Introduce Widget and Screen classes

This commit is contained in:
2021-01-10 00:32:11 +01:00
parent 6ecf2011bc
commit d173eb0913
14 changed files with 153 additions and 42 deletions

View File

@@ -25,6 +25,8 @@
#include "Model.h"
#include "Entity.h"
#include "World.h"
#include "Widget.h"
#include "Screen.h"
Controller::Controller()
{
@@ -95,32 +97,21 @@ void Controller::run()
// Show loading screen...
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Texture loadingScreenTex("res/textures/loading.png", textureType::texture_diffuse);
std::vector<Vertex> loadingScreenVertices = VertexArray::createVertices(loadingScreenVerticesData, 12, loadingScreenTextureCoordinates);
std::vector<uint32_t> loadingScreenIndices;
std::vector<Texture*> loadingScreenTextures;
loadingScreenTextures.push_back(&loadingScreenTex);
loadingScreenIndices.assign(loadingScreenIndicesData, loadingScreenIndicesData + 6);
Mesh loadingScreenMesh(loadingScreenVertices, loadingScreenIndices, loadingScreenTextures);
pp_framebuffer->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
menuProgram.bind();
loadingScreenMesh.draw(&menuProgram);
menuProgram.unbind();
pp_framebuffer->unbind();
pp_framebuffer->render();
Widget loadingScreenWidget(&loadingScreenTex, 0.f, 0.f, 1.f, 1.f);
Screen loadingScreen(pp_framebuffer, &menuProgram);
loadingScreen.addWidget(&loadingScreenWidget);
loadingScreen.draw();
glfwSwapBuffers(gameWindow->getGLFWwindow());
//Model model_backpack("res/models/backpack.ffo");
Model model_backpack("res/models/backpack.ffo");
Model model_cube("res/models/cube.ffo");
Model model_dragon("res/models/dragon.ffo");
//Model model_dragon("res/models/dragon.ffo");
Model model_ground("res/models/wood_floor.ffo");
Entity dragon(&model_dragon, &shaderProgram);
Entity backpack(&model_backpack, &shaderProgram);
Entity ground(&model_ground, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
dragon.setRotation(glm::vec3(0.0f));
dragon.setScale(0.2f);
lightSource.setScale(0.1f);
lightSource.setRotation(glm::vec3(0.f));
lightSource.setPosition(glm::vec3(-2.f, 1.5f, 2.f));
@@ -129,7 +120,7 @@ void Controller::run()
Skybox skybox(&model_cube, &skyboxProgram, "res/textures/skybox/");
World world(&shaderProgram);
world.addEntity(dragon);
world.addEntity(backpack);
world.addEntity(lightSource);
world.addEntity(ground);
@@ -269,9 +260,9 @@ void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLigh
ImGui::Text("Object");
static float rotation = 0.0;
ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
static float translation[] = {0.0f, 0.0f, 0.0f};
static float translation[] = {0.0f, 1.0f, 0.0f};
ImGui::SliderFloat3("Position", translation, -4.0, 4.0);
static float scale = 0.2f;
static float scale = 0.6f;
ImGui::SliderFloat("Scale", &scale, 0.02, 2.0);
ImGui::Checkbox("Rotate Object", rotateEntity);