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83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
//
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// OverlaysPayload.cpp
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// interface/src/ui/overlays
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//
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <QScriptValueIterator>
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#include <limits>
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#include <typeinfo>
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#include <avatar/AvatarManager.h>
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#include <avatar/MyAvatar.h>
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#include <LODManager.h>
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#include <render/Scene.h>
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#include "Image3DOverlay.h"
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#include "Circle3DOverlay.h"
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#include "Cube3DOverlay.h"
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#include "ImageOverlay.h"
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#include "Line3DOverlay.h"
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#include "LocalModelsOverlay.h"
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#include "ModelOverlay.h"
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#include "Overlays.h"
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#include "Rectangle3DOverlay.h"
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#include "Sphere3DOverlay.h"
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#include "Grid3DOverlay.h"
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#include "TextOverlay.h"
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#include "Text3DOverlay.h"
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namespace render {
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template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) {
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if (overlay->is3D() && !std::dynamic_pointer_cast<Base3DOverlay>(overlay)->getDrawOnHUD()) {
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if (std::dynamic_pointer_cast<Base3DOverlay>(overlay)->getDrawInFront()) {
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return ItemKey::Builder().withTypeShape().withLayered().build();
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} else {
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return ItemKey::Builder::opaqueShape();
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}
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} else {
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return ItemKey::Builder().withTypeShape().withViewSpace().build();
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}
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}
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template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay) {
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return overlay->getBounds();
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}
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template <> int payloadGetLayer(const Overlay::Pointer& overlay) {
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// MAgic number while we are defining the layering mechanism:
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const int LAYER_2D = 2;
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const int LAYER_3D_FRONT = 1;
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const int LAYER_3D = 0;
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if (overlay->is3D()) {
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return (std::dynamic_pointer_cast<Base3DOverlay>(overlay)->getDrawInFront() ? LAYER_3D_FRONT : LAYER_3D);
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} else {
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return LAYER_2D;
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}
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}
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template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
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if (args) {
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if (overlay->getAnchor() == Overlay::MY_AVATAR) {
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auto batch = args->_batch;
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MyAvatar* avatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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glm::quat myAvatarRotation = avatar->getOrientation();
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glm::vec3 myAvatarPosition = avatar->getPosition();
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float angle = glm::degrees(glm::angle(myAvatarRotation));
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glm::vec3 axis = glm::axis(myAvatarRotation);
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float myAvatarScale = avatar->getUniformScale();
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Transform transform = Transform();
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transform.setTranslation(myAvatarPosition);
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transform.setRotation(glm::angleAxis(angle, axis));
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transform.setScale(myAvatarScale);
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batch->setModelTransform(transform);
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overlay->render(args);
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} else {
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overlay->render(args);
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}
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}
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}
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}
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