reactphysics3d/testbed/common/Line.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "Line.h"
// Constructor
Line::Line(const openglframework::Vector3& worldPoint1,
const openglframework::Vector3& worldPoint2)
: mWorldPoint1(worldPoint1), mWorldPoint2(worldPoint2) {
}
// Destructor
Line::~Line() {
}
// Render the sphere at the correct position and with the correct orientation
void Line::render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
// Bind the shader
shader.bind();
// Set the model to camera matrix
shader.setMatrix4x4Uniform("localToWorldMatrix", openglframework::Matrix4::identity());
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
// Set the vertex color
openglframework::Vector4 color(1, 0, 0, 1);
shader.setVector4Uniform("vertexColor", color, false);
glBegin(GL_LINES);
glVertex3f(mWorldPoint1.x, mWorldPoint1.y, mWorldPoint1.z);
glVertex3f(mWorldPoint2.x, mWorldPoint2.y, mWorldPoint2.z);
glEnd();
// Unbind the shader
shader.unbind();
}