[Add] Pointsystem works

This commit is contained in:
DESKTOP-EBR7IVA\kimve
2021-06-11 15:32:06 +02:00
parent 9b1bea3eec
commit a65f3391f7
6 changed files with 176 additions and 111 deletions

View File

@@ -121,5 +121,87 @@ namespace render_engine
shader.Stop();
}
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
{
shader.Start();
// Enable the VAO and the positions VBO
glBindVertexArray(quad.vao_id);
glEnableVertexAttribArray(0);
// Enable alpha blending (for transparency in the texture)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Disable depth testing to textures with transparency can overlap
glDisable(GL_DEPTH_TEST);
// Render each gui to the screen
for (std::shared_ptr<gui::GuiTexture> gui : guis)
{
// Bind the texture of the gui to the shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gui->texture);
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
shader.LoadModelMatrix(matrix);
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
}
// Enable depth test again
glEnable(GL_DEPTH_TEST);
// Disable alpha blending
glDisable(GL_BLEND);
// Disable the VBO and VAO
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shader.Stop();
}
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
{
shader.Start();
// Enable the VAO and the positions VBO
glBindVertexArray(quad.vao_id);
glEnableVertexAttribArray(0);
// Enable alpha blending (for transparency in the texture)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Disable depth testing to textures with transparency can overlap
glDisable(GL_DEPTH_TEST);
// Render each gui to the screen
// Bind the texture of the gui to the shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gui->texture);
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
shader.LoadModelMatrix(matrix);
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
// Enable depth test again
glEnable(GL_DEPTH_TEST);
// Disable alpha blending
glDisable(GL_BLEND);
// Disable the VBO and VAO
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shader.Stop();
}
}
}

View File

@@ -40,5 +40,22 @@ namespace render_engine
@param shade: The shader the GUI textures need to be rendered with
*/
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
/*
* @brief: renders guis elements from a shared pointer vector
*
* @param guis: List with GUI textures to render
* @param sahde: The shader to use
*/
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
/*
* @brief renders 1 gui element.
*
* @param gui: the texture to render
* @param shader: the shader to use
*/
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
}
}