modify hunam render to translate

This commit is contained in:
brige 2025-01-06 14:45:14 +08:00
parent 5d96f91a26
commit 0825075587
5 changed files with 18 additions and 9 deletions

View File

@ -25,7 +25,7 @@ INCLUDE_DIRECTORIES(
${Thirdparty}
${Thirdparty}/spdlog/include
${Thirdparty}/libipc/include
${Thirdparty}/zeromq/include
#${Thirdparty}/zeromq/include
)
link_directories(
@ -33,7 +33,7 @@ link_directories(
${Thirdparty}/glew/lib
${Thirdparty}/spdlog/lib
${Thirdparty}/libipc/lib
${Thirdparty}/zeromq/debug/lib
#${Thirdparty}/zeromq/debug/lib
)
# IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
@ -72,7 +72,7 @@ target_link_libraries(
glfw3
debug spdlogd
optimized spdlog
libzmq-mt-gd-4_3_5
#libzmq-mt-gd-4_3_5
)

View File

@ -26,6 +26,6 @@ public:
private:
std::chrono::time_point<std::chrono::steady_clock> lastHeartbeatTime_;
std::unique_ptr<ZmqMoudle> zmqMoudle_;
//std::unique_ptr<ZmqMoudle> zmqMoudle_;
};

View File

@ -2,7 +2,7 @@
#include <memory>
#include <assert.h>
#if 0
#include <zmq.hpp>
ZmqMoudle::ZmqMoudle(ZmqMoudleCallback callback)
@ -58,3 +58,4 @@
work_->join();
}
}
#endif

View File

@ -4,7 +4,7 @@
#include <functional>
#include <thread>
#include <atomic>
#if 0
using ZmqMoudleCallback = std::function<void(const char* , unsigned int)>;
class ZmqMoudle {
public:
@ -19,3 +19,4 @@ private:
void* context_{ nullptr };
std::atomic<bool> shouldExit_;
};
#endif

View File

@ -40,8 +40,8 @@ static int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevI
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
}
glfwWindowHint(GLFW_RESIZABLE, true);
glfwWindowHint(GLFW_DECORATED, true);
//glfwWindowHint(GLFW_RESIZABLE, true);
//glfwWindowHint(GLFW_DECORATED, true);
glfwWindowHint(GLFW_FOCUSED, true);
glfwWindowHint(GLFW_MAXIMIZED, false);
glfwWindowHint(GLFW_FLOATING, false);
@ -49,6 +49,11 @@ static int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevI
glfwWindowHint(GLFW_AUTO_ICONIFY, true);
//glfwWindowHint(GLFW_REFRESH_RATE, settings.refreshRate);
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_DECORATED, GL_FALSE);
//glfwWindowHint(GLFW_MOVABLE, GL_TRUE);
GLFWwindow* window = glfwCreateWindow(860, 540, "humanRender", nullptr, nullptr);
if (!window) {
@ -57,6 +62,8 @@ static int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevI
return false;
}
glfwSetWindowPos(window, 300, 600);
glfwSetWindowAttrib(window, GLFW_FLOATING, GLFW_TRUE);
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
@ -121,7 +128,7 @@ static int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevI
Texture2D background;
int width, height, nrChannels;
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
unsigned char* data = stbi_load("./data/background/background.jpg", &width, &height, &nrChannels, 0);
unsigned char* data = stbi_load("./data/background/background.png", &width, &height, &nrChannels, 0);
if (data) {
background.Create(width, height, nrChannels, nullptr);
background.Update(width, height, nrChannels, data);