refactor(buffer): rename namespace from Buffer to Vivid2D::Render::Buffer

- Updated namespace in BufferBuilder.cpp
- Updated namespace in BufferBuilder.h
- Updated namespace in BufferUploader.cpp
- Updated namespace in BufferUploader.h
- Updated namespace in Tesselator.cpp
- Updated namespace in Tesselator.h

chore(project): add new source files and update preprocessor definitions

- Added GLM_ENABLE_EXPERIMENTAL and _CRT_SECURE_NO_WARNINGS to preprocessor definitions
- Included new header files: AnimationParameter.h, Mesh2D.h, ModelPart.h, BoundingBox.h, VertexList.h
- Included new source files: AnimationParameter.cpp, Mesh2D.cpp, ModelPart.cpp, BoundingBox.cpp, VertexList.cpp
- Added MultiSelectionBoxRenderer.h and MultiSelectionBoxRenderer.cpp
- Added Texture.h and Texture.cpp
- Added Vertex.h and Vertex.cpp
- Updated project filters for new files
This commit is contained in:
tzdwindows 7
2025-11-15 10:21:03 +08:00
parent 0707a6d5cd
commit ab8c621a00
8 changed files with 71 additions and 7 deletions

View File

@@ -125,7 +125,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;VIVID2DRENDERER_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;VIVID2DRENDERER_EXPORTS;_WINDOWS;_USRDLL;GLM_ENABLE_EXPERIMENTAL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -174,10 +174,16 @@ endlocal</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="model\AnimationParameter.h" />
<ClInclude Include="model\Mesh2D.h" />
<ClInclude Include="model\ModelPart.h" />
<ClInclude Include="model\util\BoundingBox.h" />
<ClInclude Include="model\util\VertexList.h" />
<ClInclude Include="systems\buffer\BufferUploader.h" />
<ClInclude Include="systems\buffer\BufferBuilder.h" />
<ClInclude Include="framework.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="systems\MultiSelectionBoxRenderer.h" />
<ClInclude Include="systems\sources\def\Shader2D.h" />
<ClInclude Include="systems\sources\def\SolidColorShader.h" />
<ClInclude Include="systems\sources\CompleteShader.h" />
@@ -187,8 +193,15 @@ endlocal</Command>
<ClInclude Include="systems\RenderSystem.h" />
<ClInclude Include="systems\sources\def\TextShader.h" />
<ClInclude Include="systems\buffer\Tesselator.h" />
<ClInclude Include="model\util\Vertex.h" />
<ClInclude Include="systems\Texture.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="model\AnimationParameter.cpp" />
<ClCompile Include="model\Mesh2D.cpp" />
<ClCompile Include="model\ModelPart.cpp" />
<ClCompile Include="model\util\BoundingBox.cpp" />
<ClCompile Include="model\util\VertexList.cpp" />
<ClCompile Include="systems\buffer\BufferUploader.cpp" />
<ClCompile Include="systems\buffer\BufferBuilder.cpp" />
<ClCompile Include="dllmain.cpp" />
@@ -198,6 +211,7 @@ endlocal</Command>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="systems\MultiSelectionBoxRenderer.cpp" />
<ClCompile Include="systems\sources\def\Shader2D.cpp" />
<ClCompile Include="systems\sources\def\SolidColorShader.cpp" />
<ClCompile Include="systems\sources\ShaderManagement.cpp" />
@@ -205,6 +219,8 @@ endlocal</Command>
<ClCompile Include="systems\RenderSystem.cpp" />
<ClCompile Include="systems\sources\def\TextShader.cpp" />
<ClCompile Include="systems\buffer\Tesselator.cpp" />
<ClCompile Include="model\util\Vertex.cpp" />
<ClCompile Include="systems\Texture.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets" />

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@@ -54,6 +54,30 @@
<ClInclude Include="systems\buffer\BufferUploader.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="model\util\Vertex.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="model\util\VertexList.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="systems\Texture.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="model\util\BoundingBox.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="model\Mesh2D.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="systems\MultiSelectionBoxRenderer.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="model\ModelPart.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="model\AnimationParameter.h">
<Filter>头文件</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">
@@ -89,5 +113,29 @@
<ClCompile Include="systems\buffer\BufferUploader.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="model\util\Vertex.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="model\util\VertexList.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="systems\Texture.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="model\util\BoundingBox.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="model\Mesh2D.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="systems\MultiSelectionBoxRenderer.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="model\ModelPart.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="model\AnimationParameter.cpp">
<Filter>源文件</Filter>
</ClCompile>
</ItemGroup>
</Project>

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@@ -6,7 +6,7 @@
#include <spdlog/spdlog.h>
#include <glm/gtc/type_ptr.hpp>
namespace Buffer {
namespace Vivid2D::Render::Buffer {
// ==========================================================
// RenderState ʵ<><CAB5>

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@@ -9,7 +9,7 @@
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щͷ<D0A9>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD>д<EFBFBD><D0B4><EFBFBD>
#include "../../systems/RenderSystem.h"
namespace Buffer {
namespace Vivid2D::Render::Buffer {
/**
* @brief <20><>Ⱦ״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E1B9B9>

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@@ -6,7 +6,7 @@
#include <spdlog/spdlog.h>
#include <glm/gtc/type_ptr.hpp>
namespace Buffer {
namespace Vivid2D::Render::Buffer {
void BufferUploader::applyRenderState(const RenderState& state) {
if (state.textureId != 0) {

View File

@@ -3,7 +3,7 @@
#include "BufferBuilder.h"
#include "../../systems/RenderSystem.h"
namespace Buffer {
namespace Vivid2D::Render::Buffer {
/**
* @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><CFB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD>Ⱦ״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD> VAO <20><>ִ<EFBFBD>л<EFBFBD><D0BB>ơ<EFBFBD>

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@@ -4,7 +4,7 @@
#include "BufferBuilder.h"
#include "BufferUploader.h"
namespace Buffer {
namespace Vivid2D::Render::Buffer {
Tesselator::Tesselator(int bufferSize) {
// <20><>ʼ<EFBFBD><CABC> BufferBuilder<65><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD>
this->builder = std::make_unique<BufferBuilder>(bufferSize);

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@@ -65,7 +65,7 @@
* // <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><CFB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɣ<EFBFBD>GPU <20>ϵ<EFBFBD> VAO/VBO <20><>Դ<EFBFBD>ѱ<EFBFBD><D1B1>ͷš<CDB7>
*
*/
namespace Buffer {
namespace Vivid2D::Render::Buffer {
class BufferBuilder;