Added ubo class template for handling Uniform Buffer Objects. This class automatically finds the offset and alignment for given data in a GLSL std140 uniform block. This makes it easy to just assign data through the gfx::ubo interface and bind that to the relevant shader_program's uniform block Changed shader_program's method of handling uniforms to match more closely to how vao handles its attributes. That is to call with the location as argument to get a proxy object on which to operate. I find this nicer to work with than having everything to do with uniforms in the shader_program class itself Add a flat_camera class which just assigns the near and far plane to 0 and 1 respectively Start work on a gui system which i'm really not confident about. Attempting to rethink how renderers work, but also no really confident about where i'm going with it Break out vbo_scoped_map into a more general scoped_buffer_map class so that vbo and ubo can utilize it Remove old gl_buffers units that were not really being used since my change over to opengl DSA functions Change the gfx::resource_manager to keep shared_ptr's in the container so the data can be more nicely shared Add missing aliases in math::fwd_declare.hpp for boolean types Change orthographic projection generator function to have the z values behave more in line with how opengl handles z depth. May have to undo this at some point but it seems to behave correctly now Fix some rvalue related aspects of util::deferred '
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
/**
|
|
This file is a part of our_dick
|
|
Copyright (C) 2020-2022 rexy712
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU Affero General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Affero General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Affero General Public License
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#ifndef OUR_DICK_PAUSE_STATE_HPP
|
|
#define OUR_DICK_PAUSE_STATE_HPP
|
|
|
|
#include "engine/game_state.hpp"
|
|
#include "engine/input.hpp"
|
|
#include "graphics/texture.hpp"
|
|
#include "screen_renderer.hpp"
|
|
|
|
#include "engine/menu.hpp"
|
|
#include "engine/menu_renderer.hpp"
|
|
|
|
class pause_state : public egn::game_state_iface
|
|
{
|
|
private:
|
|
egn::game_state_iface* m_under_state;
|
|
screen_renderer m_screen_renderer;
|
|
egn::menu_renderer m_menu_renderer;
|
|
egn::gui::menu m_menu;
|
|
|
|
public:
|
|
pause_state(egn::game& owner, egn::game_state_iface* under);
|
|
|
|
void enter();
|
|
void leave();
|
|
void handle_input(const egn::input_event& event);
|
|
void update(double time);
|
|
void render();
|
|
};
|
|
|
|
#endif
|