commit
9ad0485a79
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@ -10,3 +10,4 @@ cscope*
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test.cpp
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a.out
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*screenshot*
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imgui.ini
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@ -0,0 +1,3 @@
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[submodule "lib/imgui"]
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path = lib/imgui
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url = https://github.com/ocornut/imgui/
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@ -2,8 +2,8 @@ cmake_minimum_required(VERSION 3.2)
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project(cmake-project-template)
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set(CMAKE_CXX_STANDARD 11)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -O3")
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -O3")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -g")
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set(CMAKE_INSTALL_PREFIX ${PROJECT_SOURCE_DIR})
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@ -0,0 +1,19 @@
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#ifndef DEBUG_WINDOW_H
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#define DEBUG_WINDOW_H
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#include <any>
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#include <string>
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#include <GLFW/glfw3.h>
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namespace debug{
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namespace window {
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void init(GLFWwindow* window);
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void prerender();
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void render();
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void destroy();
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void set_parameter(std::string key, std::any value);
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}
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}
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#endif
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@ -1,2 +1,3 @@
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add_subdirectory(glad)
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add_subdirectory(glm)
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add_subdirectory(imgui)
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@ -0,0 +1 @@
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Subproject commit 6addf28c4b5d8fd109a6db73bed6436952b230b2
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@ -4,7 +4,25 @@ in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D renderTex;
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uniform int screenWidth;
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uniform int screenHeight;
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uniform int crosshairType;
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void main(){
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float crosshair_alpha = 0.8;
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float dist = length(gl_FragCoord.xy-vec2(screenWidth/2, screenHeight/2));
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FragColor = texture(renderTex, TexCoord);
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/*float crosshair_color = (FragColor.x + FragColor.y + FragColor.z) / 3;
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/*if(crosshair_color <= 0.5) crosshair_color = 1.0;
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/*else crosshair_color = 0.0;*/
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float crosshair_color = 1.0;
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if(dist <= 7){
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if( (crosshairType == 0 && dist >= 5) ||
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(crosshairType == 1 && ( int(gl_FragCoord.x) == int(screenWidth / 2) ||
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int(gl_FragCoord.y) == int(screenHeight / 2)) )
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) FragColor = vec4(vec3(crosshair_color), crosshair_alpha);
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}
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}
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@ -1,9 +1,10 @@
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cmake_minimum_required(VERSION 3.2)
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project(OpenGLTest)
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set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
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debugwindow.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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add_executable(OpenGLTest ${SOURCE_FILES})
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target_link_libraries(OpenGLTest glfw tbb glad glm)
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target_link_libraries(OpenGLTest glfw tbb glad glm imgui)
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install(TARGETS OpenGLTest DESTINATION ${DIVISIBLE_INSTALL_BIN_DIR})
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@ -12,6 +12,7 @@
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#include "chunk.hpp"
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#include "chunkgenerator.hpp"
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#include "chunkmesher.hpp"
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#include "debugwindow.hpp"
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#include "globals.hpp"
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#include "renderer.hpp"
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@ -33,6 +34,7 @@ namespace chunkmanager
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// Queue of chunks to be meshed
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ChunkPriorityQueue chunks_to_mesh_queue;
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int block_to_place{2};
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// Init chunkmanager. Chunk indices and start threads
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int chunks_volume_real;
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@ -85,6 +87,8 @@ namespace chunkmanager
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update_thread = std::thread(update);
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gen_thread = std::thread(generate);
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mesh_thread = std::thread(mesh);
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debug::window::set_parameter("block_type_return", &block_to_place);
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}
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// Method for world generation thread(s)
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@ -117,6 +121,16 @@ namespace chunkmanager
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int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
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int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
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debug::window::set_parameter("px", theCamera.getAtomicPosX());
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debug::window::set_parameter("py", theCamera.getAtomicPosY());
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debug::window::set_parameter("pz", theCamera.getAtomicPosZ());
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debug::window::set_parameter("cx", chunkX);
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debug::window::set_parameter("cy", chunkY);
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debug::window::set_parameter("cz", chunkZ);
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debug::window::set_parameter("lx", theCamera.getFront().x);
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debug::window::set_parameter("ly", theCamera.getFront().y);
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debug::window::set_parameter("lz", theCamera.getFront().z);
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// Update other chunks
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for(int i = 0; i < chunks_volume_real; i++) {
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const uint16_t x = chunks_indices[i][0] + chunkX;
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@ -152,6 +166,9 @@ namespace chunkmanager
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a.release();
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}
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debug::window::set_parameter("update_chunks_total", (int) (chunks.size()));
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debug::window::set_parameter("update_chunks_bucket", (int) (chunks.max_size()));
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Chunk::Chunk* n;
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nUnloaded = 0;
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while(chunks_todelete.try_pop(n)){
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@ -240,11 +257,17 @@ namespace chunkmanager
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if(!chunks.find(a1, calculateIndex(px1, py1, pz1))) return;
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Chunk::Chunk* c1 = a1->second;
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// place the new block (only stone for now)
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c1->setBlock( Block::STONE, bx1, by1, bz1);
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c1->setBlock((Block)block_to_place, bx1, by1, bz1);
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// mark the mesh of the chunk the be updated
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chunks_to_mesh_queue.push(std::make_pair(c1, MESHING_PRIORITY_PLAYER_EDIT));
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chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_PLAYER_EDIT));
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debug::window::set_parameter("block_last_action", place);
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debug::window::set_parameter("block_last_action_block_type", (int)(Block::STONE));
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debug::window::set_parameter("block_last_action_x", px1*CHUNK_SIZE + bx1);
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debug::window::set_parameter("block_last_action_y", px1*CHUNK_SIZE + by1);
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debug::window::set_parameter("block_last_action_z", px1*CHUNK_SIZE + bz1);
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}else{
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// replace the current block with air to remove it
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c->setBlock( Block::AIR, bx, by, bz);
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@ -265,6 +288,13 @@ namespace chunkmanager
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chunkmesher::mesh(b2->second);
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if(bz == CHUNK_SIZE - 1 && pz +1 < 1024 && chunks.find(c2, calculateIndex(px, py, pz +1)))
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chunkmesher::mesh(c2->second);
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debug::window::set_parameter("block_last_action", place);
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debug::window::set_parameter("block_last_action_block_type", (int) (Block::AIR));
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debug::window::set_parameter("block_last_action_x", px*CHUNK_SIZE + bx);
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debug::window::set_parameter("block_last_action_y", py*CHUNK_SIZE + by);
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debug::window::set_parameter("block_last_action_z", pz*CHUNK_SIZE + bz);
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}
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break;
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}
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@ -0,0 +1,130 @@
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#include "debugwindow.hpp"
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#include <imgui/imgui.h>
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#include <imgui/imgui_impl_opengl3.h>
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#include <imgui/imgui_impl_glfw.h>
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#include <imgui_stdlib.h>
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#include <iostream>
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#include <string>
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#include <unordered_map>
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namespace debug{
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namespace window{
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void show_debug_window();
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constexpr int frametimes_array_size = 20;
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float frametimes_array[frametimes_array_size]{};
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std::unordered_map<std::string, std::any> parameters;
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void init(GLFWwindow* window){
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
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ImGui_ImplOpenGL3_Init();
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}
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void prerender(){
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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//ImGui::ShowDemoWindow(); // Show demo window! :)
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show_debug_window();
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}
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void render(){
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// (Your code clears your framebuffer, renders your other stuff etc.)
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// (Your code calls glfwSwapBuffers() etc.)
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}
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void destroy(){
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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void set_parameter(std::string key, std::any value){
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parameters[key] = value;
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}
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void show_debug_window(){
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ImGui::Begin("Debug Window");
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
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try{
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if (ImGui::CollapsingHeader("Frametimes")){
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ImGui::Text("FPS: %d", std::any_cast<int>(parameters.at("fps")));
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ImGui::Text("Frametime (ms): %f",
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std::any_cast<float>(parameters.at("frametime"))*1000);
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//ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr);
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}
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if(ImGui::CollapsingHeader("Player")){
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ImGui::Text("X: %f, Y: %f, Z: %f",
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std::any_cast<float>(parameters.at("px")),std::any_cast<float>(parameters.at("py")),std::any_cast<float>(parameters.at("pz")) );
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ImGui::Text("X: %d, Y: %d, Z: %d (chunk)", std::any_cast<int>(parameters.at("cx")),std::any_cast<int>(parameters.at("cy")),std::any_cast<int>(parameters.at("cz")) );
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ImGui::Text("Pointing in direction: %f, %f, %f",
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std::any_cast<float>(parameters.at("lx")),std::any_cast<float>(parameters.at("ly")),std::any_cast<float>(parameters.at("lz")) );
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if(parameters.find("block_last_action") != parameters.end()){
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ImGui::Text("Last Block action: %s",
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std::any_cast<bool>(parameters.at("block_last_action")) ? "place" : "destroy");
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ImGui::Text("Last Block action block type: %d",
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std::any_cast<int>(parameters.at("block_last_action_block_type")));
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ImGui::Text("Last Block action position: X: %d, Y: %d, Z: %d",
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std::any_cast<int>(parameters.at("block_last_action_x")),std::any_cast<int>(parameters.at("block_last_action_y")),std::any_cast<int>(parameters.at("block_last_action_z")) );
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}
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ImGui::SliderInt("Crosshair type",
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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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std::any_cast<int*>(parameters.at("block_type_return")), 2, 6);
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}
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if(ImGui::CollapsingHeader("Mesh")){
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ImGui::Text("Total chunks updated: %d",
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std::any_cast<int>(parameters.at("render_chunks_total")));
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ImGui::Text("Chunks rendered: %d",
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std::any_cast<int>(parameters.at("render_chunks_rendered")));
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ImGui::Text("Frustum culled: %d",
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std::any_cast<int>(parameters.at("render_chunks_culled")));
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ImGui::Text("Chunks out of view: %d",
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std::any_cast<int>(parameters.at("render_chunks_oof")));
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if(parameters.find("render_chunks_deleted") != parameters.end())
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ImGui::Text("Chunks deleted: %d",
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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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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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if(ImGui::CollapsingHeader("Chunks")){
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ImGui::Text("Total chunks present: %d",
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std::any_cast<int>(parameters.at("update_chunks_total")));
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/*ImGui::Text("Chunks freed from memory: %d",
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std::any_cast<int>(parameters.at("update_chunks_delete")));*/
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ImGui::Text("Bucket size: %d",
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std::any_cast<int>(parameters.at("update_chunks_bucket")));
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}
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}catch(const std::bad_any_cast& e){
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std::cout << e.what();
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}
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ImGui::End();
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}
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}
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}
|
21
src/main.cpp
21
src/main.cpp
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@ -10,6 +10,7 @@
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|||
|
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#include "chunkmanager.hpp"
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#include "main.hpp"
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#include "debugwindow.hpp"
|
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#include "renderer.hpp"
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#include "spacefilling.hpp"
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#include "shader.hpp"
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|
@ -21,7 +22,7 @@ int frames = 0;
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|||
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float lastBlockPick=0.0;
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bool blockpick = false;
|
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bool canChangeWireframe = true;
|
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bool cursor = false;
|
||||
|
||||
int main()
|
||||
{
|
||||
|
@ -67,8 +68,10 @@ int main()
|
|||
sines[i] = sin(3.14 / 180 * i);
|
||||
cosines[i] = cos(3.14 / 180 * i);
|
||||
}
|
||||
|
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SpaceFilling::initLUT();
|
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chunkmanager::init();
|
||||
debug::window::init(window);
|
||||
renderer::init(window);
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
|
@ -78,10 +81,12 @@ int main()
|
|||
deltaTime = currentFrame - lastFrame;
|
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lastFrame = currentFrame;
|
||||
|
||||
debug::window::set_parameter("frametime", deltaTime);
|
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// FPS Counter
|
||||
frames++;
|
||||
if(currentFrame - lastFPSFrame >= 1.0f){
|
||||
std::cout << "FPS: " << frames << " Frametime: " << deltaTime << std::endl;
|
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//std::cout << "FPS: " << frames << " Frametime: " << deltaTime << std::endl;
|
||||
debug::window::set_parameter("fps", frames);
|
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frames = 0;
|
||||
lastFPSFrame = currentFrame;
|
||||
}
|
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|
@ -112,6 +117,7 @@ int main()
|
|||
// Cleanup allocated memory
|
||||
chunkmanager::destroy();
|
||||
renderer::destroy();
|
||||
debug::window::destroy();
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
|
@ -146,16 +152,15 @@ void processInput(GLFWwindow *window)
|
|||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS && canChangeWireframe){
|
||||
wireframe = !wireframe;
|
||||
canChangeWireframe = false;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE) canChangeWireframe = true;
|
||||
|
||||
// Reset blockpicking if enough time has passed
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
|
||||
if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
|
||||
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
|
||||
cursor = !cursor;
|
||||
glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
|
||||
#include "chunkmanager.hpp"
|
||||
#include "chunkmesher.hpp"
|
||||
#include "debugwindow.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "stb_image.h"
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
|
@ -25,6 +26,9 @@ namespace renderer{
|
|||
GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
|
||||
int screenWidth, screenHeight;
|
||||
|
||||
int crosshair_type{0};
|
||||
bool wireframe{false};
|
||||
|
||||
void init(GLFWwindow* window){
|
||||
// Setup rendering
|
||||
// We will render the image to a texture, then display the texture on a quad that fills the
|
||||
|
@ -103,6 +107,9 @@ namespace renderer{
|
|||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT);
|
||||
|
||||
debug::window::set_parameter("crosshair_type_return", &crosshair_type);
|
||||
debug::window::set_parameter("wireframe_return", &wireframe);
|
||||
}
|
||||
|
||||
|
||||
|
@ -118,7 +125,11 @@ namespace renderer{
|
|||
glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
int total{0}, toGpu{0};
|
||||
/* UPDATE IMGUI */
|
||||
debug::window::prerender();
|
||||
|
||||
/* RENDER THE WORLD TO TEXTURE */
|
||||
int total{0}, toGpu{0}, oof{0}, vertices{0};
|
||||
glm::vec4 frustumPlanes[6];
|
||||
theCamera.getFrustumPlanes(frustumPlanes, true);
|
||||
glm::vec3 cameraPos = theCamera.getPos();
|
||||
|
@ -138,6 +149,9 @@ namespace renderer{
|
|||
if(dist <= static_cast<float>(RENDER_DISTANCE)){
|
||||
if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue;
|
||||
|
||||
// Increase total vertex count
|
||||
vertices += c->numVertices;
|
||||
|
||||
// reset out-of-vision and unload flags
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
|
@ -174,12 +188,15 @@ namespace renderer{
|
|||
glBindVertexArray(c->VAO);
|
||||
glDrawArrays(GL_POINTS, 0, c->numVertices);
|
||||
glBindVertexArray(0);
|
||||
|
||||
toGpu++;
|
||||
}
|
||||
}
|
||||
}else{
|
||||
// When the chunk is outside render distance
|
||||
|
||||
if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
|
||||
oof++;
|
||||
if(glfwGetTime() - c->unload_timer > UNLOAD_TIMEOUT){
|
||||
// If chunk was already out and enough time has passed
|
||||
// Mark the chunk to be unloaded
|
||||
|
@ -196,6 +213,14 @@ namespace renderer{
|
|||
}
|
||||
}
|
||||
|
||||
total = chunks_torender.size();
|
||||
debug::window::set_parameter("render_chunks_total", total);
|
||||
debug::window::set_parameter("render_chunks_rendered", toGpu);
|
||||
debug::window::set_parameter("render_chunks_culled", total-toGpu);
|
||||
debug::window::set_parameter("render_chunks_oof", oof);
|
||||
debug::window::set_parameter("render_chunks_deleted", (int) (render_todelete.size()));
|
||||
debug::window::set_parameter("render_chunks_vertices", vertices);
|
||||
|
||||
for(auto& c : render_todelete){
|
||||
// we can get away with unsafe erase as access to the container is only done by this
|
||||
// thread
|
||||
|
@ -205,7 +230,7 @@ namespace renderer{
|
|||
}
|
||||
render_todelete.clear();
|
||||
|
||||
|
||||
/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
|
||||
// Now to render the quad, with the texture on top
|
||||
// Switch to the default frame buffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
@ -217,8 +242,13 @@ namespace renderer{
|
|||
glDisable(GL_DEPTH_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, renderTex);
|
||||
quadShader->use();
|
||||
quadShader->setInt("screenWidth", screenWidth);
|
||||
quadShader->setInt("screenHeight", screenHeight);
|
||||
quadShader->setInt("crosshairType", crosshair_type);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
|
||||
debug::window::render();
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height){
|
||||
|
@ -268,6 +298,7 @@ namespace renderer{
|
|||
|
||||
void destroy(){
|
||||
delete theShader;
|
||||
delete quadShader;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue