增加opengl配置到 RenderSetup
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@ -90,17 +90,17 @@ namespace hgl
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float lod_bias; ///<默认纹理LOD Bias(默认0)
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float max_anistropy; ///<纹理最大各向异性过滤值比例(使用0.0-1.0,默认1)
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}texture;
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};
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struct OpenGLRenderSetup:public RenderSetup
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{
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bool debug=true;
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struct
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{
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bool debug=true;
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bool es=false;
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bool egl=false;
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bool es=false;
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bool egl=false;
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uint major=3;
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uint minor=3;
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uint major=3;
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uint minor=3;
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}opengl;
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};
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class RenderWindow;
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@ -78,22 +78,22 @@ namespace hgl
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{
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glfwWindowHint(GLFW_SAMPLES, gs->msaa);
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// glfwWindowHint(GLFW_CLIENT_API, gs->es?GLFW_OPENGL_ES_API:GLFW_OPENGL_API);
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//
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// glfwWindowHint(GLFW_CONTEXT_CREATION_API, gs->egl?GLFW_EGL_CONTEXT_API:GLFW_NATIVE_CONTEXT_API);
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glfwWindowHint(GLFW_CLIENT_API, gs->opengl.es?GLFW_OPENGL_ES_API:GLFW_OPENGL_API);
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// if(gs->es)
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// {
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// }
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// else
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, gs->opengl.egl?GLFW_EGL_CONTEXT_API:GLFW_NATIVE_CONTEXT_API);
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if(gs->opengl.es)
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{
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}
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else
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{
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //核心模式
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true); //向前兼容模式(无旧特性)
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}
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// glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, gs->debug); //调试模式
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, gs->major);
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// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, gs->minor);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, gs->opengl.debug); //调试模式
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, gs->opengl.major);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, gs->opengl.minor);
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glfwWindowHint(GLFW_VISIBLE, true); //是否显示
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