GX2_GUI_Template/src/gui/GameBgImage.cpp

43 lines
1.6 KiB
C++

#include "GameBgImage.h"
#include "video/CVideo.h"
#include "video/shaders/Shader3D.h"
GameBgImage::GameBgImage(const std::string & filename, GuiImageData *preloadImage)
: GuiImageAsync(filename, preloadImage)
{
identity = glm::mat4(1.0f);
alphaFadeOut = glm::vec4(1.0f, 0.075f, 5.305f, 2.0f);
}
GameBgImage::~GameBgImage()
{
}
void GameBgImage::draw(CVideo *pVideo)
{
if(!getImageData() || !getImageData()->getTexture())
return;
//! first setup 2D GUI positions
f32 currPosX = getCenterX();
f32 currPosY = getCenterY();
f32 currPosZ = getDepth();
f32 currScaleX = getScaleX() * (f32)getWidth() * pVideo->getWidthScaleFactor();
f32 currScaleY = getScaleY() * (f32)getHeight() * pVideo->getHeightScaleFactor();
f32 currScaleZ = getScaleZ() * (f32)getWidth() * pVideo->getDepthScaleFactor();
glm::mat4 m_modelView = glm::translate(identity, glm::vec3(currPosX,currPosY, currPosZ));
m_modelView = glm::scale(m_modelView, glm::vec3(currScaleX, currScaleY, currScaleZ));
Shader3D::instance()->setShaders();
Shader3D::instance()->setProjectionMtx(identity);
Shader3D::instance()->setViewMtx(identity);
Shader3D::instance()->setModelViewMtx(m_modelView);
Shader3D::instance()->setTextureAndSampler(getImageData()->getTexture(), getImageData()->getSampler());
Shader3D::instance()->setAlphaFadeOut(alphaFadeOut);
Shader3D::instance()->setDistanceFadeOut(0.0f);
Shader3D::instance()->setColorIntensity(glm::vec4(1.0f, 1.0f, 1.0f, getAlpha()));
Shader3D::instance()->setAttributeBuffer();
Shader3D::instance()->draw();
}