
+
|
537
|
+
// ##################################### 3D ビュー行列を取得 透視射形行列 #####################################
|
538
|
+
|
539
|
+
glm::mat4 FrameWork::Camera_2D::getViewProjection()
|
540
|
+
|
541
|
+
{
|
542
|
+
|
543
|
+
return projection * view;
|
544
|
+
|
545
|
+
}
|
546
|
+
|
547
|
+
|
548
|
+
|
549
|
+
// ##################################### 2D ビュー行列を取得 正射形 #####################################
|
550
|
+
|
551
|
+
glm::mat4 FrameWork::Camera_2D::getProjection_2D()
|
552
|
+
|
553
|
+
{
|
554
|
+
|
555
|
+
return glm::ortho(0.0f, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0.0f, -1.0f, 1.0f);
|
556
|
+
|
557
|
+
}
|
558
|
+
|
559
|
+
|
560
|
+
|
561
|
+
// ###################### デストラクタ ######################
|
562
|
+
|
563
|
+
FrameWork::Camera_2D::~Camera_2D()
|
564
|
+
|
565
|
+
{
|
566
|
+
|
567
|
+
|
568
|
+
|
569
|
+
}
|
260
570
|
|
261
571
|
```
|