Set up the intro gamestate; Added opacity and scale controls to UI elements

This commit is contained in:
grayson committed 2021-09-06 03:01:11 -05:00
1 parent 9158de2f39
commit cdcd8a1994
19 files changed
+136 -56

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@@ -3,7 +3,10 @@
#include "Utility.h"
namespace nf {
Drawable::Drawable() {
Drawable::Drawable() :
m_vao(nullptr),
m_ib(nullptr)
{
}
+33 -14
View File
@@ -8,28 +8,34 @@
#include "Shader.h"
namespace nf {
Text::Text() {
Text::Text() :
m_font(nullptr),
m_scale(1.0f),
m_opacity(1.0f)
{
}
void Text::create(const std::string& string, const Vec2& position, const Vec3& color, unsigned int size, Asset* font) {
void Text::create(const std::string& string, const Vec2& position, const Vec3& color, double opacity, double scale, Asset* font) {
m_constructed = true;
m_string = string;
m_position = position;
m_color = color;
FT_Library ft;
if (FT_Init_FreeType(&ft))
Error("Could not initialize FreeType!");
FT_Face face;
m_scale = (float)scale;
m_opacity = (float)opacity;
AFont& newFont = *(AFont*)font;
if (newFont.alreadyLoaded) {
m_font = newFont.loadedFont;
}
else {
m_font = new Font;
FT_Library ft;
if (FT_Init_FreeType(&ft))
Error("Could not initialize FreeType!");
FT_Face face;
if (FT_New_Memory_Face(ft, (const unsigned char*)newFont.data, newFont.size, 0, &face))
Error("Could not load font!");
FT_Set_Pixel_Sizes(face, 0, size);
FT_Set_Pixel_Sizes(face, 0, 160);
for (unsigned char c = 0; c < 128; c++) {
FT_Load_Char(face, c, FT_LOAD_RENDER);
unsigned int tex;
@@ -61,6 +67,18 @@ namespace nf {
m_string = string;
}
void Text::setColor(const Vec3& color) {
m_color = color;
}
void Text::setScale(double scale) {
m_scale = (float)scale;
}
void Text::setOpacity(double opacity) {
m_opacity = (float)opacity;
}
const char* Text::identity() {
return "text";
}
@@ -75,9 +93,9 @@ namespace nf {
float textHeight = 0.0f;
for (si = m_string.begin(); si != m_string.end(); si++) {
Character& c = m_font->m_characters[*si];
textWidth += (c.advance >> 6) * scale;
textWidth += (c.advance >> 6) * scale * m_scale;
if (c.size.y >= textHeight)
textHeight = (float)c.size.y * scale;
textHeight = (float)c.size.y * scale * m_scale;
}
if (m_centeredX)
currX = ((float)windowWidth - textWidth) / 2;
@@ -86,12 +104,13 @@ namespace nf {
}
glm::vec3 color = { m_color.x, m_color.y, m_color.z };
shader->setUniform("textColor", color);
shader->setUniform("opacity", m_opacity);
for (si = m_string.begin(); si != m_string.end(); si++) {
Character& c = m_font->m_characters[*si];
float x = currX + (float)c.bearing.x * scale;
float y = currY - float(c.size.y - c.bearing.y) * scale;
float w = (float)c.size.x * scale;
float h = (float)c.size.y * scale;
float x = currX + (float)c.bearing.x * scale * m_scale;
float y = currY - float(c.size.y - c.bearing.y) * scale * m_scale;
float w = (float)c.size.x * scale * m_scale;
float h = (float)c.size.y * scale * m_scale;
float vb[3][4] = {
x, y + h,
x, y,
@@ -112,7 +131,7 @@ namespace nf {
m_vao->setBufferData(0, vb, sizeof(vb));
m_vao->setBufferData(1, tc, sizeof(tc));
glDrawArrays(GL_TRIANGLES, 0, 6);
currX += (c.advance >> 6) * scale;
currX += (c.advance >> 6) * scale * m_scale;
}
}
@@ -4,20 +4,23 @@
#include "Assets.h"
#include "Texture.h"
#include "Shader.h"
namespace nf {
UITexture::UITexture() :
m_texture(nullptr),
m_scale(1.0f)
m_scale(1.0f),
m_opacity(1.0f)
{
}
void UITexture::create(Asset* textureAsset, const Vec2& position, double scale) {
void UITexture::create(Asset* textureAsset, const Vec2& position, double scale, double opacity) {
m_constructed = true;
ATexture* tex = (ATexture*)textureAsset;
m_position = position;
m_scale = (float)scale;
m_opacity = (float)opacity;
if (tex->alreadyLoaded) {
m_texture = tex->loadedTexture;
}
@@ -39,6 +42,14 @@ namespace nf {
return "texture";
}
void UITexture::setScale(double scale) {
m_scale = (float)scale;
}
void UITexture::setOpacity(double opacity) {
m_opacity = (float)opacity;
}
void UITexture::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) {
float posX = (float)m_position.x * windowWidth, posY = (float)m_position.y * windowHeight;
float scale = windowWidth / 5.0f;
@@ -69,6 +80,7 @@ namespace nf {
m_texture->bind();
m_vao->setBufferData(0, vb, sizeof(vb));
m_vao->setBufferData(1, tc, sizeof(tc));
shader->setUniform("opacity", m_opacity);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
+1
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@@ -82,6 +82,7 @@ namespace nf {
BaseAssets::cone = (AModel*)m_baseAP["cone.obj"];
BaseAssets::cylinder = (AModel*)m_baseAP["cylinder.obj"];
BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
BaseAssets::logo = (ATexture*)m_baseAP["logo.png"];
BaseAssets::defaultFont = (AFont*)m_baseAP["default.ttf"];
}
+4 -1
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@@ -7,7 +7,10 @@
#include "Utility.h"
namespace nf {
Texture::Texture() {
Texture::Texture() :
m_x(0),
m_y(0)
{
glGenTextures(1, &m_id);
}