void RenderableBoxEntityItem::render(RenderArgs* args) { PerformanceTimer perfTimer("RenderableBoxEntityItem::render"); assert(getType() == EntityTypes::Box); glm::vec3 position = getPositionInMeters(); glm::vec3 center = getCenter() * (float)TREE_SCALE; glm::vec3 dimensions = getDimensions() * (float)TREE_SCALE; glm::quat rotation = getRotation(); const float MAX_COLOR = 255.0f; glColor4f(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR, getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha()); glPushMatrix(); glTranslatef(position.x, position.y, position.z); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); glPushMatrix(); glm::vec3 positionToCenter = center - position; glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); glScalef(dimensions.x, dimensions.y, dimensions.z); DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(1.0f); glPopMatrix(); glPopMatrix(); };
void RenderableBoxEntityItem::render(RenderArgs* args) { PerformanceTimer perfTimer("RenderableBoxEntityItem::render"); assert(getType() == EntityTypes::Box); glm::vec3 position = getPositionInMeters(); glm::vec3 center = getCenter() * (float)TREE_SCALE; glm::vec3 dimensions = getDimensions() * (float)TREE_SCALE; glm::vec3 halfDimensions = dimensions / 2.0f; glm::quat rotation = getRotation(); const bool useGlutCube = true; const float MAX_COLOR = 255.0f; if (useGlutCube) { glColor4f(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR, getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha()); glPushMatrix(); glTranslatef(position.x, position.y, position.z); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); glPushMatrix(); glm::vec3 positionToCenter = center - position; glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); glScalef(dimensions.x, dimensions.y, dimensions.z); Application::getInstance()->getDeferredLightingEffect()->renderSolidCube(1.0f); glPopMatrix(); glPopMatrix(); } else { static GLfloat vertices[] = { 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front) 1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right) 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top) -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1,v6,v7,v2 (left) -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7,v4,v3,v2 (bottom) 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // v4,v7,v6,v5 (back) // normal array static GLfloat normals[] = { 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front) 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0,v3,v4,v5 (right) 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0,v5,v6,v1 (top) -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left) 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7,v4,v3,v2 (bottom) 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v4,v7,v6,v5 (back) // index array of vertex array for glDrawElements() & glDrawRangeElement() static GLubyte indices[] = { 0, 1, 2, 2, 3, 0, // front 4, 5, 6, 6, 7, 4, // right 8, 9,10, 10,11, 8, // top 12,13,14, 14,15,12, // left 16,17,18, 18,19,16, // bottom 20,21,22, 22,23,20 }; // back glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, normals); glVertexPointer(3, GL_FLOAT, 0, vertices); glColor4f(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR, getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha()); Application::getInstance()->getDeferredLightingEffect()->bindSimpleProgram(); glPushMatrix(); glTranslatef(position.x, position.y, position.z); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); glPushMatrix(); glm::vec3 positionToCenter = center - position; glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); // we need to do half the size because the geometry in the VBOs are from -1,-1,-1 to 1,1,1 glScalef(halfDimensions.x, halfDimensions.y, halfDimensions.z); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices); glPopMatrix(); glPopMatrix(); Application::getInstance()->getDeferredLightingEffect()->releaseSimpleProgram(); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glDisableClientState(GL_NORMAL_ARRAY); } };