implemented depth configuration for 2D elements

fixed text offset configuration
This commit is contained in:
devZoGok
2021-10-18 19:06:40 +03:00
parent 9479e3324f
commit 43d4019384
10 changed files with 55 additions and 39 deletions
+22 -19
View File
@@ -57,31 +57,34 @@ namespace vb01{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
/*
glGenFramebuffers(1,&guiFBO);
glBindFramebuffer(GL_FRAMEBUFFER,guiFBO);
glGenFramebuffers(1,&FBO);
glBindFramebuffer(GL_FRAMEBUFFER,FBO);
Texture *texture=new Texture();
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,*(texture->getTexture()),0);
glGenRenderbuffers(1,&guiRBO);
glBindRenderbuffer(GL_RENDERBUFFER,guiRBO);
/*
glGenRenderbuffers(1,&RBO);
glBindRenderbuffer(GL_RENDERBUFFER,RBO);
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,width,height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER,guiRBO);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER,RBO);
*/
glBindFramebuffer(GL_FRAMEBUFFER,0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE)
cout<<"Not complete\n";
else
cout<<"Complete\n";
glBindFramebuffer(GL_FRAMEBUFFER,0);
guiPlane=new Quad(Vector3::VEC_IJK);
guiPlane=new Quad(Vector3(width,height,-1),false);
Material *mat=new Material(Material::MATERIAL_GUI);
mat->addDiffuseMap(texture);
guiPlane->setMaterial(mat);
*/
}
void Root::update(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER,FBO);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
@@ -94,21 +97,21 @@ namespace vb01{
}
rootNode->update();
glBindFramebuffer(GL_FRAMEBUFFER,0);
glDisable(GL_CULL_FACE);
guiNode->update();
/*
glBindFramebuffer(GL_FRAMEBUFFER,guiFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER,0);
*/
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//guiPlane->update();
glDisable(GL_DEPTH_TEST);
guiPlane->update();
/*
*/
glEnable(GL_DEPTH_TEST);
guiNode->update();
glfwSwapBuffers(window);
glfwPollEvents();
}
void Root::createSkybox(string textures[6]){