debug window: use wireframe from checkbox in rendering
parent
07068d740a
commit
50bc52a679
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@ -108,6 +108,8 @@ namespace debug{
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std::any_cast<int>(parameters.at("render_chunks_deleted")));
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std::any_cast<int>(parameters.at("render_chunks_deleted")));
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ImGui::Text("Vertices in the scene: %d",
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ImGui::Text("Vertices in the scene: %d",
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std::any_cast<int>(parameters.at("render_chunks_vertices")));
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std::any_cast<int>(parameters.at("render_chunks_vertices")));
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ImGui::Checkbox("Wireframe",
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std::any_cast<bool*>(parameters.at("wireframe_return")));
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}
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}
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if(ImGui::CollapsingHeader("Chunks")){
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if(ImGui::CollapsingHeader("Chunks")){
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@ -22,7 +22,6 @@ int frames = 0;
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float lastBlockPick=0.0;
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float lastBlockPick=0.0;
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bool blockpick = false;
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bool blockpick = false;
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bool canChangeWireframe = true;
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bool cursor = false;
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bool cursor = false;
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int main()
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int main()
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@ -153,12 +152,6 @@ void processInput(GLFWwindow *window)
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lastBlockPick=glfwGetTime();
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lastBlockPick=glfwGetTime();
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}
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}
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if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS && canChangeWireframe){
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wireframe = !wireframe;
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canChangeWireframe = false;
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}
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if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE) canChangeWireframe = true;
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// Reset blockpicking if enough time has passed
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// Reset blockpicking if enough time has passed
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
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@ -25,7 +25,9 @@ namespace renderer{
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GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
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GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
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int screenWidth, screenHeight;
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int screenWidth, screenHeight;
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int crosshair_type{0};
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int crosshair_type{0};
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bool wireframe{false};
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void init(GLFWwindow* window){
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void init(GLFWwindow* window){
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// Setup rendering
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// Setup rendering
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@ -107,6 +109,7 @@ namespace renderer{
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glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT);
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debug::window::set_parameter("crosshair_type_return", &crosshair_type);
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debug::window::set_parameter("crosshair_type_return", &crosshair_type);
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debug::window::set_parameter("wireframe_return", &wireframe);
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}
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}
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