6 #include <glm/gtc/matrix_transform.hpp>
14 , block_transform(1.0f)
15 , block_visible(false)
17 , crosshair_transform(1.0f)
20 , projection(glm::ortho(0.0f, 1.0f, 1.0f, 0.0f, near, far))
21 , view(glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0))) {
22 block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
23 block_transform = glm::scale(block_transform, glm::vec3(50.0f));
24 block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
25 block_transform = glm::rotate(block_transform, 0.85f, glm::vec3(0.0f, 1.0f, 0.0f));
27 crosshair.vertices = std::vector<glm::vec3>({
28 { -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
29 { 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
31 crosshair.indices = std::vector<OutlineModel::Index>({
34 crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
35 crosshair.Invalidate();
39 void HUD::Viewport(float width, float height) {
40 Viewport(0, 0, width, height);
43 void HUD::Viewport(float x, float y, float width, float height) {
44 projection = glm::ortho(x, width, height, y, near, far);
45 crosshair_transform = glm::translate(glm::mat4(1.0f), glm::vec3(width * 0.5f, height * 0.5f, 0.0f));
49 void HUD::Display(const BlockType &type) {
51 type.FillModel(block_buf);
52 block.Update(block_buf);
53 block_visible = type.visible;
57 void HUD::Render(DirectionalLighting &program) {
59 program.SetLightDirection({ 1.0f, 3.0f, 5.0f });
60 GLContext::ClearDepthBuffer();
61 program.SetMVP(block_transform, view, projection);
63 program.SetM(crosshair_transform);