debug window: use crosshair type from slider in shader
parent
9d2d0c8772
commit
52696f2dde
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@ -59,7 +59,6 @@ namespace debug{
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parameters[key] = value;
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parameters[key] = value;
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}
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}
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int ch_type{0};
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int block_type{0};
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int block_type{0};
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void show_debug_window(){
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void show_debug_window(){
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ImGui::Begin("Debug Window");
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ImGui::Begin("Debug Window");
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@ -91,9 +90,9 @@ namespace debug{
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}
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}
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ImGui::SliderInt("Crosshair type",
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ImGui::SliderInt("Crosshair type",
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&ch_type, 0, 1);
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std::any_cast<int*>(parameters.at("crosshair_type_return")), 0, 1);
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ImGui::SliderInt("Block to place",
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ImGui::SliderInt("Block to place",
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&block_type, 2, 6);
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block_type, 2, 6);
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}
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}
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if(ImGui::CollapsingHeader("Mesh")){
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if(ImGui::CollapsingHeader("Mesh")){
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@ -25,6 +25,7 @@ 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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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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@ -104,6 +105,8 @@ namespace renderer{
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glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT);
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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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}
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}
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@ -238,7 +241,7 @@ namespace renderer{
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quadShader->use();
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quadShader->use();
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quadShader->setInt("screenWidth", screenWidth);
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quadShader->setInt("screenWidth", screenWidth);
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quadShader->setInt("screenHeight", screenHeight);
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quadShader->setInt("screenHeight", screenHeight);
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quadShader->setInt("crosshairType", 1);
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quadShader->setInt("crosshairType", crosshair_type);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glBindVertexArray(0);
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