67 lines
3.0 KiB
C++
67 lines
3.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "Line.h"
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// Constructor
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Line::Line(const openglframework::Vector3& worldPoint1,
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const openglframework::Vector3& worldPoint2)
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: mWorldPoint1(worldPoint1), mWorldPoint2(worldPoint2) {
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}
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// Destructor
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Line::~Line() {
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}
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// Render the sphere at the correct position and with the correct orientation
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void Line::render(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) {
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// Bind the shader
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shader.bind();
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// Set the model to camera matrix
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shader.setMatrix4x4Uniform("localToWorldMatrix", openglframework::Matrix4::identity());
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shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
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// Set the vertex color
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openglframework::Vector4 color(1, 0, 0, 1);
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shader.setVector4Uniform("vertexColor", color, false);
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/*
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glBegin(GL_LINES);
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glVertex3f(mWorldPoint1.x, mWorldPoint1.y, mWorldPoint1.z);
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glVertex3f(mWorldPoint2.x, mWorldPoint2.y, mWorldPoint2.z);
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glEnd();
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*/
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// Unbind the shader
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shader.unbind();
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}
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