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authorLLLL Colonq <llll@colonq>2026-04-26 22:56:52 -0400
committerLLLL Colonq <llll@colonq>2026-04-26 22:59:25 -0400
commitd943ba194b3cfab18354e96f7be2c1e434d6c073 (patch)
tree786b7c92f3d9abc6a147a59e440982306fc77f55 /crates/renderer/src/overlay.rs
parent4a22d2573cd4014c3cc0ed784dd2e9d6bed7fb67 (diff)
Update
Diffstat (limited to 'crates/renderer/src/overlay.rs')
-rw-r--r--crates/renderer/src/overlay.rs21
1 files changed, 20 insertions, 1 deletions
diff --git a/crates/renderer/src/overlay.rs b/crates/renderer/src/overlay.rs
index 049d788..5abeb04 100644
--- a/crates/renderer/src/overlay.rs
+++ b/crates/renderer/src/overlay.rs
@@ -4,13 +4,17 @@ pub mod drawing;
pub mod automata;
pub mod tcg;
pub mod loopback;
+pub mod clippy;
+pub mod combo;
+use redis::Commands;
use teleia::*;
use std::f32::consts::PI;
use byteorder::{LE, ReadBytesExt};
+use sha2::Digest;
-use crate::{assets, fig, toggle, input, background};
+use crate::{assets, background, input, net::fig, texture_server, toggle};
pub struct Chat {
author: String,
@@ -49,6 +53,7 @@ pub struct State {
model: scene::Scene,
model_neck_base: glam::Mat4,
fig_binary: fig::BinaryClient,
+ texture_server: texture_server::Server,
tracking: Tracking,
info: Info,
chat: Chat,
@@ -87,7 +92,12 @@ impl State {
b"overlay shader chat",
b"overlay automata spawn",
b"overlay tcg generate",
+ b"overlay clippy animate",
+ b"overlay clippy border on",
+ b"overlay clippy border off",
+ b"overlay combo message",
]).expect("failed to connect to bus"),
+ texture_server: texture_server::Server::new(ctx),
tracking: Tracking {
eyes: (1.0, 1.0),
mouth: 0.0,
@@ -121,6 +131,7 @@ impl State {
if let Some(n) = self.model.nodes_by_name.get("J_Bip_C_Neck").and_then(|i| self.model.nodes.get_mut(*i)) {
n.transform = self.model_neck_base * glam::Mat4::from_quat(self.tracking.neck);
}
+ self.texture_server.update(ctx);
Ok(())
}
}
@@ -256,6 +267,14 @@ impl teleia::state::Game for Overlays {
for ov in self.overlays.iter_mut() {
ov.render(ctx, st, &mut self.state)?;
}
+ // st.bind_2d(ctx, &self.state.assets.shader_flat);
+ // self.state.assets.shader_flat.set_f32(ctx, "transparency", 0.0);
+ // self.state.assets.shader_flat.set_position_2d(ctx, st,
+ // &glam::Vec2::new(0.0, 0.0),
+ // &glam::Vec2::new(200.0, 200.0),
+ // );
+ // self.state.texture_server.tex.bind(ctx);
+ // st.mesh_square.render(ctx);
Ok(())
}
}