mirror of
https://github.com/overte-org/overte.git
synced 2025-08-17 00:34:58 +02:00
commit
be5ce2114d
8 changed files with 0 additions and 266 deletions
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@ -104,93 +104,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
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DependencyManager::get<DeferredLightingEffect>()->renderWireCube(*batch, 1.0f, cubeColor);
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}
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}
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} else {
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float glowLevel = getGlowLevel();
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Glower* glower = NULL;
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if (glowLevel > 0.0f) {
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glower = new Glower(glowLevel);
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}
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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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if (_isSolid) {
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if (_borderSize > 0) {
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// Draw a cube at a larger size behind the main cube, creating
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// a border effect.
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// Disable writing to the depth mask so that the "border" cube will not
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// occlude the main cube. This means the border could be covered by
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// overlays that are further back and drawn later, but this is good
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// enough for the use-case.
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glDepthMask(GL_FALSE);
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glPushMatrix();
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glScalef(dimensions.x * _borderSize, dimensions.y * _borderSize, dimensions.z * _borderSize);
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if (_drawOnHUD) {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
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} else {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
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}
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glPopMatrix();
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glDepthMask(GL_TRUE);
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}
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glPushMatrix();
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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if (_drawOnHUD) {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
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} else {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
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}
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glPopMatrix();
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} else {
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glLineWidth(_lineWidth);
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if (getIsDashedLine()) {
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glm::vec3 halfDimensions = dimensions / 2.0f;
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glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
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glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
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glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
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glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
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glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
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glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
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glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
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glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->renderDashedLine(bottomLeftNear, bottomRightNear, cubeColor);
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geometryCache->renderDashedLine(bottomRightNear, bottomRightFar, cubeColor);
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geometryCache->renderDashedLine(bottomRightFar, bottomLeftFar, cubeColor);
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geometryCache->renderDashedLine(bottomLeftFar, bottomLeftNear, cubeColor);
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geometryCache->renderDashedLine(topLeftNear, topRightNear, cubeColor);
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geometryCache->renderDashedLine(topRightNear, topRightFar, cubeColor);
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geometryCache->renderDashedLine(topRightFar, topLeftFar, cubeColor);
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geometryCache->renderDashedLine(topLeftFar, topLeftNear, cubeColor);
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geometryCache->renderDashedLine(bottomLeftNear, topLeftNear, cubeColor);
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geometryCache->renderDashedLine(bottomRightNear, topRightNear, cubeColor);
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geometryCache->renderDashedLine(bottomLeftFar, topLeftFar, cubeColor);
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geometryCache->renderDashedLine(bottomRightFar, topRightFar, cubeColor);
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} else {
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, cubeColor);
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}
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}
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glPopMatrix();
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glPopMatrix();
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if (glower) {
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delete glower;
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}
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}
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}
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@ -53,7 +53,6 @@ void Line3DOverlay::render(RenderArgs* args) {
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glm::vec4 colorv4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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auto batch = args->_batch;
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if (batch) {
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batch->setModelTransform(_transform);
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@ -63,38 +62,6 @@ void Line3DOverlay::render(RenderArgs* args) {
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} else {
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DependencyManager::get<GeometryCache>()->renderLine(*batch, _start, _end, colorv4, _geometryCacheID);
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}
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} else {
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float glowLevel = getGlowLevel();
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Glower* glower = NULL;
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if (glowLevel > 0.0f) {
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glower = new Glower(glowLevel);
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}
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glPushMatrix();
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glDisable(GL_LIGHTING);
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glLineWidth(_lineWidth);
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glm::vec3 position = getPosition();
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glm::quat rotation = getRotation();
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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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if (getIsDashedLine()) {
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// TODO: add support for color to renderDashedLine()
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DependencyManager::get<GeometryCache>()->renderDashedLine(_start, _end, colorv4, _geometryCacheID);
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} else {
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DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
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}
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glEnable(GL_LIGHTING);
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glPopMatrix();
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if (glower) {
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delete glower;
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}
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}
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}
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@ -40,16 +40,3 @@ NetworkPacket& NetworkPacket::operator=(NetworkPacket const& other) {
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copyContents(other.getNode(), other.getByteArray());
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return *this;
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}
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#ifdef HAS_MOVE_SEMANTICS
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// move, same as copy, but other packet won't be used further
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NetworkPacket::NetworkPacket(NetworkPacket && packet) {
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copyContents(packet.getNode(), packet.getByteArray());
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}
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// move assignment
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NetworkPacket& NetworkPacket::operator=(NetworkPacket&& other) {
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copyContents(other.getNode(), other.getByteArray());
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return *this;
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}
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#endif
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@ -22,12 +22,6 @@ public:
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NetworkPacket() { }
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NetworkPacket(const NetworkPacket& packet); // copy constructor
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NetworkPacket& operator= (const NetworkPacket& other); // copy assignment
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#ifdef HAS_MOVE_SEMANTICS
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NetworkPacket(NetworkPacket&& packet); // move?? // same as copy, but other packet won't be used further
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NetworkPacket& operator= (NetworkPacket&& other); // move assignment
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#endif
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NetworkPacket(const SharedNodePointer& node, const QByteArray& byteArray);
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const SharedNodePointer& getNode() const { return _node; }
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@ -30,23 +30,6 @@ JurisdictionMap& JurisdictionMap::operator=(const JurisdictionMap& other) {
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return *this;
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}
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#ifdef HAS_MOVE_SEMANTICS
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// Move constructor
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JurisdictionMap::JurisdictionMap(JurisdictionMap&& other) : _rootOctalCode(NULL) {
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init(other._rootOctalCode, other._endNodes);
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other._rootOctalCode = NULL;
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other._endNodes.clear();
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}
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// move assignment
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JurisdictionMap& JurisdictionMap::operator=(JurisdictionMap&& other) {
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init(other._rootOctalCode, other._endNodes);
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other._rootOctalCode = NULL;
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other._endNodes.clear();
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return *this;
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}
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#endif
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// Copy constructor
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JurisdictionMap::JurisdictionMap(const JurisdictionMap& other) : _rootOctalCode(NULL) {
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copyContents(other);
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@ -37,12 +37,6 @@ public:
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// standard assignment
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JurisdictionMap& operator=(const JurisdictionMap& other); // copy assignment
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#ifdef HAS_MOVE_SEMANTICS
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// move constructor and assignment
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JurisdictionMap(JurisdictionMap&& other); // move constructor
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JurisdictionMap& operator= (JurisdictionMap&& other); // move assignment
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#endif
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// application constructors
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JurisdictionMap(const char* filename);
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JurisdictionMap(unsigned char* rootOctalCode, const std::vector<unsigned char*>& endNodes);
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@ -55,8 +55,6 @@ const int NUM_VERTICES_PER_TRIANGLE = 3;
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const int NUM_TRIANGLES_PER_QUAD = 2;
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const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD;
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const int NUM_COORDS_PER_VERTEX = 3;
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const int NUM_BYTES_PER_VERTEX = NUM_COORDS_PER_VERTEX * sizeof(GLfloat);
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const int NUM_BYTES_PER_INDEX = sizeof(GLushort);
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void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
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gpu::Batch batch;
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@ -308,106 +306,6 @@ void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, in
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}
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}
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void GeometryCache::renderCone(float base, float height, int slices, int stacks) {
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VerticesIndices& vbo = _coneVBOs[IntPair(slices, stacks)];
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int vertices = (stacks + 2) * slices;
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int baseTriangles = slices - 2;
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int indices = NUM_VERTICES_PER_TRIANGULATED_QUAD * slices * stacks + NUM_VERTICES_PER_TRIANGLE * baseTriangles;
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if (vbo.first == 0) {
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GLfloat* vertexData = new GLfloat[vertices * NUM_COORDS_PER_VERTEX * 2];
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GLfloat* vertex = vertexData;
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// cap
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for (int i = 0; i < slices; i++) {
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float theta = TWO_PI * i / slices;
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//normals
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*(vertex++) = 0.0f;
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*(vertex++) = 0.0f;
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*(vertex++) = -1.0f;
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// vertices
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*(vertex++) = cosf(theta);
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*(vertex++) = sinf(theta);
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*(vertex++) = 0.0f;
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}
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// body
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for (int i = 0; i <= stacks; i++) {
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float z = (float)i / stacks;
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float radius = 1.0f - z;
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for (int j = 0; j < slices; j++) {
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float theta = TWO_PI * j / slices;
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//normals
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*(vertex++) = cosf(theta) / SQUARE_ROOT_OF_2;
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*(vertex++) = sinf(theta) / SQUARE_ROOT_OF_2;
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*(vertex++) = 1.0f / SQUARE_ROOT_OF_2;
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// vertices
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*(vertex++) = radius * cosf(theta);
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*(vertex++) = radius * sinf(theta);
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*(vertex++) = z;
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}
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}
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glGenBuffers(1, &vbo.first);
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glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
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glBufferData(GL_ARRAY_BUFFER, 2 * vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
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delete[] vertexData;
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GLushort* indexData = new GLushort[indices];
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GLushort* index = indexData;
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for (int i = 0; i < baseTriangles; i++) {
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*(index++) = 0;
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*(index++) = i + 2;
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*(index++) = i + 1;
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}
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for (int i = 1; i <= stacks; i++) {
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GLushort bottom = i * slices;
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GLushort top = bottom + slices;
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for (int j = 0; j < slices; j++) {
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int next = (j + 1) % slices;
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*(index++) = bottom + j;
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*(index++) = top + next;
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*(index++) = top + j;
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*(index++) = bottom + j;
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*(index++) = bottom + next;
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*(index++) = top + next;
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}
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}
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glGenBuffers(1, &vbo.second);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
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delete[] indexData;
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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int stride = NUM_VERTICES_PER_TRIANGULATED_QUAD * sizeof(float);
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glNormalPointer(GL_FLOAT, stride, 0);
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glVertexPointer(NUM_COORDS_PER_VERTEX, GL_FLOAT, stride, (const void *)(NUM_COORDS_PER_VERTEX * sizeof(float)));
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glPushMatrix();
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glScalef(base, base, height);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
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glPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
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gpu::Batch batch;
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renderGrid(batch, xDivisions, yDivisions, color);
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@ -133,8 +133,6 @@ public:
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int allocateID() { return _nextID++; }
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static const int UNKNOWN_ID;
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void renderCone(float base, float height, int slices, int stacks);
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void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
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{ renderSphere(radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
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void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
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