Some server list components and entities.

This commit is contained in:
Tleety
2016-03-08 13:29:21 +01:00
parent 01f29b6d4e
commit a0ca4df3be
11 changed files with 397 additions and 163 deletions
-3
View File
@@ -27,15 +27,12 @@ bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
printf("No, you stay");
} else if (e.EntityName == "Res1080") {
glfwSetWindowSize(m_Renderer->Window(), 1920, 1080);
printf("\n1080");
} else if (e.EntityName == "Res720") {
glfwSetWindowSize(m_Renderer->Window(), 1280, 720);
glViewport(0, 0, 1280, 720);
printf("\n720");
} else if (e.EntityName == "Res480") {
glfwSetWindowSize(m_Renderer->Window(), 854, 480);
glViewport(0, 0, 854, 480);
printf("\n480");
} else if (e.EntityName == "FullScreen") {
printf("No fullscreen for now");
}
+7 -29
View File
@@ -126,19 +126,19 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
state.Disable(GL_DEPTH_TEST);
state.Disable(GL_CULL_FACE);
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
state.Enable(GL_STENCIL_TEST);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilFunc(GL_EQUAL, 1, 0xFF);
state.StencilMask(0x00);
state.DepthMask(GL_FALSE);
state.Enable(GL_SCISSOR_TEST);
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -153,13 +153,6 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
state.Enable(GL_STENCIL_TEST);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilFunc(GL_EQUAL, 1, 0xFF);
state.StencilMask(0x00);
state.DepthMask(GL_FALSE);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
@@ -171,15 +164,7 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
state.Enable(GL_STENCIL_TEST);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilFunc(GL_EQUAL, 1, 0xFF);
state.StencilMask(0x00);
state.DepthMask(GL_FALSE);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
@@ -195,13 +180,6 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
state.Enable(GL_STENCIL_TEST);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilFunc(GL_EQUAL, 1, 0xFF);
state.StencilMask(0x00);
state.DepthMask(GL_FALSE);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);