diff --git a/src/graphics/render/ModelBatch.cpp b/src/graphics/render/ModelBatch.cpp index 4645140b..ae4fea94 100644 --- a/src/graphics/render/ModelBatch.cpp +++ b/src/graphics/render/ModelBatch.cpp @@ -78,31 +78,6 @@ void ModelBatch::draw(const model::Model& model) { } } -void ModelBatch::test(glm::vec3 pos, glm::vec3 size) { - glm::vec3 gpos = combined * glm::vec4(pos, 1.0f); - light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z); - glm::vec4 lights ( - Lightmap::extract(light, 0) / 15.0f, - Lightmap::extract(light, 1) / 15.0f, - Lightmap::extract(light, 2) / 15.0f, - Lightmap::extract(light, 3) / 15.0f - ); - - float time = static_cast(Window::time()); - pushMatrix(glm::translate(glm::mat4(1.0f), pos)); - pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*7*0.1f), glm::vec3(0,1,0))); - pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*11*0.1f), glm::vec3(1,0,0))); - pushMatrix(glm::rotate(glm::mat4(1.0f), glm::sin(time*17*0.1f), glm::vec3(0,0,1))); - pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, glm::sin(time*2), 0))); - box({}, size, lights); - box({1.5f,0,0}, size*0.5f, lights); - popMatrix(); - popMatrix(); - popMatrix(); - popMatrix(); - popMatrix(); -} - void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) { if (index + 36 < capacity*VERTEX_SIZE) { flush(); diff --git a/src/graphics/render/ModelBatch.hpp b/src/graphics/render/ModelBatch.hpp index b45ae0d0..f4e89649 100644 --- a/src/graphics/render/ModelBatch.hpp +++ b/src/graphics/render/ModelBatch.hpp @@ -81,7 +81,6 @@ public: void draw(const model::Model& model); - void test(glm::vec3 pos, glm::vec3 size); void flush(); }; diff --git a/src/graphics/render/WorldRenderer.cpp b/src/graphics/render/WorldRenderer.cpp index 17d0e6c6..75ed0abd 100644 --- a/src/graphics/render/WorldRenderer.cpp +++ b/src/graphics/render/WorldRenderer.cpp @@ -197,13 +197,19 @@ void WorldRenderer::renderLevel( model::Model model {}; auto& mesh = model.addMesh("gui/warning"); mesh.addBox({}, glm::vec3(1)); + mesh.addBox({}, glm::vec3(2)); + + auto& mesh2 = model.addMesh("gui/error"); + mesh2.addBox({}, glm::vec3(1.25f)); + mesh2.addBox({}, glm::vec3(3.25f)); assets->getTexture("gui/menubg")->bind(); shader->uniformMatrix("u_model", glm::mat4(1.0f)); - //modelBatch->test(glm::vec3(0, 88, 0), glm::vec3(1.0f)); modelBatch->pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, 88, 0))); + modelBatch->pushMatrix(glm::rotate(glm::mat4(1.0f), static_cast(Window::time()), glm::vec3(1, 0, 0))); modelBatch->draw(model); modelBatch->popMatrix(); + modelBatch->popMatrix(); skybox->unbind(); }