直接移除blending部分

This commit is contained in:
pointer-to-bios 2024-04-27 06:22:54 +08:00
parent 37765e7cab
commit ad74332190
2 changed files with 0 additions and 26 deletions

View File

@ -21,10 +21,6 @@ add_subdirectory(./deps/glm)
##test target## ##test target##
add_executable(jungle ./test/main.cpp ./deps/glad/src/glad.c) add_executable(jungle ./test/main.cpp ./deps/glad/src/glad.c)
target_include_directories(jungle PRIVATE ./test/) target_include_directories(jungle PRIVATE ./test/)
if (${BLENDING})
add_definitions(-DBLENDING=1)
message("开启BLENDING")
endif()
#glfw dep #glfw dep
add_dependencies(jungle glfw) add_dependencies(jungle glfw)
target_include_directories(jungle PRIVATE ./deps/glfw/include/ ./deps/glad/include/ ./inc) target_include_directories(jungle PRIVATE ./deps/glfw/include/ ./deps/glad/include/ ./inc)

View File

@ -73,9 +73,6 @@ int main()
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#ifdef BLENDING
glEnable(GL_BLEND);
#endif
#ifdef __APPLE__ #ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
@ -115,10 +112,6 @@ int main()
// configure global opengl state // configure global opengl state
// ----------------------------- // -----------------------------
#ifdef BLENDING
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
#endif
// glEnable(GL_DEPTH_TEST); // glEnable(GL_DEPTH_TEST);
// build and compile our shader zprogram // build and compile our shader zprogram
@ -342,21 +335,6 @@ int main()
// glDepthMask(GL_FALSE); // glDepthMask(GL_FALSE);
// render transparent objects with blending enabled // 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); // glDisable(GL_DEPTH_TEST);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)