// // RenderableTextEntityItem.cpp // interface/src // // Created by Brad Hefta-Gaub on 8/6/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include #include #include "RenderableTextEntityItem.h" #include "GLMHelpers.h" EntityItem* RenderableTextEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) { return new RenderableTextEntityItem(entityID, properties); } void RenderableTextEntityItem::render(RenderArgs* args) { PerformanceTimer perfTimer("RenderableTextEntityItem::render"); assert(getType() == EntityTypes::Text); glm::vec3 position = getPosition(); glm::vec3 dimensions = getDimensions(); glm::vec3 halfDimensions = dimensions / 2.0f; glm::quat rotation = getRotation(); float leftMargin = 0.1f; float topMargin = 0.1f; //qCDebug(entitytree) << "RenderableTextEntityItem::render() id:" << getEntityItemID() << "text:" << getText(); glPushMatrix(); { glTranslatef(position.x, position.y, position.z); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); float alpha = 1.0f; //getBackgroundAlpha(); static const float SLIGHTLY_BEHIND = -0.005f; glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND); glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND); // TODO: Determine if we want these entities to have the deferred lighting effect? I think we do, so that the color // used for a sphere, or box have the same look as those used on a text entity. DependencyManager::get()->bindSimpleProgram(); DependencyManager::get()->renderQuad(topLeft, bottomRight, glm::vec4(toGlm(getBackgroundColorX()), alpha)); DependencyManager::get()->releaseSimpleProgram(); glTranslatef(-(halfDimensions.x - leftMargin), halfDimensions.y - topMargin, 0.0f); glm::vec4 textColor(toGlm(getTextColorX()), alpha); // this is a ratio determined through experimentation const float scaleFactor = 0.08f * _lineHeight; glScalef(scaleFactor, -scaleFactor, scaleFactor); glm::vec2 bounds(dimensions.x / scaleFactor, dimensions.y / scaleFactor); _textRenderer->draw(0, 0, _text, textColor, bounds); } glPopMatrix(); }