--- /dev/null
+#include "hud.hpp"
+
+#include "init.hpp"
+#include "shape.hpp"
+
+#include <glm/gtc/matrix_transform.hpp>
+
+
+namespace blank {
+
+HUD::HUD()
+: block()
+, block_transform(1.0f)
+, block_visible(false)
+, crosshair()
+, crosshair_transform(1.0f)
+, near(100.0f)
+, far(-100.0f)
+, projection(glm::ortho(0.0f, 1.0f, 1.0f, 0.0f, near, far))
+, view(glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0))) {
+ block_transform = glm::translate(block_transform, glm::vec3(35.0f, 80.0f, 0.0f));
+ block_transform = glm::scale(block_transform, glm::vec3(50.0f));
+ block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
+ block_transform = glm::rotate(block_transform, 0.85f, glm::vec3(0.0f, 1.0f, 0.0f));
+
+ crosshair.vertices = std::vector<glm::vec3>({
+ { -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
+ { 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
+ });
+ crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
+ crosshair.Invalidate();
+}
+
+
+void HUD::Viewport(float width, float height) {
+ Viewport(0, 0, width, height);
+}
+
+void HUD::Viewport(float x, float y, float width, float height) {
+ projection = glm::ortho(x, width, height, y, near, far);
+ crosshair_transform = glm::translate(glm::mat4(1.0f), glm::vec3(width * 0.5f, height * 0.5f, 0.0f));
+}
+
+
+void HUD::Display(const BlockType &type) {
+ block.Clear();
+ type.FillModel({ 0.0f, 0.0f, 0.0f }, block);
+ block_visible = type.visible;
+}
+
+
+void HUD::Render(DirectionalLighting &program) {
+ if (block_visible) {
+ program.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ GLContext::ClearDepthBuffer();
+ program.SetMVP(block_transform, view, projection);
+ block.Draw();
+ program.SetM(crosshair_transform);
+ crosshair.Draw();
+ }
+}
+
+}