]> git.localhorst.tv Git - blank.git/blobdiff - src/ui/ui.cpp
"streamlined" model/VAO handling
[blank.git] / src / ui / ui.cpp
index 8a17be2b873b80ae3cddd9b855f5e69815757e62..198defb2850f5a628247784c2ebc1bddea41fed5 100644 (file)
@@ -34,15 +34,16 @@ HUD::HUD(const BlockTypeRegistry &types, const Font &font)
        block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
        block_transform = glm::rotate(block_transform, 0.35f, glm::vec3(0.0f, 1.0f, 0.0f));
 
-       crosshair.vertices = std::vector<glm::vec3>({
+       OutlineModel::Buffer buf;
+       buf.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.indices = std::vector<OutlineModel::Index>({
+       buf.indices = std::vector<OutlineModel::Index>({
                0, 1, 2, 3
        });
-       crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
-       crosshair.Invalidate();
+       buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
+       crosshair.Update(buf);
 
        block_label.Position(
                glm::vec3(50.0f, 85.0f, 0.0f),
@@ -58,7 +59,7 @@ void HUD::Display(const Block &b) {
        const BlockType &type = types.Get(b.type);
 
        block_buf.Clear();
-       type.FillModel(block_buf, b.Transform());
+       type.FillEntityModel(block_buf, b.Transform());
        block.Update(block_buf);
 
        block_label.Set(font, type.label);
@@ -488,11 +489,18 @@ void Interface::Update(int dt) {
        }
 }
 
+namespace {
+
+OutlineModel::Buffer outl_buf;
+
+}
+
 void Interface::CheckAim() {
        float dist;
        if (world.Intersection(aim, glm::mat4(1.0f), aim_chunk, aim_block, dist, aim_normal)) {
-               outline.Clear();
-               aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
+               outl_buf.Clear();
+               aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outl_buf);
+               outline.Update(outl_buf);
                outline_transform = glm::scale(glm::vec3(1.0002f));
                outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
                outline_transform *= aim_chunk->ToTransform(Chunk::ToPos(aim_block), aim_block);