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Seperate radar blip setup and drawing

This commit is contained in:
Jannik Vogel 2016-08-28 13:43:58 +02:00
parent d9e202faba
commit 7d96f28ab9
2 changed files with 19 additions and 10 deletions

View File

@ -169,10 +169,16 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi)
{
glm::vec2 plyblip(player->getPosition());
float hdg = glm::roll(player->getRotation());
drawBlip(plyblip, view, mi, "radar_centre", mi.rotation - hdg);
drawBlip(
plyblip, view, mi,
"radar_centre", glm::vec4(0.0f, 0.0f, 0.0f, 1.0f), 18.0f, mi.rotation - hdg
);
}
drawBlip(mi.worldCenter + glm::vec2(0.f, mi.worldSize), view, mi, "radar_north", 0.f, 24.f);
drawBlip(
mi.worldCenter + glm::vec2(0.f, mi.worldSize), view, mi,
"radar_north", glm::vec4(0.0f, 0.0f, 0.0f, 1.0f), 24.f
);
for(auto& radarBlip : world->state->radarBlips)
{
@ -193,7 +199,7 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi)
}
}
drawBlip(blippos, view, mi, blip.texture);
drawBlip(blippos, view, mi, blip.texture, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f), 18.0f);
}
glBindVertexArray( 0 );
@ -205,7 +211,7 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi)
renderer->popDebugGroup();
}
void MapRenderer::drawBlip(const glm::vec2& coord, const glm::mat4& view, const MapInfo& mi, const std::string& texture, float heading, float size)
void MapRenderer::prepareBlip(const glm::vec2& coord, const glm::mat4& view, const MapInfo& mi, const std::string& texture, glm::vec4 colour, float size, float heading)
{
glm::vec2 adjustedCoord = coord;
if (mi.clipToSize)
@ -229,14 +235,16 @@ void MapRenderer::drawBlip(const glm::vec2& coord, const glm::mat4& view, const
{
auto sprite= data->findTexture(texture);
tex = sprite->getName();
renderer->setUniform(rectProg, "colour", glm::vec4(0.f, 0.f, 0.f, 1.f));
}
else
{
renderer->setUniform(rectProg, "colour", glm::vec4(1.0f, 1.0f, 1.0f, 1.f));
}
renderer->setUniform(rectProg, "colour", colour);
glBindTexture(GL_TEXTURE_2D, tex);
glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
}
void MapRenderer::drawBlip(const glm::vec2& coord, const glm::mat4& view, const MapInfo& mi, const std::string& texture, glm::vec4 colour, float size, float heading) {
prepareBlip(coord, view, mi, texture, colour, size, heading);
glBindVertexArray( rect.getVAOName() );
glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
}

View File

@ -45,5 +45,6 @@ private:
Renderer::ShaderProgram* rectProg;
void drawBlip(const glm::vec2& map, const glm::mat4& view, const MapInfo& mi, const std::string& texture, float heading = 0.f, float size = 18.f);
void prepareBlip(const glm::vec2& coord, const glm::mat4& view, const MapInfo& mi, const std::string& texture, glm::vec4 colour, float size, float heading);
void drawBlip(const glm::vec2& map, const glm::mat4& view, const MapInfo& mi, const std::string& texture, glm::vec4 colour, float size, float heading = 0.0f);
};