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-rw-r--r--src/inventory.cpp22
1 files changed, 14 insertions, 8 deletions
diff --git a/src/inventory.cpp b/src/inventory.cpp
index a1181e2..7f58d30 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -404,15 +404,21 @@ void Inventory::draw(void) {
C("Start drawing inventory");
if (invOpen) {
-
+ useShader(&textShader,
+ &textShader_uniform_texture,
+ &textShader_attribute_coord,
+ &textShader_attribute_tex);
for(auto &mr : massRay) {
- glColor4f(0.0f,0.0f,0.0f, ((float)massDfp[a]/(float)massRange)*.5f);
- glBegin(GL_QUADS);
- glVertex2i(mr.x-(itemWide/2), mr.y-(itemWide/2));
- glVertex2i(mr.x-(itemWide/2)+itemWide,mr.y-(itemWide/2));
- glVertex2i(mr.x-(itemWide/2)+itemWide,mr.y-(itemWide/2)+itemWide);
- glVertex2i(mr.x-(itemWide/2), mr.y-(itemWide/2)+itemWide);
- glEnd();
+ float t = (((float)massDfp[a]/(float)massRange)*.5f);
+ glActiveTexture(GL_TEXTURE0);
+ glUseProgram(textShader);
+
+ glBindTexture(GL_TEXTURE_2D, Texture::genColor(Color(0.0f,0.0f,0.0f, t >= 0? 255*t : 0)));
+ glUniform1i(textShader_uniform_texture, 0);
+
+ drawRect(vec2(mr.x-(itemWide/2), mr.y-(itemWide/2)), vec2(mr.x-(itemWide/2)+itemWide, mr.y-(itemWide/2)+itemWide));
+
+ glUseProgram(0);
if (!Items.empty() && a+numSlot < Items.size() && Items[a+numSlot].second) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Items[a+numSlot].first->tex->image[0]);//itemtex[items[a+numSlot].id]);