阿斯蒂芬
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@@ -902,17 +902,26 @@ void TextureLoading::prepare_uniform_buffers_point()
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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update_uniform_buffers_point(60, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 2);
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update_uniform_buffers_point(60, -0.5, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 2);
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}
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void global_update_mvp(float fov, float x, float y, float z, float sx, float sy, float sz, float rotx, float roty, float rotz, float camx, float camy, float camz)
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{
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TextureLoading::Get()->update_uniform_buffers_point(fov, x, y, z, sx, sy, sz, rotx, roty, rotz, camx, camy, camz);
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TextureLoading* self = TextureLoading::Get();
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if (self != nullptr)
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{
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self->update_uniform_buffers_point(fov, x, y, z, sx, sy, sz, rotx, roty, rotz, camx, camy, camz);
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}
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}
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void TextureLoading::update_uniform_buffers_point(float fov, float x, float y, float z, float sx, float sy, float sz, float rotx, float roty, float rotz, float camx, float camy, float camz)
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{
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if (!prepared)
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{
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return;
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}
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std::unique_lock<std::mutex> lock(mtx_mvp);
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ubo_vs_point.projection = glm::perspective(glm::radians(fov), static_cast<float>(width) / static_cast<float>(height), 0.001f, 256.0f);
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