/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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.setIntUniform("isGlobalVertexColorEnabled", 1, false); shader.setVector4Uniform("globalVertexColor", 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(); }