Fixed previous push

This commit is contained in:
MihailRis
2022-10-01 16:11:31 +03:00
parent d3f29f8ace
commit 26f70b2f04
4 changed files with 251 additions and 4 deletions
+69
View File
@@ -0,0 +1,69 @@
#include "hud_render.h"
#include <GL/glew.h>
#include "Assets.h"
#include "graphics/Shader.h"
#include "graphics/Batch2D.h"
#include "graphics/Font.h"
#include "window/Camera.h"
#include "window/Window.h"
#include "voxels/Chunks.h"
#include "voxels/Block.h"
#include "world/World.h"
#include "world/Level.h"
#include "objects/Player.h"
HudRenderer::HudRenderer() {
batch = new Batch2D(1024);
uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
uicamera->perspective = false;
uicamera->flipped = true;
}
HudRenderer::~HudRenderer() {
delete batch;
delete uicamera;
}
void HudRenderer::draw(World* world, Level* level, Assets* assets, bool devdata, int fps){
Chunks* chunks = level->chunks;
Player* player = level->player;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
// Draw debug info
Font* font = assets->getFont("normal");
batch->begin();
if (devdata){
font->draw(batch, L"chunks: "+std::to_wstring(chunks->chunksCount), 16, 16, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.x), 10, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.y), 50, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.z), 90, 30, STYLE_OUTLINE);
font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
font->draw(batch, std::to_wstring(fps), 40, 42, STYLE_OUTLINE);
}
batch->render();
// Chosen block preview
Texture* blocks = assets->getTexture("block");
Texture* sprite = assets->getTexture("sprite");
batch->texture(sprite);
batch->sprite(16, 640, 64, 64, 16, 0, vec4(1.0f));
batch->texture(blocks);
Block* cblock = Block::blocks[player->choosenBlock];
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->model == BLOCK_MODEL_GRASS){
batch->sprite(24, 648, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
}
batch->render();
}