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- while ( engine.BeginFrame() )
- {
- for ( int i = 0; i < SIZE; i++ )
- {
- int x = rand() % 740;
- int y = rand() % 540;
- spr.Draw(x, y);
- }
- engine.EndFrame();
- }
- BeginFrame()
- ......................................................................
- bool Engine::BeginFrame()
- {
- if ( glfwWindowShouldClose(m_window) )
- return false;
- m_render->BeginFrame();
- return true;
- }
- void Render::BeginFrame()
- {
- glClear(GL_COLOR_BUFFER_BIT);
- }
- ......................................................................
- EndFrame()
- ......................................................................
- void Engine::EndFrame()
- {
- glfwSwapBuffers(m_window);
- glfwPollEvents();
- }
- ......................................................................
- spr.Draw
- ......................................................................
- void Sprite::Draw(float x, float y)
- {
- Render::Get().GetDefQuad().Draw(glm::vec3(x, y, 0));
- }
- void Quad::Draw(const glm::vec3 &pos)
- {
- if ( (m_pos != pos) || Camera2D::Get().IsUpdate() || Render::Get().IsResize() )
- {
- m_pos = pos;
- m_defshaders.UpdateUniform(m_pvw_mat, Render::Get().GetOrthoMatrix()*Camera2D::Get().GetViewMatrix() * glm::translate(m_pos));
- }
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // <<<--- тормозит тут
- }
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