Added UITexture and font caching
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2af54c4d9e
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BIN
DevScreenshots/5. UI Texture.png
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BIN
DevScreenshots/5. UI Texture.png
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After Width: | Height: | Size: 33 KiB |
@ -9,7 +9,7 @@ MainState::MainState(nf::Application* app) :
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void MainState::onEnter() {
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Log("MainState onEnter!");
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}
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}
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void MainState::update(double deltaTime) {
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@ -1,10 +1,10 @@
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#version 330 core
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out vec4 color;
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in vec2 texCoord;
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uniform sampler2D tex;
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in vec2 texCoord;
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out vec4 color;
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void main() {
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color = texture(tex, texCoord);
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@ -1,11 +1,11 @@
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#version 330 core
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out vec4 color;
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in vec2 texCoord;
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uniform sampler2D text;
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uniform vec3 textColor;
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in vec2 texCoord;
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out vec4 color;
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void main() {
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vec4 temp = vec4(1.0, 1.0, 1.0, texture(text, texCoord).r);
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@ -3,7 +3,6 @@
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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//uniform mat4 model;
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uniform mat4 proj;
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out vec2 texCoord;
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@ -0,0 +1,11 @@
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#version 330 core
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in vec2 texCoord;
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uniform sampler2D tex;
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out vec4 color;
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void main() {
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color = texture(tex, texCoord);
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}
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13
NFPackCreator/AssetBuild/base/shaders/uiTextureVertex.shader
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13
NFPackCreator/AssetBuild/base/shaders/uiTextureVertex.shader
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@ -0,0 +1,13 @@
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#version 330 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texCoords;
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uniform mat4 proj;
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out vec2 texCoord;
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void main() {
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gl_Position = proj * vec4(pos, 0.0, 1.0);
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texCoord = texCoords;
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}
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@ -205,6 +205,7 @@
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<ClCompile Include="src\Renderer\Drawable\Model.cpp" />
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<ClCompile Include="src\Renderer\Drawable\Text.cpp" />
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<ClCompile Include="src\Renderer\Drawable\UIElement.cpp" />
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<ClCompile Include="src\Renderer\Drawable\UITexture.cpp" />
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<ClCompile Include="src\Renderer\IndexBuffer.cpp" />
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<ClCompile Include="src\Renderer\Renderer.cpp" />
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<ClCompile Include="src\Renderer\Shader.cpp" />
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@ -231,6 +232,7 @@
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<ClInclude Include="src\include\Text.h" />
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<ClInclude Include="src\include\Texture.h" />
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<ClInclude Include="src\include\UIElement.h" />
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<ClInclude Include="src\include\UITexture.h" />
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<ClInclude Include="src\include\Utility.h" />
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<ClInclude Include="src\include\VertexArray.h" />
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<ClInclude Include="src\include\VertexBuffer.h" />
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@ -66,6 +66,9 @@
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<ClCompile Include="src\Renderer\Drawable\Text.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Drawable\UITexture.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Config.h">
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@ -128,6 +131,9 @@
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<ClInclude Include="src\include\Text.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\include\UITexture.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Natvis Include="NatvisFile.natvis" />
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@ -121,7 +121,7 @@ namespace nf {
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const Config& Application::getConfig() const {
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return m_currentConfig;
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}
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//TODO: Test this
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int Application::getFPS() const {
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return m_FPS;
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}
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@ -5,15 +5,15 @@
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namespace nf {
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Asset::~Asset() {
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delete[] data;
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}
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AModel::~AModel() {
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delete[] data;
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}
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ATexture::~ATexture() {
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delete[] data;
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}
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AShader::~AShader() {
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@ -30,7 +30,7 @@ namespace nf {
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size_t ibCount = 0;
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std::vector<float> tc;
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parseOBJ(obj, vb, ib, ibCount, tc);
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m_model->create(&vb[0], vb.size() * sizeof(float), &ib[0], ibCount, &tc[0], tc.size() * sizeof(float), texture.data, texture.size);
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m_model->create(&vb[0], vb.size() * sizeof(float), &ib[0], ibCount, &tc[0], tc.size() * sizeof(float), &texture);
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model.alreadyLoaded = true;
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model.loadedModel = m_model;
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}
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@ -52,7 +52,7 @@ namespace nf {
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}
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void Entity::setScale(double x) {
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m_rotation = { x, x, x };
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m_scale = { x, x, x };
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}
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void Entity::setScale(double x, double y, double z) {
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@ -13,17 +13,22 @@ namespace nf {
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}
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void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinatesBufferData, size_t textureCoordinatesBufferSize, const char* textureData, size_t textureSize) {
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void Model::create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinatesBufferData, size_t textureCoordinatesBufferSize, ATexture* texture) {
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m_vao = new VertexArray;
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m_vao->addBuffer(vertexBufferData, vertexBufferSize);
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m_vao->push<float>(3);
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m_vao->finishBufferLayout();
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if (textureCoordinatesBufferData && textureCoordinatesBufferSize && textureData) {
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m_vao->addBuffer(textureCoordinatesBufferData, textureCoordinatesBufferSize);
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m_vao->push<float>(2);
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m_vao->finishBufferLayout();
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m_vao->addBuffer(textureCoordinatesBufferData, textureCoordinatesBufferSize);
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m_vao->push<float>(2);
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m_vao->finishBufferLayout();
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if (texture->alreadyLoaded) {
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m_texture = texture->loadedTexture;
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}
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else {
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m_texture = new Texture;
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m_texture->create(textureData, textureSize);
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m_texture->create(texture->data, texture->size);
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texture->alreadyLoaded = true;
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texture->loadedTexture = m_texture;
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}
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m_ib = new IndexBuffer(indexBufferData, indexBufferCount);
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}
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@ -8,9 +8,7 @@
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#include "Shader.h"
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namespace nf {
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Text::Text() :
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m_centered(false)
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{
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Text::Text() {
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}
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@ -23,24 +21,32 @@ namespace nf {
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Error("Could not initialize FreeType!");
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FT_Face face;
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AFont& newFont = *(AFont*)font;
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if (FT_New_Memory_Face(ft, (const unsigned char*)newFont.data, newFont.size, 0, &face))
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Error("Could not load font!");
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FT_Set_Pixel_Sizes(face, 0, size);
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for (unsigned char c = 0; c < 128; c++) {
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FT_Load_Char(face, c, FT_LOAD_RENDER);
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unsigned int tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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Character ch = { tex, Vec2((float)face->glyph->bitmap.width, (float)face->glyph->bitmap.rows), Vec2(face->glyph->bitmap_left, face->glyph->bitmap_top), (unsigned int)face->glyph->advance.x };
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m_font[c] = ch;
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if (newFont.alreadyLoaded) {
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m_font = newFont.loadedFont;
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}
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else {
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m_font = new Font;
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if (FT_New_Memory_Face(ft, (const unsigned char*)newFont.data, newFont.size, 0, &face))
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Error("Could not load font!");
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FT_Set_Pixel_Sizes(face, 0, size);
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for (unsigned char c = 0; c < 128; c++) {
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FT_Load_Char(face, c, FT_LOAD_RENDER);
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unsigned int tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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Character ch = { tex, Vec2((float)face->glyph->bitmap.width, (float)face->glyph->bitmap.rows), Vec2(face->glyph->bitmap_left, face->glyph->bitmap_top), (unsigned int)face->glyph->advance.x };
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m_font->m_characters[c] = ch;
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}
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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newFont.alreadyLoaded = true;
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newFont.loadedFont = m_font;
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}
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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m_vao = new VertexArray;
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m_vao->addBuffer(nullptr, 0);
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m_vao->push<float>(2);
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@ -50,8 +56,8 @@ namespace nf {
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m_vao->finishBufferLayout();
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}
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void Text::centered(bool centered) {
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m_centered = centered;
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void Text::setText(const std::string& string) {
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m_string = string;
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}
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const char* Text::identity() {
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@ -63,22 +69,24 @@ namespace nf {
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m_vao->bind();
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std::string::const_iterator si;
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float currX = (float)m_position.x * windowWidth, currY = (float)m_position.y * windowHeight;
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if (m_centered) {
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if (m_centeredX || m_centeredY) {
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float textWidth = 0.0f;
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float textHeight = 0.0f;
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for (si = m_string.begin(); si != m_string.end(); si++) {
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Character& c = m_font[*si];
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Character& c = m_font->m_characters[*si];
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textWidth += (c.advance >> 6) * scale;
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if (c.size.y >= textHeight)
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textHeight = (float)c.size.y * scale;
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}
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currX = ((float)windowWidth - textWidth) / 2;
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currY = ((float)windowHeight - textHeight) / 2;
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if (m_centeredX)
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currX = ((float)windowWidth - textWidth) / 2;
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if (m_centeredY)
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currY = ((float)windowHeight - textHeight) / 2;
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}
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glm::vec3 color = { m_color.x, m_color.y, m_color.z };
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shader->setUniform("textColor", color);
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for (si = m_string.begin(); si != m_string.end(); si++) {
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Character& c = m_font[*si];
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Character& c = m_font->m_characters[*si];
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float x = currX + (float)c.bearing.x * scale;
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float y = currY - float(c.size.y - c.bearing.y) * scale;
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float w = (float)c.size.x * scale;
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@ -1,7 +1,10 @@
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#include "UIElement.h"
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namespace nf {
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UIElement::UIElement() {
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UIElement::UIElement() :
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m_centeredX(false),
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m_centeredY(false)
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{
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}
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@ -9,6 +12,18 @@ namespace nf {
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return "none";
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}
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void UIElement::setPosition(float x, float y) {
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m_position = Vec2(x, y);
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}
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void UIElement::setPosition(const Vec2& position) {
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m_position = position;
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}
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void UIElement::centered(bool x, bool y) {
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m_centeredX = x;
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m_centeredY = y;
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}
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void UIElement::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) {
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}
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NothinFancy/src/Renderer/Drawable/UITexture.cpp
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76
NothinFancy/src/Renderer/Drawable/UITexture.cpp
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@ -0,0 +1,76 @@
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#include "UITexture.h"
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#include "GL/glew.h"
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#include "Assets.h"
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#include "Texture.h"
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namespace nf {
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UITexture::UITexture() :
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m_texture(0)
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{
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}
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void UITexture::create(Asset* texture, const Vec2& position, double scale) {
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ATexture* tex = (ATexture*)texture;
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m_position = position;
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m_scale = (float)scale;
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if (tex->alreadyLoaded) {
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m_texture = tex->loadedTexture;
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}
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else {
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m_texture = new Texture;
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m_texture->create(tex->data, tex->size);
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}
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m_vao = new VertexArray;
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m_vao->addBuffer(nullptr, 0);
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m_vao->push<float>(2);
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m_vao->finishBufferLayout();
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m_vao->addBuffer(nullptr, 0);
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m_vao->push<float>(2);
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m_vao->finishBufferLayout();
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}
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const char* UITexture::identity() {
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return "texture";
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}
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void UITexture::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) {
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float posX = (float)m_position.x * windowWidth, posY = (float)m_position.y * windowHeight;
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float scale = windowWidth / 5.0f;
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Vec2 texDim = m_texture->getDimensions();
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float height = scale * m_scale;
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float width = ((float)texDim.x / (float)texDim.y) * scale * m_scale;
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if (m_centeredX)
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posX = ((float)windowWidth - width) / 2;
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if (m_centeredY)
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posY = ((float)windowHeight - height) / 2;
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float vb[3][4] = {
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posX, posY + height,
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posX, posY,
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posX + width, posY,
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posX, posY + height,
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posX + width, posY,
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posX + width, posY + height
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};
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float tc[3][4] = {
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0.0, 1.0,
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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};
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m_texture->bind();
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m_vao->setBufferData(0, vb, sizeof(vb));
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m_vao->setBufferData(1, tc, sizeof(tc));
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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UITexture::~UITexture() {
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}
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}
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@ -49,7 +49,6 @@ namespace nf {
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wglMakeCurrent(m_hdc, m_hglrc);
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wglSwapIntervalEXT(0);
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Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -64,6 +63,9 @@ namespace nf {
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const char* textVertex = baseAP["textVertex.shader"]->data;
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const char* textFragment = baseAP["textFragment.shader"]->data;
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m_textShader = new Shader(textVertex, textFragment);
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const char* uiTextureVertex = baseAP["uiTextureVertex.shader"]->data;
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const char* uiTextureFragment = baseAP["uiTextureFragment.shader"]->data;
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m_uiTextureShader = new Shader(uiTextureVertex, uiTextureFragment);
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BaseAssets::cube = (AModel*)baseAP["cube.obj"];
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BaseAssets::plane = (AModel*)baseAP["plane.obj"];
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@ -91,6 +93,7 @@ namespace nf {
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
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for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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@ -102,6 +105,7 @@ namespace nf {
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}
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m_lGame.clear();
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glDisable(GL_DEPTH_TEST);
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proj = glm::ortho(0.0f, (float)m_app->getConfig().width, 0.0f, (float)m_app->getConfig().height);
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for (UIElement* draw : m_lUI) {
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UIElement& curr = *draw;
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@ -111,7 +115,11 @@ namespace nf {
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curr.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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continue;
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}
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//TODO: Add else if for UI texture
|
||||
if (curr.identity() == "texture") {
|
||||
m_uiTextureShader->bind();
|
||||
m_uiTextureShader->setUniform("proj", proj);
|
||||
curr.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height);
|
||||
}
|
||||
}
|
||||
m_lUI.clear();
|
||||
|
||||
@ -123,6 +131,9 @@ namespace nf {
|
||||
}
|
||||
|
||||
Renderer::~Renderer() {
|
||||
delete m_entityShader;
|
||||
delete m_textShader;
|
||||
delete m_uiTextureShader;
|
||||
ReleaseDC(m_app->getWindow(), m_hdc);
|
||||
wglMakeCurrent(NULL, NULL);
|
||||
wglDeleteContext(m_hglrc);
|
||||
|
@ -12,15 +12,15 @@ namespace nf {
|
||||
}
|
||||
|
||||
void Texture::create(const char* textureData, size_t textureSize) {
|
||||
int width, height, nChannels;
|
||||
int nChannels;
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
unsigned char* texture = stbi_load_from_memory((unsigned char*)textureData, textureSize, &width, &height, &nChannels, 0);
|
||||
unsigned char* texture = stbi_load_from_memory((unsigned char*)textureData, textureSize, &m_x, &m_y, &nChannels, 0);
|
||||
if (!texture)
|
||||
Error("Texture failed to load from memory!");
|
||||
glBindTexture(GL_TEXTURE_2D, m_id);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_x, m_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
stbi_image_free(texture);
|
||||
}
|
||||
@ -29,6 +29,10 @@ namespace nf {
|
||||
glBindTexture(GL_TEXTURE_2D, m_id);
|
||||
}
|
||||
|
||||
Vec2 Texture::getDimensions() {
|
||||
return { (float)m_x, (float)m_y };
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
glDeleteTextures(1, &m_id);
|
||||
}
|
||||
|
@ -3,15 +3,17 @@
|
||||
|
||||
namespace nf {
|
||||
class Model;
|
||||
class Texture;
|
||||
struct Font;
|
||||
|
||||
struct Asset {
|
||||
char* data;
|
||||
bool alreadyLoaded = false;
|
||||
|
||||
virtual ~Asset();
|
||||
};
|
||||
|
||||
struct AModel : Asset {
|
||||
bool alreadyLoaded;
|
||||
Model* loadedModel;
|
||||
|
||||
~AModel() override;
|
||||
@ -19,6 +21,7 @@ namespace nf {
|
||||
|
||||
struct ATexture : Asset {
|
||||
size_t size;
|
||||
Texture* loadedTexture;
|
||||
|
||||
~ATexture() override;
|
||||
};
|
||||
@ -29,6 +32,7 @@ namespace nf {
|
||||
|
||||
struct AFont : Asset {
|
||||
size_t size;
|
||||
Font* loadedFont;
|
||||
|
||||
~AFont() override;
|
||||
};
|
||||
|
@ -1,14 +1,16 @@
|
||||
#pragma once
|
||||
#include "Drawable.h"
|
||||
#include "Assets.h"
|
||||
|
||||
namespace nf {
|
||||
class Drawable;
|
||||
class Texture;
|
||||
|
||||
class Model : public Drawable {
|
||||
public:
|
||||
Model();
|
||||
|
||||
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinates, size_t textureCoordinatesBufferSize, const char* textureData, size_t textureSize);
|
||||
void create(const void* vertexBufferData, const size_t vertexBufferSize, const void* indexBufferData, size_t indexBufferCount, const void* textureCoordinates, size_t textureCoordinatesBufferSize, ATexture* texture);
|
||||
void bind() override;
|
||||
|
||||
~Model();
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include "IntroGamestate.h"
|
||||
#include "Assets.h"
|
||||
#include "Text.h"
|
||||
#include "UITexture.h"
|
||||
#include "Input.h"
|
||||
|
||||
namespace nf {
|
||||
|
@ -32,5 +32,6 @@ namespace nf {
|
||||
std::vector<UIElement*> m_lUI;
|
||||
Shader* m_entityShader;
|
||||
Shader* m_textShader;
|
||||
Shader* m_uiTextureShader;
|
||||
};
|
||||
}
|
@ -13,22 +13,23 @@ namespace nf {
|
||||
unsigned int advance;
|
||||
};
|
||||
|
||||
struct Font {
|
||||
std::map<char, Character> m_characters;
|
||||
};
|
||||
|
||||
class Text : public UIElement {
|
||||
public:
|
||||
Text();
|
||||
|
||||
void create(const std::string& string, const Vec2& position, const Vec3& color = {1.0, 1.0, 1.0}, unsigned int size = 160, Asset* font = BaseAssets::defaultFont);
|
||||
void centered(bool centered);
|
||||
|
||||
void setText(const std::string& string);
|
||||
const char* identity() override;
|
||||
void render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) override;
|
||||
|
||||
~Text();
|
||||
private:
|
||||
std::string m_string;
|
||||
Vec2 m_position;
|
||||
Font* m_font;
|
||||
Vec3 m_color;
|
||||
bool m_centered;
|
||||
std::map<char, Character> m_font;
|
||||
};
|
||||
}
|
@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#include "Utility.h"
|
||||
|
||||
namespace nf {
|
||||
class Texture {
|
||||
@ -7,9 +8,12 @@ namespace nf {
|
||||
|
||||
void create(const char* textureData, size_t textureSize);
|
||||
void bind();
|
||||
Vec2 getDimensions();
|
||||
|
||||
~Texture();
|
||||
private:
|
||||
unsigned int m_id;
|
||||
int m_x;
|
||||
int m_y;
|
||||
};
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
#pragma once
|
||||
#include "Drawable.h"
|
||||
|
||||
#include "Utility.h"
|
||||
|
||||
namespace nf {
|
||||
class Shader;
|
||||
|
||||
@ -9,10 +11,15 @@ namespace nf {
|
||||
UIElement();
|
||||
|
||||
virtual const char* identity();
|
||||
void setPosition(float x, float y);
|
||||
void setPosition(const Vec2& position);
|
||||
void centered(bool x, bool y = false);
|
||||
virtual void render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight);
|
||||
|
||||
~UIElement();
|
||||
private:
|
||||
|
||||
protected:
|
||||
Vec2 m_position;
|
||||
bool m_centeredX;
|
||||
bool m_centeredY;
|
||||
};
|
||||
}
|
22
NothinFancy/src/include/UITexture.h
Normal file
22
NothinFancy/src/include/UITexture.h
Normal file
@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "UIElement.h"
|
||||
#include "Utility.h"
|
||||
|
||||
namespace nf {
|
||||
class Texture;
|
||||
struct Asset;
|
||||
|
||||
class UITexture : public UIElement {
|
||||
public:
|
||||
UITexture();
|
||||
|
||||
void create(Asset* texture, const Vec2& position, double scale = 1.0);
|
||||
const char* identity() override;
|
||||
void render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight) override;
|
||||
|
||||
~UITexture();
|
||||
private:
|
||||
Texture* m_texture;
|
||||
float m_scale;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user