Removed frustum display in preview mode

This commit is contained in:
atlante45 2013-08-30 15:28:10 -07:00
parent f21a2798ff
commit 229821e211

View file

@ -135,105 +135,7 @@ void GLWidget::paintGL() {
glEnd();
glScalef(1.0f / TREE_SCALE, 1.0f / TREE_SCALE, 1.0f / TREE_SCALE);
_voxelSystem->render(false);
ViewFrustum& viewFrustum = *Application::getInstance()->getSharedVoxelSystem()->getViewFrustum();
glm::vec3 position = viewFrustum.getOffsetPosition();
glm::vec3 direction = viewFrustum.getOffsetDirection();
glm::vec3 up = viewFrustum.getOffsetUp();
glm::vec3 right = viewFrustum.getOffsetRight();
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
glBegin(GL_LINES);
// Looking At = white
glColor3d(1.0f, 1.0f, 1.0f);
glVertex3d(position.x, position.y, position.z);
glVertex3d(lookingAt.x, lookingAt.y, lookingAt.z);
// Looking At Up = purple
glColor3d(1.0f, 0.0f, 1.0f);
glVertex3d(position.x, position.y, position.z);
glVertex3d(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// Looking At Right = cyan
glColor3d(0.0f, 1.0f, 1.0f);
glVertex3d(position.x, position.y, position.z);
glVertex3d(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
// Drawing the bounds of the frustum
// viewFrustum.getNear plane - bottom edge
glColor3d(1.0f, 0.0f, 0.0f);
glVertex3d(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3d(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// viewFrustum.getNear plane - top edge
glVertex3d(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3d(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3d(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3d(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - left edge
glVertex3d(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3d(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
// viewFrustum.getFar plane - bottom edge
glColor3d(0.0f, 1.0f, 0.0f); // GREEN!!!
glVertex3d(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3d(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// viewFrustum.getFar plane - top edge
glVertex3d(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3d(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3d(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3d(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - left edge
glVertex3d(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3d(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
// RIGHT PLANE IS CYAN
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3d(0.0f, 1.0f, 1.0f);
glVertex3d(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3d(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3d(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3d(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3d(0.0f, 0.0f, 1.0f);
glVertex3d(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3d(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3d(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3d(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glEnd();
// Draw the keyhole
float keyholeRadius = viewFrustum.getKeyholeRadius();
if (keyholeRadius > 0.0f) {
glPushMatrix();
glColor3d(1.0f, 1.0f, 0.0f);
glTranslatef(position.x, position.y, position.z); // where we actually want it!
glutWireSphere(keyholeRadius, 20, 20);
glPopMatrix();
}
}
}