2015-04-08 18:47:55 +00:00
|
|
|
/********************************************************************************
|
|
|
|
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
|
2016-04-11 18:15:20 +00:00
|
|
|
* Copyright (c) 2010-2016 Daniel Chappuis *
|
2015-04-08 18:47:55 +00:00
|
|
|
*********************************************************************************
|
|
|
|
* *
|
|
|
|
* 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
|
2015-07-29 16:15:20 +00:00
|
|
|
shader.setMatrix4x4Uniform("localToWorldMatrix", openglframework::Matrix4::identity());
|
|
|
|
shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
|
2015-04-08 18:47:55 +00:00
|
|
|
|
2015-06-25 20:28:11 +00:00
|
|
|
// Set the vertex color
|
|
|
|
openglframework::Vector4 color(1, 0, 0, 1);
|
2015-07-29 16:15:20 +00:00
|
|
|
shader.setVector4Uniform("vertexColor", color, false);
|
2015-06-25 20:28:11 +00:00
|
|
|
|
2016-02-22 17:44:29 +00:00
|
|
|
/*
|
2015-04-08 18:47:55 +00:00
|
|
|
glBegin(GL_LINES);
|
|
|
|
glVertex3f(mWorldPoint1.x, mWorldPoint1.y, mWorldPoint1.z);
|
|
|
|
glVertex3f(mWorldPoint2.x, mWorldPoint2.y, mWorldPoint2.z);
|
|
|
|
glEnd();
|
2016-02-22 17:44:29 +00:00
|
|
|
*/
|
2015-04-08 18:47:55 +00:00
|
|
|
|
|
|
|
// Unbind the shader
|
|
|
|
shader.unbind();
|
|
|
|
}
|