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59 lines
2.3 KiB
C++
59 lines
2.3 KiB
C++
//
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// RenderableSphereEntityItem.cpp
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// interface/src
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//
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// Created by Brad Hefta-Gaub on 8/6/14.
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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 <glm/gtx/quaternion.hpp>
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#include <gpu/GPUConfig.h>
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#include <DependencyManager.h>
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#include <DeferredLightingEffect.h>
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#include <PerfStat.h>
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#include "RenderableSphereEntityItem.h"
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EntityItem* RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return new RenderableSphereEntityItem(entityID, properties);
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}
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void RenderableSphereEntityItem::render(RenderArgs* args) {
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PerformanceTimer perfTimer("RenderableSphereEntityItem::render");
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assert(getType() == EntityTypes::Sphere);
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glm::vec3 position = getPosition();
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glm::vec3 center = getCenter();
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glm::vec3 dimensions = getDimensions();
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glm::quat rotation = getRotation();
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const float MAX_COLOR = 255.0f;
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glm::vec4 sphereColor(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR,
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getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha());
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glPushMatrix();
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glm::vec3 positionToCenter = center - position;
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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// TODO: it would be cool to select different slices/stacks geometry based on the size of the sphere
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// and the distance to the viewer. This would allow us to reduce the triangle count for smaller spheres
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// that aren't close enough to see the tessellation and use larger triangle count for spheres that would
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// expose that effect
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const int SLICES = 15;
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const int STACKS = 15;
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(0.5f, SLICES, STACKS, sphereColor);
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glPopMatrix();
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glPopMatrix();
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};
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