#include #include #include 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 float currPosX = getCenterX(); float currPosY = getCenterY(); float currPosZ = getDepth(); float currScaleX = getScaleX() * (float) getWidth() * pVideo->getWidthScaleFactor(); float currScaleY = getScaleY() * (float) getHeight() * pVideo->getHeightScaleFactor(); float currScaleZ = getScaleZ() * (float) 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(); }