// // VoxelFade.cpp // interface // // Created by Brad Hefta-Gaub on 8/6/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include "InterfaceConfig.h" #include #include "Application.h" #include "VoxelFade.h" const float VoxelFade::FADE_OUT_START = 0.5f; const float VoxelFade::FADE_OUT_END = 0.05f; const float VoxelFade::FADE_OUT_STEP = 0.9f; const float VoxelFade::FADE_IN_START = 0.05f; const float VoxelFade::FADE_IN_END = 0.5f; const float VoxelFade::FADE_IN_STEP = 1.1f; const float VoxelFade::DEFAULT_RED = 0.5f; const float VoxelFade::DEFAULT_GREEN = 0.5f; const float VoxelFade::DEFAULT_BLUE = 0.5f; VoxelFade::VoxelFade(FadeDirection direction, float red, float green, float blue) : direction(direction), red(red), green(green), blue(blue) { opacity = (direction == FADE_OUT) ? FADE_OUT_START : FADE_IN_START; } void VoxelFade::render() { Application::getInstance()->getGlowEffect()->begin(); glDisable(GL_LIGHTING); glPushMatrix(); glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE); glColor4f(red, green, blue, opacity); glTranslatef(voxelDetails.x + voxelDetails.s * 0.5f, voxelDetails.y + voxelDetails.s * 0.5f, voxelDetails.z + voxelDetails.s * 0.5f); glLineWidth(1.0f); glutSolidCube(voxelDetails.s); glLineWidth(1.0f); glPopMatrix(); glEnable(GL_LIGHTING); Application::getInstance()->getGlowEffect()->end(); opacity *= (direction == FADE_OUT) ? FADE_OUT_STEP : FADE_IN_STEP; } bool VoxelFade::isDone() const { if (direction == FADE_OUT) { return opacity <= FADE_OUT_END; } else { return opacity >= FADE_IN_END; } return true; // unexpected case, assume we're done }