// // Rectangle3DOverlay.cpp // interface/src/ui/overlays // // 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 this before QGLWidget, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include #include #include #include #include "Rectangle3DOverlay.h" Rectangle3DOverlay::Rectangle3DOverlay() { } Rectangle3DOverlay::Rectangle3DOverlay(const Rectangle3DOverlay* rectangle3DOverlay) : Planar3DOverlay(rectangle3DOverlay), _geometryCacheID(DependencyManager::get()->allocateID()) { } Rectangle3DOverlay::~Rectangle3DOverlay() { } void Rectangle3DOverlay::render(RenderArgs* args) { if (!_visible) { return; // do nothing if we're not visible } float alpha = getAlpha(); xColor color = getColor(); const float MAX_COLOR = 255.0f; glm::vec4 rectangleColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha); glDisable(GL_LIGHTING); glm::vec3 position = getPosition(); glm::vec3 center = getCenter(); glm::vec2 dimensions = getDimensions(); glm::vec2 halfDimensions = dimensions * 0.5f; glm::quat rotation = getRotation(); float glowLevel = getGlowLevel(); Glower* glower = NULL; if (glowLevel > 0.0f) { glower = new Glower(glowLevel); } 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); glPushMatrix(); glm::vec3 positionToCenter = center - position; glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); //glScalef(dimensions.x, dimensions.y, 1.0f); glLineWidth(_lineWidth); auto geometryCache = DependencyManager::get(); // for our overlay, is solid means we draw a solid "filled" rectangle otherwise we just draw a border line... if (getIsSolid()) { glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f); glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f); DependencyManager::get()->renderQuad(topLeft, bottomRight, rectangleColor); } else { if (getIsDashedLine()) { glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f); glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f); glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f); glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f); geometryCache->renderDashedLine(point1, point2, rectangleColor); geometryCache->renderDashedLine(point2, point3, rectangleColor); geometryCache->renderDashedLine(point3, point4, rectangleColor); geometryCache->renderDashedLine(point4, point1, rectangleColor); } else { if (halfDimensions != _previousHalfDimensions) { QVector border; border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f); border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f); border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f); border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f); border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f); geometryCache->updateVertices(_geometryCacheID, border, rectangleColor); _previousHalfDimensions = halfDimensions; } geometryCache->renderVertices(gpu::LINE_STRIP, _geometryCacheID); } } glPopMatrix(); glPopMatrix(); if (glower) { delete glower; } } void Rectangle3DOverlay::setProperties(const QScriptValue &properties) { Planar3DOverlay::setProperties(properties); } Rectangle3DOverlay* Rectangle3DOverlay::createClone() const { return new Rectangle3DOverlay(this); }