//-------------------------------------------------------------------------------------------------- /// Set up camera/viewport and render //-------------------------------------------------------------------------------------------------- void OverlayNavigationCube::render(OpenGLContext* oglContext, const Vec2i& position, const Vec2ui& size, bool software, const Mat4d& viewMatrix) { if (size.x() <= 0 || size.y() <= 0) { return; } if (m_axis.isNull()) { createAxisGeometry(software); } if (m_cubeGeos.size() == 0) { createCubeGeos(); // Create the shader for the cube geometry ShaderProgramGenerator gen("CubeGeoShader", ShaderSourceProvider::instance()); gen.configureStandardHeadlightColor(); m_cubeGeoShader = gen.generate(); m_cubeGeoShader->linkProgram(oglContext); } // Position the camera far enough away to make the axis and the text fit within the viewport Mat4d axisMatrix = viewMatrix; axisMatrix.setTranslation(Vec3d(0, 0, -2.0)); // Setup camera Camera cam; cam.setProjectionAsPerspective(40.0, 0.05, 100.0); cam.setViewMatrix(axisMatrix); cam.setViewport(position.x(), position.y(), size.x(), size.y()); // Setup viewport cam.viewport()->applyOpenGL(oglContext, Viewport::CLEAR_DEPTH); cam.applyOpenGL(); // Do the actual rendering // ----------------------------------------------- MatrixState matrixState(cam); if (software) { renderAxisImmediateMode(oglContext, matrixState); } else { renderAxis(oglContext, matrixState); } renderCubeGeos(oglContext, software, matrixState); renderAxisLabels(oglContext, software, matrixState); }
//-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- TEST(ModelBasicListTest, MergePartsWithTransformation) { Vec3fArray* verts = new Vec3fArray; verts->reserve(3); verts->add(Vec3f(0, 0, 0)); verts->add(Vec3f(1, 0, 0)); verts->add(Vec3f(1, 1, 0)); Vec3fArray* norms = new Vec3fArray; norms->resize(3); norms->set(0, Vec3f::Z_AXIS); norms->set(1, Vec3f::Z_AXIS); norms->set(2, Vec3f::Z_AXIS); DrawableGeo* myGeo = new DrawableGeo; myGeo->setFromTriangleVertexArray(verts); myGeo->setNormalArray(norms); Part* myPart = new Part; myPart->setDrawable(myGeo); Part* myPart2 = new Part; myPart2->setDrawable(myGeo); ref<ModelBasicList> myModel = new ModelBasicList; myModel->addPart(myPart); myModel->addPart(myPart2); EXPECT_EQ(2, myModel->partCount()); Mat4d matrix; matrix.setTranslation(Vec3d(10, 20, 30)); Transform* transform = new Transform; transform->setLocalTransform(matrix); myPart2->setTransform(transform); myModel->mergeParts(1000, 1000); EXPECT_EQ(1, myModel->partCount()); Part* mergedPart = myModel->part(0); DrawableGeo* mergedGeo = dynamic_cast<DrawableGeo*>(mergedPart->drawable()); const Vec3fArray* vertices = mergedGeo->vertexArray(); EXPECT_EQ(6, vertices->size()); Vec3f v5 = vertices->get(5); EXPECT_EQ(11, v5.x()); EXPECT_EQ(21, v5.y()); EXPECT_EQ(30, v5.z()); }
//-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- TEST(ModelBasicListTest, MergePartsCheckBB) { Vec3fArray* verts = new Vec3fArray; verts->reserve(3); verts->add(Vec3f(0, 0, 0)); verts->add(Vec3f(1, 0, 0)); verts->add(Vec3f(1, 1, 0)); Vec3fArray* norms = new Vec3fArray; norms->resize(3); norms->set(0, Vec3f::Z_AXIS); norms->set(1, Vec3f::Z_AXIS); norms->set(2, Vec3f::Z_AXIS); DrawableGeo* myGeo = new DrawableGeo; myGeo->setFromTriangleVertexArray(verts); myGeo->setNormalArray(norms); ref<ModelBasicList> myModel = new ModelBasicList; { Part* myPart = new Part; myPart->setDrawable(myGeo); Mat4d matrix; matrix.setTranslation(Vec3d(10, 20, 30)); Transform* transform = new Transform; transform->setLocalTransform(matrix); myPart->setTransform(transform); myModel->addPart(myPart); } { Part* myPart2 = new Part; myPart2->setDrawable(myGeo); Mat4d matrix; matrix.setTranslation(Vec3d(20, 20, 30)); Transform* transform2 = new Transform; transform2->setLocalTransform(matrix); myPart2->setTransform(transform2); myModel->addPart(myPart2); } { Part* myPart3 = new Part; myPart3->setDrawable(myGeo); Mat4d matrix; matrix.setTranslation(Vec3d(100, 20, 30)); Transform* transform3 = new Transform; transform3->setLocalTransform(matrix); myPart3->setTransform(transform3); myModel->addPart(myPart3); } { Part* myPart4 = new Part; myPart4->setDrawable(myGeo); Mat4d matrix; matrix.setTranslation(Vec3d(110, 20, 30)); Transform* transform4 = new Transform; transform4->setLocalTransform(matrix); myPart4->setTransform(transform4); myModel->addPart(myPart4); } EXPECT_EQ(4, myModel->partCount()); myModel->mergeParts(1, 1000); EXPECT_EQ(4, myModel->partCount()); myModel->mergeParts(20, 1000); EXPECT_EQ(2, myModel->partCount()); myModel->mergeParts(200, 1000); EXPECT_EQ(1, myModel->partCount()); }