// Copyright (c) 2022 Dominic Masters // // This software is released under the MIT License. // https://opensource.org/licenses/MIT #include "UISprite.hpp" #include "game/DawnGame.hpp" using namespace Dawn; UISprite::UISprite(UICanvas *canvas) : UIComponent(canvas) { this->mesh.createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT); } void UISprite::updatePositions() { UIComponent::updatePositions(); QuadMesh::bufferQuadMesh( &this->mesh, glm::vec2(0, 0), glm::vec2(0, 0), glm::vec2(this->width, this->height), glm::vec2(1, 1), 0, 0 ); } std::vector UISprite::getSelfPassItems( glm::mat4 projection, glm::mat4 view, glm::mat4 transform ) { std::vector items; items.push_back(this->getGame()->renderManager.uiShaderProgram.getUIPassItem( projection, view, transform, this->texture, this->color, &this->mesh, this->z )); return items; }