more hacking on overlay build busters

This commit is contained in:
ZappoMan 2015-06-03 20:53:56 -07:00
parent 4438263014
commit b5b37ce2f5

View file

@ -0,0 +1,77 @@
//
// OverlaysPayload.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 <QScriptValueIterator>
#include <limits>
#include <typeinfo>
#include <Application.h>
#include <avatar/AvatarManager.h>
#include <LODManager.h>
#include <render/Scene.h>
#include "BillboardOverlay.h"
#include "Circle3DOverlay.h"
#include "Cube3DOverlay.h"
#include "ImageOverlay.h"
#include "Line3DOverlay.h"
#include "LocalModelsOverlay.h"
#include "ModelOverlay.h"
#include "Overlays.h"
#include "Rectangle3DOverlay.h"
#include "Sphere3DOverlay.h"
#include "Grid3DOverlay.h"
#include "TextOverlay.h"
#include "Text3DOverlay.h"
namespace render {
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) {
if (overlay->is3D() && !static_cast<Base3DOverlay*>(overlay.get())->getDrawOnHUD()) {
if (static_cast<Base3DOverlay*>(overlay.get())->getDrawInFront()) {
return ItemKey::Builder().withTypeShape().withNoDepthSort().build();
} else {
return ItemKey::Builder::opaqueShape();
}
} else {
return ItemKey::Builder().withTypeShape().withViewSpace().build();
}
}
template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay) {
if (overlay->is3D()) {
return static_cast<Base3DOverlay*>(overlay.get())->getBounds();
} else {
QRect bounds = static_cast<Overlay2D*>(overlay.get())->getBounds();
return AABox(glm::vec3(bounds.x(), bounds.y(), 0.0f), glm::vec3(bounds.width(), bounds.height(), 0.1f));
}
}
template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
if (args) {
args->_elementsTouched++;
glPushMatrix();
if (overlay->getAnchor() == Overlay::MY_AVATAR) {
MyAvatar* avatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::quat myAvatarRotation = avatar->getOrientation();
glm::vec3 myAvatarPosition = avatar->getPosition();
float angle = glm::degrees(glm::angle(myAvatarRotation));
glm::vec3 axis = glm::axis(myAvatarRotation);
float myAvatarScale = avatar->getScale();
glTranslatef(myAvatarPosition.x, myAvatarPosition.y, myAvatarPosition.z);
glRotatef(angle, axis.x, axis.y, axis.z);
glScalef(myAvatarScale, myAvatarScale, myAvatarScale);
}
overlay->render(args);
glPopMatrix();
}
}
}