feat(renderer): implement texture binding with texture unit support
- Added generate_new_uuid function for unique identifier generation - Included stduuid/uuid.h and declared generate_new_uuid in pch.h - Added bindTexture overload to accept Texture object and texture unit - Implemented texture unit validation and OpenGL texture activation - Added Texture class declaration in RenderSystem header - Updated project files to include new model and utility headers/sources - Configured C++20 standard in Vivid2D project settings - Fixed namespace references in Vivid2D.cpp for Buffer classes
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@@ -150,8 +150,8 @@ int main() {
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RenderSystem::clearColor(0.2f, 0.3f, 0.3f, 1.0f);
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RenderSystem::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Buffer::Tesselator& t = Buffer::Tesselator::getInstance();
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Buffer::BufferBuilder& builder = t.getBuilder();
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Vivid2D::Render::Buffer::Tesselator& t = Vivid2D::Render::Buffer::Tesselator::getInstance();
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Vivid2D::Render::Buffer::BufferBuilder& builder = t.getBuilder();
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// 矩形的位置和大小
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const float rectX = 0; // 矩形左上角的 X 坐标
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