overte/interface/src/ui/overlays/Cube3DOverlay.cpp
2015-09-21 13:27:02 -07:00

129 lines
5.2 KiB
C++

//
// Cube3DOverlay.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 this before QGLWidget, which includes an earlier version of OpenGL
#include "Cube3DOverlay.h"
#include <QScriptValue>
#include <DeferredLightingEffect.h>
#include <SharedUtil.h>
#include <StreamUtils.h>
#include <GeometryCache.h>
#include <DependencyManager.h>
QString const Cube3DOverlay::TYPE = "cube";
Cube3DOverlay::Cube3DOverlay(const Cube3DOverlay* cube3DOverlay) :
Volume3DOverlay(cube3DOverlay)
{
}
void Cube3DOverlay::render(RenderArgs* args) {
if (!_visible) {
return; // do nothing if we're not visible
}
float alpha = getAlpha();
xColor color = getColor();
const float MAX_COLOR = 255.0f;
glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
// TODO: handle registration point??
glm::vec3 position = getPosition();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
auto batch = args->_batch;
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);
DependencyManager::get<DeferredLightingEffect>()->renderSolidCubeInstance(*batch, transform, 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);
} else {
batch->setModelTransform(Transform());
transform.setScale(dimensions);
DependencyManager::get<DeferredLightingEffect>()->renderWireCubeInstance(*batch, transform, cubeColor);
}
}
}
}
Cube3DOverlay* Cube3DOverlay::createClone() const {
return new Cube3DOverlay(this);
}
void Cube3DOverlay::setProperties(const QScriptValue& properties) {
Volume3DOverlay::setProperties(properties);
QScriptValue borderSize = properties.property("borderSize");
if (borderSize.isValid()) {
float value = borderSize.toVariant().toFloat();
setBorderSize(value);
}
}
QScriptValue Cube3DOverlay::getProperty(const QString& property) {
if (property == "borderSize") {
return _borderSize;
}
return Volume3DOverlay::getProperty(property);
}