Added IRenderable, removed shader programs and allow more nuanced control of render passes, UI items are now rendered same as other scene item components.
This commit is contained in:
@ -25,12 +25,15 @@ float_t UIImage::getContentHeight() {
|
||||
return this->height;
|
||||
}
|
||||
|
||||
std::vector<struct ShaderPassItem> UIImage::getPassItems(
|
||||
glm::mat4 proj, glm::mat4 view
|
||||
) {
|
||||
std::vector<struct ShaderPassItem> UIImage::getRenderPasses() {
|
||||
glm::mat4 view, proj;
|
||||
auto canvas = this->getCanvas();
|
||||
assertNotNull(canvas);
|
||||
canvas->getProjectionAndView(&proj, &view);
|
||||
|
||||
struct ShaderPassItem item;
|
||||
auto shader = &getGame()->renderManager.uiShader->program;
|
||||
item.shaderProgram = shader;
|
||||
auto shader = getGame()->renderManager.uiShader;
|
||||
item.shader = shader;
|
||||
item.colorValues[shader->paramColor] = this->color;
|
||||
item.matrixValues[shader->paramProjection] = proj;
|
||||
item.matrixValues[shader->paramView] = view;
|
||||
|
Reference in New Issue
Block a user