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Update Rectangle, Grid, and Billboard overlays to use batches
This commit is contained in:
parent
8241a2170b
commit
d47f5a2abb
3 changed files with 274 additions and 175 deletions
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@ -43,72 +43,88 @@ void BillboardOverlay::render(RenderArgs* args) {
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return;
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}
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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glm::quat rotation;
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if (_isFacingAvatar) {
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// rotate about vertical to face the camera
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rotation = Application::getInstance()->getCamera()->getRotation();
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rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
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rotation *= getRotation();
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} else {
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rotation = getRotation();
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}
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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float imageWidth = _texture->getWidth();
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float imageHeight = _texture->getHeight();
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glBindTexture(GL_TEXTURE_2D, _texture->getID());
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QRect fromImage;
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if (_fromImage.isNull()) {
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fromImage.setX(0);
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fromImage.setY(0);
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fromImage.setWidth(imageWidth);
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fromImage.setHeight(imageHeight);
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} else {
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float scaleX = imageWidth / _texture->getOriginalWidth();
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float scaleY = imageHeight / _texture->getOriginalHeight();
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glPushMatrix(); {
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glTranslatef(_position.x, _position.y, _position.z);
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glm::quat rotation;
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if (_isFacingAvatar) {
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// rotate about vertical to face the camera
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rotation = Application::getInstance()->getCamera()->getRotation();
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rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
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rotation *= getRotation();
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} else {
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rotation = getRotation();
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}
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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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glScalef(_scale, _scale, _scale);
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fromImage.setX(scaleX * _fromImage.x());
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fromImage.setY(scaleY * _fromImage.y());
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fromImage.setWidth(scaleX * _fromImage.width());
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fromImage.setHeight(scaleY * _fromImage.height());
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}
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const float MAX_COLOR = 255.0f;
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xColor color = getColor();
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float alpha = getAlpha();
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float maxSize = glm::max(fromImage.width(), fromImage.height());
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float x = fromImage.width() / (2.0f * maxSize);
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float y = -fromImage.height() / (2.0f * maxSize);
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float imageWidth = _texture->getWidth();
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float imageHeight = _texture->getHeight();
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glm::vec2 topLeft(-x, -y);
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glm::vec2 bottomRight(x, y);
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glm::vec2 texCoordTopLeft(fromImage.x() / imageWidth, fromImage.y() / imageHeight);
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glm::vec2 texCoordBottomRight((fromImage.x() + fromImage.width()) / imageWidth,
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(fromImage.y() + fromImage.height()) / imageHeight);
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QRect fromImage;
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if (_fromImage.isNull()) {
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fromImage.setX(0);
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fromImage.setY(0);
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fromImage.setWidth(imageWidth);
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fromImage.setHeight(imageHeight);
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} else {
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float scaleX = imageWidth / _texture->getOriginalWidth();
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float scaleY = imageHeight / _texture->getOriginalHeight();
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const float MAX_COLOR = 255.0f;
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xColor color = getColor();
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float alpha = getAlpha();
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fromImage.setX(scaleX * _fromImage.x());
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fromImage.setY(scaleY * _fromImage.y());
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fromImage.setWidth(scaleX * _fromImage.width());
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fromImage.setHeight(scaleY * _fromImage.height());
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}
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auto batch = args->_batch;
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float maxSize = glm::max(fromImage.width(), fromImage.height());
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float x = fromImage.width() / (2.0f * maxSize);
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float y = -fromImage.height() / (2.0f * maxSize);
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if (batch) {
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Transform transform;
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transform.setTranslation(_position);
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transform.setRotation(rotation);
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transform.setScale(_scale);
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glm::vec2 topLeft(-x, -y);
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glm::vec2 bottomRight(x, y);
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glm::vec2 texCoordTopLeft(fromImage.x() / imageWidth, fromImage.y() / imageHeight);
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glm::vec2 texCoordBottomRight((fromImage.x() + fromImage.width()) / imageWidth,
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(fromImage.y() + fromImage.height()) / imageHeight);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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batch->setModelTransform(transform);
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batch->setUniformTexture(0, _texture->getGPUTexture());
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DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
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} else {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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} glPopMatrix();
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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glDisable(GL_ALPHA_TEST);
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glBindTexture(GL_TEXTURE_2D, _texture->getID());
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glBindTexture(GL_TEXTURE_2D, 0);
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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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glScalef(_scale, _scale, _scale);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
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} glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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glDisable(GL_ALPHA_TEST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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void BillboardOverlay::setProperties(const QScriptValue &properties) {
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@ -36,87 +36,128 @@ void Grid3DOverlay::render(RenderArgs* args) {
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return; // do nothing if we're not visible
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}
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if (!_gridProgram.isLinked()) {
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if (!_gridProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/grid.vert")) {
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qDebug() << "Failed to compile: " + _gridProgram.log();
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return;
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}
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if (!_gridProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/grid.frag")) {
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qDebug() << "Failed to compile: " + _gridProgram.log();
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return;
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}
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if (!_gridProgram.link()) {
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qDebug() << "Failed to link: " + _gridProgram.log();
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return;
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}
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}
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// Render code largely taken from MetavoxelEditor::render()
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glDisable(GL_LIGHTING);
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glDepthMask(GL_FALSE);
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glPushMatrix();
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glm::quat rotation = getRotation();
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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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glLineWidth(1.5f);
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// center the grid around the camera position on the plane
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glm::vec3 rotated = glm::inverse(rotation) * Application::getInstance()->getCamera()->getPosition();
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float spacing = _minorGridWidth;
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float alpha = getAlpha();
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xColor color = getColor();
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glm::vec3 position = getPosition();
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const int MINOR_GRID_DIVISIONS = 200;
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const int MAJOR_GRID_DIVISIONS = 100;
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const float MAX_COLOR = 255.0f;
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// center the grid around the camera position on the plane
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glm::vec3 rotated = glm::inverse(_rotation) * Application::getInstance()->getCamera()->getPosition();
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float spacing = _minorGridWidth;
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float alpha = getAlpha();
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xColor color = getColor();
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glm::vec4 gridColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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_gridProgram.bind();
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auto batch = args->_batch;
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// Minor grid
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glPushMatrix();
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{
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glTranslatef(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2), position.z);
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if (batch) {
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Transform transform;
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transform.setRotation(_rotation);
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float scale = MINOR_GRID_DIVISIONS * spacing;
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glScalef(scale, scale, scale);
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DependencyManager::get<GeometryCache>()->renderGrid(MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
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// Minor grid
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{
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batch->_glLineWidth(1.0f);
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auto position = glm::vec3(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2),
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_position.z);
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float scale = MINOR_GRID_DIVISIONS * spacing;
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transform.setTranslation(position);
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transform.setScale(scale);
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batch->setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderGrid(*batch, MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
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}
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// Major grid
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{
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batch->_glLineWidth(4.0f);
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spacing *= _majorGridEvery;
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auto position = glm::vec3(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2),
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_position.z);
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float scale = MAJOR_GRID_DIVISIONS * spacing;
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transform.setTranslation(position);
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transform.setScale(scale);
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batch->setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderGrid(*batch, MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
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}
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} else {
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if (!_gridProgram.isLinked()) {
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if (!_gridProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/grid.vert")) {
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qDebug() << "Failed to compile: " + _gridProgram.log();
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return;
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}
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if (!_gridProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/grid.frag")) {
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qDebug() << "Failed to compile: " + _gridProgram.log();
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return;
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}
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if (!_gridProgram.link()) {
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qDebug() << "Failed to link: " + _gridProgram.log();
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return;
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}
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}
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// Render code largely taken from MetavoxelEditor::render()
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glDisable(GL_LIGHTING);
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glDepthMask(GL_FALSE);
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glPushMatrix();
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glm::quat rotation = getRotation();
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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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glLineWidth(1.5f);
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glm::vec3 position = getPosition();
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_gridProgram.bind();
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// Minor grid
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glPushMatrix();
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{
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glTranslatef(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2), position.z);
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float scale = MINOR_GRID_DIVISIONS * spacing;
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glScalef(scale, scale, scale);
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DependencyManager::get<GeometryCache>()->renderGrid(MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
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}
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glPopMatrix();
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// Major grid
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glPushMatrix();
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{
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glLineWidth(4.0f);
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spacing *= _majorGridEvery;
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glTranslatef(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2), position.z);
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float scale = MAJOR_GRID_DIVISIONS * spacing;
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glScalef(scale, scale, scale);
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DependencyManager::get<GeometryCache>()->renderGrid(MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
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}
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glPopMatrix();
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_gridProgram.release();
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glPopMatrix();
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glEnable(GL_LIGHTING);
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glDepthMask(GL_TRUE);
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}
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glPopMatrix();
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// Major grid
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glPushMatrix();
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{
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glLineWidth(4.0f);
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spacing *= _majorGridEvery;
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glTranslatef(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2), position.z);
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float scale = MAJOR_GRID_DIVISIONS * spacing;
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glScalef(scale, scale, scale);
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DependencyManager::get<GeometryCache>()->renderGrid(MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
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}
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glPopMatrix();
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_gridProgram.release();
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glPopMatrix();
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glEnable(GL_LIGHTING);
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glDepthMask(GL_TRUE);
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}
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void Grid3DOverlay::setProperties(const QScriptValue& properties) {
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@ -41,74 +41,116 @@ void Rectangle3DOverlay::render(RenderArgs* args) {
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const float MAX_COLOR = 255.0f;
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glm::vec4 rectangleColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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glDisable(GL_LIGHTING);
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glm::vec3 position = getPosition();
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glm::vec3 center = getCenter();
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glm::vec2 dimensions = getDimensions();
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glm::vec2 halfDimensions = dimensions * 0.5f;
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glm::quat rotation = getRotation();
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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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auto batch = args->_batch;
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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, 1.0f);
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if (batch) {
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Transform transform;
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transform.setTranslation(position);
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transform.setRotation(rotation);
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glLineWidth(_lineWidth);
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batch->setModelTransform(transform);
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if (getIsSolid()) {
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glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, rectangleColor);
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} else {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (getIsDashedLine()) {
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glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f);
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glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f);
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// for our overlay, is solid means we draw a solid "filled" rectangle otherwise we just draw a border line...
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if (getIsSolid()) {
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glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, rectangleColor);
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geometryCache->renderDashedLine(*batch, point1, point2, rectangleColor);
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geometryCache->renderDashedLine(*batch, point2, point3, rectangleColor);
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geometryCache->renderDashedLine(*batch, point3, point4, rectangleColor);
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geometryCache->renderDashedLine(*batch, point4, point1, rectangleColor);
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} else {
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if (getIsDashedLine()) {
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if (halfDimensions != _previousHalfDimensions) {
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QVector<glm::vec3> border;
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border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
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border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f);
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border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f);
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border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f);
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border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
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geometryCache->updateVertices(_geometryCacheID, border, rectangleColor);
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glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f);
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glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f);
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geometryCache->renderDashedLine(point1, point2, rectangleColor);
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geometryCache->renderDashedLine(point2, point3, rectangleColor);
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geometryCache->renderDashedLine(point3, point4, rectangleColor);
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geometryCache->renderDashedLine(point4, point1, rectangleColor);
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} else {
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if (halfDimensions != _previousHalfDimensions) {
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QVector<glm::vec3> border;
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border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
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border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f);
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border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
geometryCache->updateVertices(_geometryCacheID, border, rectangleColor);
|
||||
|
||||
_previousHalfDimensions = halfDimensions;
|
||||
|
||||
}
|
||||
geometryCache->renderVertices(gpu::LINE_STRIP, _geometryCacheID);
|
||||
_previousHalfDimensions = halfDimensions;
|
||||
}
|
||||
geometryCache->renderVertices(*batch, gpu::LINE_STRIP, _geometryCacheID);
|
||||
}
|
||||
|
||||
}
|
||||
} else {
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
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, 1.0f);
|
||||
|
||||
glLineWidth(_lineWidth);
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
// for our overlay, is solid means we draw a solid "filled" rectangle otherwise we just draw a border line...
|
||||
if (getIsSolid()) {
|
||||
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, rectangleColor);
|
||||
} else {
|
||||
if (getIsDashedLine()) {
|
||||
|
||||
glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
|
||||
geometryCache->renderDashedLine(point1, point2, rectangleColor);
|
||||
geometryCache->renderDashedLine(point2, point3, rectangleColor);
|
||||
geometryCache->renderDashedLine(point3, point4, rectangleColor);
|
||||
geometryCache->renderDashedLine(point4, point1, rectangleColor);
|
||||
|
||||
} else {
|
||||
|
||||
if (halfDimensions != _previousHalfDimensions) {
|
||||
QVector<glm::vec3> border;
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
geometryCache->updateVertices(_geometryCacheID, border, rectangleColor);
|
||||
|
||||
_previousHalfDimensions = halfDimensions;
|
||||
|
||||
}
|
||||
geometryCache->renderVertices(gpu::LINE_STRIP, _geometryCacheID);
|
||||
}
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue