From 5c91d808d23eba437f44bc71fdd5ab7542f74850 Mon Sep 17 00:00:00 2001 From: Barney Wilks Date: Sun, 8 Jul 2018 23:12:30 +0100 Subject: [PATCH] Fixed image for a crosshair --- assets/crosshair.png | Bin 1271 -> 344 bytes voxels-sandbox/src/main.cc | 21 ++++++++------- voxels-sandbox/src/q3renderer.cc | 44 +++++++++++++++---------------- 3 files changed, 32 insertions(+), 33 deletions(-) diff --git a/assets/crosshair.png b/assets/crosshair.png index 78cd1621ab199067328078be32f241bed44710af..82be6a565dcccb091c864452b63752b9d331dcb1 100644 GIT binary patch delta 318 zcmV-E0m1(F3D^RVBYyw^b5ch_0Itp)=>Px#1ZP1_K>z@;j|==^1poj532;bRa{vG? zA^-p`A_1!6-I4$R00(qQO+^Rd2M7}}G#Nz-_y7O^8FWQhbW?9;ba!ELWdLwtX>N2b zZe?^JG%heMGBNQWX_Wu~0JTX(K~z{r?Um69!ypibT_9t01AlkvkX^+mXYfsM1?z7- z2o^84HkX(C;0HY+Q0uZ2g;1&UZjVbcP z7>#qT&DQDPb}nG1#^nRLQ;z!Xr<7>@3+ZayH=ZTKf5)tVZO48Tu-<#B%?J#8=GatR zh_f1(b#UwPQOG2R6qr87Xa9pqWpj{Z?elmQ1I;d QBme*a07*qoM6N<$g3+dd&j0`b delta 1252 zcmVaB^>EX>4U6ba`-PAZ2)IW&i+q+U=HWjw>k) zM*p*lSpv2(kLB=`W(Rlq^Ffhkr~6Ji(QS=1g;Ibq#`qX2rvLhTn7{Bau{BOZ^vQdR z$0e6IqY>@#95q?D-s|B#g#L}(oCg>pK`lqu_pP5H*UN<9wtu|b%1x--PTYp}z{#M@ zmFH?(FK$D^hn#lbq&+XYtL^OHsJw=?97Feg7Z8l5uqSM|3yH;>=PCjZBuYjd);mrm z$g(&|cZD& z(c&2W*j;uWk$>`LZ|by_)q*0z>10jwC;>l3JFJpWBDPpTtbt}hsfH3UqCLn_qfCSP zsw-8v=(ux0&0G=jDT@*~aa~Z{EHpR(Lo;B+QbA21=Cd!f)=g`@N)anJf+iD;5oUZS z=8^C_q(S6*}xo#5XT5U8J@E^E+9av+{g^D5%GY7 z(}1-xC(zPm@MWK%3LFS#jDp6vh-e7mg8cZX)ch6yemc@&QN@+XO8Z4vadns zKR=j9ujJB+PQ8;+^Zfdcp_m(#YsQ-SbZ;4|72VqJGvuVaT-ZH_eR0c=3_a(;#ppZE z8n_%(rtt&;l^?sa|G$s^>-W*ESLXgh_kUflUQEb~SLXMp=-<`mJqP49Lj(WclKBT1 zP#d0*7f;v#000JJOGiWiegJ*|epYk*umAu632;bRa{vG?BLDy{BLR4&KXw2B00(qQ zO+^Rd2M7}}G#Nz-_y7O^=t)FDR9M69R!a)QAP{{Mx($J>yg~P&N9hTAj2@uJ=zj&0 zqeyPhtg;9M+~feS8w>rVR1LMXJ`hp#`EVa@>Yu zYt!mQblZ!_V2nXomLPewKCru*Q(XWKGy59=t%wXEKCte(?qRO)dnb;$U$A+TKtEZp zJvsbgjDh3LQ$eyQa*{R4+QIHA86^SVCm^&eZ(<8*ZC}JNLHvT`CvXO%NK31>K}ux+ O0000(current_time - last_time); + window.pollEvents(); - camera.update(dt); + renderer.clear(); + renderer.start3d(); + { + renderer.handleCamera(&camera); + world_renderer.render(&world, &renderer); + } + renderer.end3d(); renderer.start2d(); - //renderer.drawRect(-0.01f, -0.01f, 0.02, 0.03, glm::vec3(1.0f, 1.0f, 1.0f)); - renderer.drawCrosshair(); + { + renderer.drawCrosshair(); + } renderer.end2d(); - - renderer.start3d(); - renderer.handleCamera(&camera); - world_renderer.render(&world, &renderer); - - renderer.end3d(); window.swapBuffers(); diff --git a/voxels-sandbox/src/q3renderer.cc b/voxels-sandbox/src/q3renderer.cc index 3691d93..345bba2 100644 --- a/voxels-sandbox/src/q3renderer.cc +++ b/voxels-sandbox/src/q3renderer.cc @@ -14,22 +14,15 @@ Q3Texture *crosshairTexture; Q3Renderer::Q3Renderer() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glClearDepth(1.0f); - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LEQUAL); - glShadeModel(GL_SMOOTH); - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glCullFace(GL_BACK); + glViewport(0, 0, Q3_WINDOWWIDTH, Q3_WINDOWHEIGHT); - /* - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glm::mat4 perspective = glm::perspective(Q3_FOV, (float)Q3_WINDOWWIDTH / Q3_WINDOWHEIGHT, 0.1f, 100.0f); - glLoadMatrixf(&perspective[0][0]);*/ - + glEnable(GL_TEXTURE_2D); grassTexture = new Q3Texture("assets/grass.png"); @@ -91,22 +84,27 @@ void Q3Renderer::drawRect(float x, float y, float w, float h, glm::vec3 col) void Q3Renderer::drawCrosshair() { - glColor3ub(240, 240, 240); //white - glLineWidth(2.0); - - glBegin(GL_LINES); + glPushMatrix(); + glTranslatef(-0.1f, -0.1f, 0.1f); + crosshairTexture->bind(); + glBegin(GL_QUADS); + { + glTexCoord2f(0.f, 1.f); + glVertex2f(0.f, 0.f); - glVertex3f(-0.05f, 0.f, 0.f); - glVertex3f(0.05f, 0.f, 0.f); + glTexCoord2f(0.f, 0.f); + glVertex2f(0.f, 0.2f); - glEnd(); + glTexCoord2f(1.f, 0.f); + glVertex2f(0.2f, 0.2f); - glBegin(GL_LINES); + glTexCoord2f(1.f, 1.f); + glVertex2f(0.2f, 0.f); + } + glEnd(); + crosshairTexture->unbind(); - glVertex3f(0.f, -0.05f, 0.f); - glVertex3f(0.f, 0.05f, 0.f); - - glEnd(); + glPopMatrix(); } void Q3Renderer::drawCube(float x, float y, float z, float sx, float sy, float sz)