diff --git a/CMakeLists.txt b/CMakeLists.txt index c5f923f..6f9a961 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -21,10 +21,6 @@ add_subdirectory(./deps/glm) ##test target## add_executable(jungle ./test/main.cpp ./deps/glad/src/glad.c) target_include_directories(jungle PRIVATE ./test/) -if (${BLENDING}) - add_definitions(-DBLENDING=1) - message("开启BLENDING") -endif() #glfw dep add_dependencies(jungle glfw) target_include_directories(jungle PRIVATE ./deps/glfw/include/ ./deps/glad/include/ ./inc) diff --git a/test/main.cpp b/test/main.cpp index 96c2c41..9b97476 100644 --- a/test/main.cpp +++ b/test/main.cpp @@ -73,9 +73,6 @@ int main() glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); -#ifdef BLENDING - glEnable(GL_BLEND); -#endif #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); @@ -115,10 +112,6 @@ int main() // configure global opengl state // ----------------------------- -#ifdef BLENDING - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); -#endif // glEnable(GL_DEPTH_TEST); // build and compile our shader zprogram @@ -342,21 +335,6 @@ int main() // glDepthMask(GL_FALSE); // render transparent objects with blending enabled -#ifdef BLENDING - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - for (unsigned int i = 5; i < 10; i++) - { - ourShader.setIVec2("index", cubeTextures[i]); - - // calculate the model matrix for each object and pass it to shader before drawing - glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first - model = glm::translate(model, glm::vec3(cubePositions[i])); - ourShader.setMat4("model", model); - glDrawArrays(GL_TRIANGLES, 0, 36); - } - glDisable(GL_BLEND); -#endif // glDisable(GL_DEPTH_TEST); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)