Fixed image for a crosshair
parent
6acdd33de9
commit
5c91d808d2
Binary file not shown.
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 344 B |
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@ -28,23 +28,24 @@ int main(int argc, char **argv)
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while (window.isRunning())
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while (window.isRunning())
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{
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{
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Uint32 current_time = SDL_GetTicks();
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Uint32 current_time = SDL_GetTicks();
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float dt = static_cast<float>(current_time - last_time);
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float dt = static_cast<float>(current_time - last_time);
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window.pollEvents();
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window.pollEvents();
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camera.update(dt);
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camera.update(dt);
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renderer.clear();
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renderer.clear();
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renderer.start3d();
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{
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renderer.handleCamera(&camera);
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world_renderer.render(&world, &renderer);
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}
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renderer.end3d();
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renderer.start2d();
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renderer.start2d();
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//renderer.drawRect(-0.01f, -0.01f, 0.02, 0.03, glm::vec3(1.0f, 1.0f, 1.0f));
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{
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renderer.drawCrosshair();
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renderer.drawCrosshair();
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}
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renderer.end2d();
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renderer.end2d();
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renderer.start3d();
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renderer.handleCamera(&camera);
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world_renderer.render(&world, &renderer);
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renderer.end3d();
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window.swapBuffers();
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window.swapBuffers();
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@ -14,22 +14,15 @@ Q3Texture *crosshairTexture;
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Q3Renderer::Q3Renderer()
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Q3Renderer::Q3Renderer()
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{
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glViewport(0, 0, Q3_WINDOWWIDTH, Q3_WINDOWHEIGHT);
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glViewport(0, 0, Q3_WINDOWWIDTH, Q3_WINDOWHEIGHT);
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/*
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glm::mat4 perspective = glm::perspective(Q3_FOV, (float)Q3_WINDOWWIDTH / Q3_WINDOWHEIGHT, 0.1f, 100.0f);
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glLoadMatrixf(&perspective[0][0]);*/
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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grassTexture = new Q3Texture("assets/grass.png");
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grassTexture = new Q3Texture("assets/grass.png");
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@ -91,22 +84,27 @@ void Q3Renderer::drawRect(float x, float y, float w, float h, glm::vec3 col)
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void Q3Renderer::drawCrosshair()
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void Q3Renderer::drawCrosshair()
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{
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{
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glColor3ub(240, 240, 240); //white
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glPushMatrix();
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glLineWidth(2.0);
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glTranslatef(-0.1f, -0.1f, 0.1f);
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crosshairTexture->bind();
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glBegin(GL_LINES);
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glBegin(GL_QUADS);
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{
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glTexCoord2f(0.f, 1.f);
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glVertex2f(0.f, 0.f);
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glVertex3f(-0.05f, 0.f, 0.f);
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glTexCoord2f(0.f, 0.f);
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glVertex3f(0.05f, 0.f, 0.f);
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glVertex2f(0.f, 0.2f);
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glEnd();
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glTexCoord2f(1.f, 0.f);
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glVertex2f(0.2f, 0.2f);
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glBegin(GL_LINES);
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glTexCoord2f(1.f, 1.f);
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glVertex2f(0.2f, 0.f);
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}
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glEnd();
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crosshairTexture->unbind();
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glVertex3f(0.f, -0.05f, 0.f);
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glPopMatrix();
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glVertex3f(0.f, 0.05f, 0.f);
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glEnd();
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}
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}
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void Q3Renderer::drawCube(float x, float y, float z, float sx, float sy, float sz)
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void Q3Renderer::drawCube(float x, float y, float z, float sx, float sy, float sz)
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