Update cube, line, and sphere overlays to use batches

This commit is contained in:
Ryan Huffman 2015-06-16 09:50:42 -07:00
parent 0b4d4c24d4
commit 8241a2170b
3 changed files with 222 additions and 130 deletions

View file

@ -35,13 +35,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
return; // do nothing if we're not visible
}
float glowLevel = getGlowLevel();
Glower* glower = NULL;
if (glowLevel > 0.0f) {
glower = new Glower(glowLevel);
}
float alpha = getAlpha();
xColor color = getColor();
const float MAX_COLOR = 255.0f;
@ -49,91 +42,162 @@ void Cube3DOverlay::render(RenderArgs* args) {
//glDisable(GL_LIGHTING);
// TODO: handle registration point??
// TODO: handle registration point??
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
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);
if (_isSolid) {
if (_borderSize > 0) {
// Draw a cube at a larger size behind the main cube, creating
// a border effect.
// Disable writing to the depth mask so that the "border" cube will not
// occlude the main cube. This means the border could be covered by
// overlays that are further back and drawn later, but this is good
// enough for the use-case.
glDepthMask(GL_FALSE);
glPushMatrix();
glScalef(dimensions.x * _borderSize, dimensions.y * _borderSize, dimensions.z * _borderSize);
if (_drawOnHUD) {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
} else {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
}
auto batch = args->_batch;
glPopMatrix();
glDepthMask(GL_TRUE);
}
if (batch) {
Transform transform;
transform.setTranslation(position);
transform.setRotation(rotation);
if (_isSolid) {
// if (_borderSize > 0) {
// // Draw a cube at a larger size behind the main cube, creating
// // a border effect.
// // Disable writing to the depth mask so that the "border" cube will not
// // occlude the main cube. This means the border could be covered by
// // overlays that are further back and drawn later, but this is good
// // enough for the use-case.
// transform.setScale(dimensions * _borderSize);
// batch->setModelTransform(transform);
// DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
// }
transform.setScale(dimensions);
batch->setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(*batch, 1.0f, cubeColor);
} else {
if (getIsDashedLine()) {
transform.setScale(1.0f);
batch->setModelTransform(transform);
glm::vec3 halfDimensions = dimensions / 2.0f;
glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->renderDashedLine(*batch, bottomLeftNear, bottomRightNear, cubeColor);
geometryCache->renderDashedLine(*batch, bottomRightNear, bottomRightFar, cubeColor);
geometryCache->renderDashedLine(*batch, bottomRightFar, bottomLeftFar, cubeColor);
geometryCache->renderDashedLine(*batch, bottomLeftFar, bottomLeftNear, cubeColor);
geometryCache->renderDashedLine(*batch, topLeftNear, topRightNear, cubeColor);
geometryCache->renderDashedLine(*batch, topRightNear, topRightFar, cubeColor);
geometryCache->renderDashedLine(*batch, topRightFar, topLeftFar, cubeColor);
geometryCache->renderDashedLine(*batch, topLeftFar, topLeftNear, cubeColor);
geometryCache->renderDashedLine(*batch, bottomLeftNear, topLeftNear, cubeColor);
geometryCache->renderDashedLine(*batch, bottomRightNear, topRightNear, cubeColor);
geometryCache->renderDashedLine(*batch, bottomLeftFar, topLeftFar, cubeColor);
geometryCache->renderDashedLine(*batch, bottomRightFar, topRightFar, cubeColor);
glPushMatrix();
glScalef(dimensions.x, dimensions.y, dimensions.z);
if (_drawOnHUD) {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
} else {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
}
glPopMatrix();
} else {
glLineWidth(_lineWidth);
if (getIsDashedLine()) {
glm::vec3 halfDimensions = dimensions / 2.0f;
glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->renderDashedLine(bottomLeftNear, bottomRightNear, cubeColor);
geometryCache->renderDashedLine(bottomRightNear, bottomRightFar, cubeColor);
geometryCache->renderDashedLine(bottomRightFar, bottomLeftFar, cubeColor);
geometryCache->renderDashedLine(bottomLeftFar, bottomLeftNear, cubeColor);
geometryCache->renderDashedLine(topLeftNear, topRightNear, cubeColor);
geometryCache->renderDashedLine(topRightNear, topRightFar, cubeColor);
geometryCache->renderDashedLine(topRightFar, topLeftFar, cubeColor);
geometryCache->renderDashedLine(topLeftFar, topLeftNear, cubeColor);
geometryCache->renderDashedLine(bottomLeftNear, topLeftNear, cubeColor);
geometryCache->renderDashedLine(bottomRightNear, topRightNear, cubeColor);
geometryCache->renderDashedLine(bottomLeftFar, topLeftFar, cubeColor);
geometryCache->renderDashedLine(bottomRightFar, topRightFar, cubeColor);
} else {
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, cubeColor);
}
transform.setScale(dimensions);
batch->setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(*batch, 1.0f, cubeColor);
}
glPopMatrix();
glPopMatrix();
}
} else {
float glowLevel = getGlowLevel();
Glower* glower = NULL;
if (glowLevel > 0.0f) {
glower = new Glower(glowLevel);
}
if (glower) {
delete glower;
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);
if (_isSolid) {
if (_borderSize > 0) {
// Draw a cube at a larger size behind the main cube, creating
// a border effect.
// Disable writing to the depth mask so that the "border" cube will not
// occlude the main cube. This means the border could be covered by
// overlays that are further back and drawn later, but this is good
// enough for the use-case.
glDepthMask(GL_FALSE);
glPushMatrix();
glScalef(dimensions.x * _borderSize, dimensions.y * _borderSize, dimensions.z * _borderSize);
if (_drawOnHUD) {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
} else {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
}
glPopMatrix();
glDepthMask(GL_TRUE);
}
glPushMatrix();
glScalef(dimensions.x, dimensions.y, dimensions.z);
if (_drawOnHUD) {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
} else {
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
}
glPopMatrix();
} else {
glLineWidth(_lineWidth);
if (getIsDashedLine()) {
glm::vec3 halfDimensions = dimensions / 2.0f;
glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->renderDashedLine(bottomLeftNear, bottomRightNear, cubeColor);
geometryCache->renderDashedLine(bottomRightNear, bottomRightFar, cubeColor);
geometryCache->renderDashedLine(bottomRightFar, bottomLeftFar, cubeColor);
geometryCache->renderDashedLine(bottomLeftFar, bottomLeftNear, cubeColor);
geometryCache->renderDashedLine(topLeftNear, topRightNear, cubeColor);
geometryCache->renderDashedLine(topRightNear, topRightFar, cubeColor);
geometryCache->renderDashedLine(topRightFar, topLeftFar, cubeColor);
geometryCache->renderDashedLine(topLeftFar, topLeftNear, cubeColor);
geometryCache->renderDashedLine(bottomLeftNear, topLeftNear, cubeColor);
geometryCache->renderDashedLine(bottomRightNear, topRightNear, cubeColor);
geometryCache->renderDashedLine(bottomLeftFar, topLeftFar, cubeColor);
geometryCache->renderDashedLine(bottomRightFar, topRightFar, cubeColor);
} else {
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, cubeColor);
}
}
glPopMatrix();
glPopMatrix();
if (glower) {
delete glower;
}
}
}

View file

@ -37,41 +37,57 @@ void Line3DOverlay::render(RenderArgs* args) {
return; // do nothing if we're not visible
}
float glowLevel = getGlowLevel();
Glower* glower = NULL;
if (glowLevel > 0.0f) {
glower = new Glower(glowLevel);
}
glPushMatrix();
glDisable(GL_LIGHTING);
glLineWidth(_lineWidth);
float alpha = getAlpha();
xColor color = getColor();
const float MAX_COLOR = 255.0f;
glm::vec4 colorv4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
glm::vec3 position = getPosition();
glm::quat rotation = getRotation();
auto batch = args->_batch;
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);
if (batch) {
Transform transform;
transform.setTranslation(_position);
transform.setRotation(_rotation);
batch->setModelTransform(transform);
if (getIsDashedLine()) {
// TODO: add support for color to renderDashedLine()
DependencyManager::get<GeometryCache>()->renderDashedLine(_position, _end, colorv4, _geometryCacheID);
if (getIsDashedLine()) {
// TODO: add support for color to renderDashedLine()
DependencyManager::get<GeometryCache>()->renderDashedLine(*batch, _position, _end, colorv4, _geometryCacheID);
} else {
DependencyManager::get<GeometryCache>()->renderLine(*batch, _start, _end, colorv4, _geometryCacheID);
}
} else {
DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
}
glEnable(GL_LIGHTING);
float glowLevel = getGlowLevel();
Glower* glower = NULL;
if (glowLevel > 0.0f) {
glower = new Glower(glowLevel);
}
glPopMatrix();
glPushMatrix();
if (glower) {
delete glower;
glDisable(GL_LIGHTING);
glLineWidth(_lineWidth);
glm::vec3 position = getPosition();
glm::quat rotation = getRotation();
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);
if (getIsDashedLine()) {
// TODO: add support for color to renderDashedLine()
DependencyManager::get<GeometryCache>()->renderDashedLine(_position, _end, colorv4, _geometryCacheID);
} else {
DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
}
glEnable(GL_LIGHTING);
glPopMatrix();
if (glower) {
delete glower;
}
}
}

View file

@ -39,33 +39,45 @@ void Sphere3DOverlay::render(RenderArgs* args) {
const float MAX_COLOR = 255.0f;
glm::vec4 sphereColor(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::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
auto batch = args->_batch;
float glowLevel = getGlowLevel();
Glower* glower = NULL;
if (glowLevel > 0.0f) {
glower = new Glower(glowLevel);
}
if (batch) {
Transform transform;
transform.setTranslation(_position);
transform.setRotation(_rotation);
transform.setScale(_dimensions);
batch->setModelTransform(transform);
DependencyManager::get<GeometryCache>()->renderSphere(*batch, 1.0f, SLICES, SLICES, sphereColor, _isSolid);
} else {
glDisable(GL_LIGHTING);
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();
glm::vec3 dimensions = getDimensions();
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, dimensions.z);
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, SLICES, SLICES, sphereColor, _isSolid);
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, dimensions.z);
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, SLICES, SLICES, sphereColor, _isSolid);
glPopMatrix();
glPopMatrix();
glPopMatrix();
if (glower) {
delete glower;
if (glower) {
delete glower;
}
}
}