void ProgressBar::Render(IRenderer& renderer) { glm::vec3 progStart[2] = { glm::vec3(m_start,-100.0f), glm::vec3(m_pos,-100.0f) }; glm::vec3 progEnd[2] = { glm::vec3(m_pos,-100.0f), glm::vec3(m_end,-100.0f) }; renderer.SetRenderSpace(World); renderer.DrawLine(progStart,2,2.0f,glm::vec4(1.0f,0.0f,0.0f,1.0f)); renderer.DrawLine(progEnd,2,2.0f); }
void CamRayNode::Apply(IRenderingView* rv) { IRenderer* r = rv->GetRenderer(); // draw camera Vector<3,float> col(0.0,0.0,1.0); // blue float size = 4; r->DrawPoint(cam.GetPosition(), col, size); // draw ray col = Vector<3,float>(1.0,1.0,0.0); //yellow size = 2; r->DrawLine(Line(cam.GetPosition(), cursor.GetPosition()), col, size); // draw sphere position col = Vector<3,float>(0.0,0.0,0.0); //yellow size = 5; r->DrawPoint(Vector<3,float>(0.0,0.0,0.0),col,size); }
void Slider::Render(IRenderer& renderer) { glm::vec3 line[2] = { glm::vec3(m_start.x,m_start.y,0.0f), glm::vec3(m_end.x,m_end.y,0.0f) }; glm::mat4 T = glm::translate(glm::vec3(m_pos.x,m_pos.y,0.0f)); T = glm::scale(T,glm::vec3(60.0f,40.0f,1.0f)); std::stringstream stream; stream << m_text << ": "; stream.precision(m_iPrecision); stream << std::fixed << m_fPercentage << std::endl; renderer.SetRenderSpace(RenderSpace::Screen); renderer.DrawSprite(m_SpriteTexture,T); renderer.DrawLine(line,2); renderer.DrawString(stream.str().c_str(),glm::vec3(m_start.x,m_end.y - 10.0f,0.0f)); }