Fixed image for a crosshair

master^2
Barney Wilks 2018-07-08 23:12:30 +01:00
parent 6acdd33de9
commit 5c91d808d2
3 changed files with 32 additions and 33 deletions

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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)
while (window.isRunning()) while (window.isRunning())
{ {
Uint32 current_time = SDL_GetTicks(); Uint32 current_time = SDL_GetTicks();
float dt = static_cast<float>(current_time - last_time); float dt = static_cast<float>(current_time - last_time);
window.pollEvents(); window.pollEvents();
camera.update(dt); camera.update(dt);
renderer.clear(); renderer.clear();
renderer.start3d();
{
renderer.handleCamera(&camera);
world_renderer.render(&world, &renderer);
}
renderer.end3d();
renderer.start2d(); 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.end2d();
renderer.start3d();
renderer.handleCamera(&camera);
world_renderer.render(&world, &renderer);
renderer.end3d();
window.swapBuffers(); window.swapBuffers();

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@ -14,22 +14,15 @@ Q3Texture *crosshairTexture;
Q3Renderer::Q3Renderer() Q3Renderer::Q3Renderer()
{ {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); 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); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glViewport(0, 0, Q3_WINDOWWIDTH, Q3_WINDOWHEIGHT); 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); glEnable(GL_TEXTURE_2D);
grassTexture = new Q3Texture("assets/grass.png"); 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() void Q3Renderer::drawCrosshair()
{ {
glColor3ub(240, 240, 240); //white glPushMatrix();
glLineWidth(2.0); glTranslatef(-0.1f, -0.1f, 0.1f);
crosshairTexture->bind();
glBegin(GL_LINES); glBegin(GL_QUADS);
{
glTexCoord2f(0.f, 1.f);
glVertex2f(0.f, 0.f);
glVertex3f(-0.05f, 0.f, 0.f); glTexCoord2f(0.f, 0.f);
glVertex3f(0.05f, 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); glPopMatrix();
glVertex3f(0.f, 0.05f, 0.f);
glEnd();
} }
void Q3Renderer::drawCube(float x, float y, float z, float sx, float sy, float sz) void Q3Renderer::drawCube(float x, float y, float z, float sx, float sy, float sz)