[Add] Pointsystem works
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@@ -121,5 +121,87 @@ namespace render_engine
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shader.Stop();
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}
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void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
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{
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shader.Start();
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// Enable the VAO and the positions VBO
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glBindVertexArray(quad.vao_id);
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glEnableVertexAttribArray(0);
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// Enable alpha blending (for transparency in the texture)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Disable depth testing to textures with transparency can overlap
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glDisable(GL_DEPTH_TEST);
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// Render each gui to the screen
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for (std::shared_ptr<gui::GuiTexture> gui : guis)
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{
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// Bind the texture of the gui to the shader
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gui->texture);
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glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
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shader.LoadModelMatrix(matrix);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
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std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
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}
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// Enable depth test again
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glEnable(GL_DEPTH_TEST);
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// Disable alpha blending
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glDisable(GL_BLEND);
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// Disable the VBO and VAO
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glDisableVertexAttribArray(0);
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glBindVertexArray(0);
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shader.Stop();
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}
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void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
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{
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shader.Start();
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// Enable the VAO and the positions VBO
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glBindVertexArray(quad.vao_id);
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glEnableVertexAttribArray(0);
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// Enable alpha blending (for transparency in the texture)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Disable depth testing to textures with transparency can overlap
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glDisable(GL_DEPTH_TEST);
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// Render each gui to the screen
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// Bind the texture of the gui to the shader
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gui->texture);
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glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
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shader.LoadModelMatrix(matrix);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
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// Enable depth test again
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glEnable(GL_DEPTH_TEST);
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// Disable alpha blending
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glDisable(GL_BLEND);
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// Disable the VBO and VAO
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glDisableVertexAttribArray(0);
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glBindVertexArray(0);
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shader.Stop();
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}
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}
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}
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@@ -40,5 +40,22 @@ namespace render_engine
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@param shade: The shader the GUI textures need to be rendered with
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*/
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void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
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/*
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* @brief: renders guis elements from a shared pointer vector
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*
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* @param guis: List with GUI textures to render
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* @param sahde: The shader to use
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*/
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void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
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/*
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* @brief renders 1 gui element.
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*
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* @param gui: the texture to render
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* @param shader: the shader to use
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*/
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void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
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}
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}
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