libgui/source/gui/GameBgImage.cpp

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#include <gui/GameBgImage.h>
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#include <gui/video/CVideo.h>
#include <gui/video/shaders/Shader3D.h>
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GameBgImage::GameBgImage(const std::string &filename, GuiImageData *preloadImage)
: GuiImageAsync(filename, preloadImage) {
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identity = glm::mat4(1.0f);
alphaFadeOut = glm::vec4(1.0f, 0.075f, 5.305f, 2.0f);
}
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GameBgImage::~GameBgImage() {
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}
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void GameBgImage::draw(CVideo *pVideo) {
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if (!getImageData() || !getImageData()->getTexture())
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return;
//! first setup 2D GUI positions
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float currPosX = getCenterX();
float currPosY = getCenterY();
float currPosZ = getDepth();
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float currScaleX = getScaleX() * (float) getWidth() * pVideo->getWidthScaleFactor();
float currScaleY = getScaleY() * (float) getHeight() * pVideo->getHeightScaleFactor();
float currScaleZ = getScaleZ() * (float) getWidth() * pVideo->getDepthScaleFactor();
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glm::mat4 m_modelView = glm::translate(identity, glm::vec3(currPosX, currPosY, currPosZ));
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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();
}