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@@ -46,14 +46,24 @@ int main(void)
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std::cout << glGetString(GL_VERSION) << std::endl;
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std::cout << glGetString(GL_VERSION) << std::endl;
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// 设定宽高是 640, 480 比例是 4:3
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// 设定宽高是 640, 480 比例是 4:3
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- glm::mat4 proj = glm::ortho(-4.0f, 4.0f, -3.0f, 3.0f, -1.0f, 1.0f);
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+ //glm::mat4 proj = glm::ortho(-4.0f, 4.0f, -3.0f, 3.0f, -1.0f, 1.0f);
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+
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+ glm::mat4 proj = glm::ortho(0.0f, 960.0f, 0.0f, 540.0f, -1.0f, 1.0f);
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+ glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(-100, 0, 0));
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+ glm::mat4 mvp = proj * view;
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{
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{
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+ //float positions[] = {
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+ // -0.5f, -0.5f, 0.0f, 0.0f,
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+ // 0.5f, -0.5f, 1.0f, 0.0f,
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+ // 0.5f, 0.5f, 1.0f, 1.0f,
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+ // -0.5f, 0.5f, 0.0f, 1.0f,
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+ //};
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float positions[] = {
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float positions[] = {
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- -0.5f, -0.5f, 0.0f, 0.0f,
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- 0.5f, -0.5f, 1.0f, 0.0f,
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- 0.5f, 0.5f, 1.0f, 1.0f,
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- -0.5f, 0.5f, 0.0f, 1.0f,
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+ 100.0f, 100.0f, 0.0f, 0.0f,
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+ 700.0f, 100.0f, 1.0f, 0.0f,
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+ 700.0f, 400.0f, 1.0f, 1.0f,
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+ 100.0f, 400.0f, 0.0f, 1.0f,
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};
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};
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GLuint indeices[] = {
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GLuint indeices[] = {
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@@ -82,7 +92,7 @@ int main(void)
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auto shader = Shader("res/shader/Vertex.vert", "res/shader/Fragment.frag");
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auto shader = Shader("res/shader/Vertex.vert", "res/shader/Fragment.frag");
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shader.Bind();
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shader.Bind();
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shader.SetUniform1i("u_Texture", 0);
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shader.SetUniform1i("u_Texture", 0);
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- shader.SetUniformMat4f("u_MVP", proj);
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+ shader.SetUniformMat4f("u_MVP", mvp);
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// 清除所有绑定关系
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// 清除所有绑定关系
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va.Unbind();
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va.Unbind();
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