add popups to certain user actions
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@ -18,8 +18,12 @@ private:
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user_interface& gui;
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const orbit_camera& camera;
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RenderTexture render_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
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RenderTexture klotski_target = LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
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RenderTexture render_target =
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LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
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// TODO: Those should be moved to the user_interface.h
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RenderTexture klotski_target =
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LoadRenderTexture(GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT);
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RenderTexture menu_target = LoadRenderTexture(GetScreenWidth(), MENU_HEIGHT);
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// Batching
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@ -31,7 +35,8 @@ private:
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std::vector<Color> colors;
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Material vertex_mat = LoadMaterialDefault();
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Mesh cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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Shader instancing_shader = LoadShader("shader/instancing_vertex.glsl", "shader/instancing_fragment.glsl");
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Shader instancing_shader =
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LoadShader("shader/instancing_vertex.glsl", "shader/instancing_fragment.glsl");
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unsigned int color_vbo_id = 0;
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@ -43,10 +48,13 @@ public:
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instancing_shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(instancing_shader, "mvp");
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instancing_shader.locs[SHADER_LOC_MATRIX_MODEL] =
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GetShaderLocationAttrib(instancing_shader, "instanceTransform");
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instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(instancing_shader, "viewPos");
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instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
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GetShaderLocation(instancing_shader, "viewPos");
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infoln("LOC vertexPosition: {}", rlGetLocationAttrib(instancing_shader.id, "vertexPosition"));
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infoln("LOC instanceTransform: {}", rlGetLocationAttrib(instancing_shader.id, "instanceTransform"));
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infoln("LOC vertexPosition: {}",
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rlGetLocationAttrib(instancing_shader.id, "vertexPosition"));
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infoln("LOC instanceTransform: {}",
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rlGetLocationAttrib(instancing_shader.id, "instanceTransform"));
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infoln("LOC instanceColor: {}", rlGetLocationAttrib(instancing_shader.id, "instanceColor"));
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// vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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@ -94,7 +102,8 @@ private:
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auto draw_textures(int fps, int ups, size_t mass_count, size_t spring_count) const -> void;
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public:
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auto render(const std::vector<Vector3>& masses, int fps, int ups, size_t mass_count, size_t spring_count) -> void;
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auto render(const std::vector<Vector3>& masses, int fps, int ups, size_t mass_count,
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size_t spring_count) -> void;
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};
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#endif
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