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authorchai <chaifix@163.com>2018-11-17 10:12:12 +0800
committerchai <chaifix@163.com>2018-11-17 10:12:12 +0800
commit3905924fc35f92e5092576c3f6e8fc5db7588cde (patch)
treeffb50d6930f80f24a8c66e8e58cbd3c7d9d0261e /src/libjin/Graphics/je_graphic.cpp
parente654344bc262c8393559e5cd535f440133fb2406 (diff)
*更新渲染
Diffstat (limited to 'src/libjin/Graphics/je_graphic.cpp')
-rw-r--r--src/libjin/Graphics/je_graphic.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/libjin/Graphics/je_graphic.cpp b/src/libjin/Graphics/je_graphic.cpp
index 6f3ff58..0bb3fe1 100644
--- a/src/libjin/Graphics/je_graphic.cpp
+++ b/src/libjin/Graphics/je_graphic.cpp
@@ -45,7 +45,7 @@ namespace JinEngine
void Graphic::render(int x, int y, float sx, float sy, float r, float ox, float oy) const
{
- gl.ModelMatrix.setTransformation(x, y, r, sx, sy, ox, oy);
+ Math::Matrix modelMatrix = gl.getModelViewMatrix(x, y, r, sx, sy, ox, oy);
int w = getWidth(), h = getHeight();
static float vertexCoords[8];
static float textureCoords[8];
@@ -61,8 +61,8 @@ namespace JinEngine
textureCoords[6] = 1; textureCoords[7] = 0;
// Set shader.
Shader* shader = Shader::getCurrentShader();
- shader->sendMatrix4(SHADER_MODEL_MATRIX, &(gl.getMatrix() * gl.ModelMatrix));
- shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
+ shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
+ shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords);
shader->setUVPointer(2, GL_FLOAT, 0, textureCoords);
@@ -91,11 +91,11 @@ namespace JinEngine
textureCoords[4] = slx + slw; textureCoords[5] = sly + slh;
textureCoords[6] = slx + slw; textureCoords[7] = sly;
- gl.ModelMatrix.setTransformation(x, y, r, sx, sy, ax, ay);
+ Math::Matrix modelMatrix = gl.getModelViewMatrix(x, y, r, sx, sy, ax, ay);
Shader* shader = Shader::getCurrentShader();
- shader->sendMatrix4(SHADER_MODEL_MATRIX, &(gl.getMatrix() * gl.ModelMatrix));
- shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
+ shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
+ shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords);
shader->setUVPointer(2, GL_FLOAT, 0, textureCoords);