[Crosshair] Small tweaks.
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@ -23,17 +23,17 @@
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class RectangleShape : public IDrawable, public Transformable {
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public:
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RectangleShape() = default;
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RectangleShape(u16 width, u16 height, const Color &color = Color::black);
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RectangleShape(float width, float height, const Color &color = Color::black);
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const Color &color() const { return m_color; }
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void setColor(const Color &color) { m_color = color; updateVertexBuffer(); }
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void setWireframeMode(bool wireframeMode) { m_wireframeMode = wireframeMode; }
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u16 width() const { return m_width; }
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u16 height() const { return m_height; }
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float width() const { return m_width; }
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float height() const { return m_height; }
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void setSize(u16 width, u16 height) { m_width = width; m_height = height; updateVertexBuffer(); }
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void setSize(float width, float height) { m_width = width; m_height = height; updateVertexBuffer(); }
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private:
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void updateVertexBuffer() const;
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@ -6,7 +6,7 @@ varying float v_faceValue;
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uniform sampler2D u_tex;
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// uniform int u_renderType;
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uniform int u_renderType;
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void main() {
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vec4 color = v_color;
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@ -19,7 +19,7 @@
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#include "Shader.hpp"
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#include "Vertex.hpp"
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RectangleShape::RectangleShape(u16 width, u16 height, const Color &color) {
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RectangleShape::RectangleShape(float width, float height, const Color &color) {
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m_color = color;
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setSize(width, height);
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@ -25,9 +25,9 @@ Crosshair::Crosshair() {
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float xFactor = SCREEN_WIDTH * SCREEN_HEIGHT / 100;
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float yFactor = SCREEN_HEIGHT * SCREEN_WIDTH / 100;
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m_hShape.setSize(0.002 * xFactor, 0.0004 * yFactor);
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m_vShape1.setSize(0.0004 * xFactor, 0.001 * yFactor - m_hShape.height() / 2);
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m_vShape2.setSize(0.0004 * xFactor, 0.001 * yFactor - m_hShape.height() / 2);
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m_hShape.setSize(0.002 * xFactor, 0.0002 * yFactor);
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m_vShape1.setSize(0.0002 * xFactor, 0.001 * yFactor - m_hShape.height() / 2);
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m_vShape2.setSize(0.0002 * xFactor, 0.001 * yFactor - m_hShape.height() / 2);
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m_hShape.setColor(Color{200, 200, 200, 180});
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m_vShape1.setColor(Color{200, 200, 200, 180});
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@ -46,12 +46,8 @@ void Crosshair::draw(RenderTarget &target, RenderStates states) const {
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// m_shader.setUniform("u_renderType", -1);
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// Shader::bind(nullptr);
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// glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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target.draw(m_hShape, states);
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target.draw(m_vShape1, states);
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target.draw(m_vShape2, states);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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