void Content::render(ContentWindowManagerPtr window) { double x, y, w, h; window->getCoordinates(x, y, w, h); double centerX, centerY; window->getCenter(centerX, centerY); double zoom = window->getZoom(); // calculate texture coordinates float tX = centerX - 0.5 / zoom; float tY = centerY - 0.5 / zoom; float tW = 1./zoom; float tH = 1./zoom; // transform to a normalize coordinate system so the content can be rendered at (x,y,w,h) = (0,0,1,1) glPushMatrix(); glTranslatef(x, y, 0.); glScalef(w, h, 1.); // render the factory object renderFactoryObject(tX, tY, tW, tH); // render the context view if(g_displayGroupManager->getOptions()->getShowZoomContext() == true && zoom > 1.) { float sizeFactor = 0.25; float padding = 0.02; float deltaZ = 0.001; float alpha = 0.5; float borderPixels = 5.; glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LINE_BIT); glPushMatrix(); // position at lower left glTranslatef(padding, 1. - sizeFactor - padding, deltaZ); glScalef(sizeFactor, sizeFactor, 1.); // render border rectangle glColor4f(1,1,1,1); glLineWidth(borderPixels); glBegin(GL_LINE_LOOP); glVertex2d(0., 0.); glVertex2d(1., 0.); glVertex2d(1., 1.); glVertex2d(0., 1.); glEnd(); // render the factory object (full view) glTranslatef(0., 0., deltaZ); renderFactoryObject(0., 0., 1., 1.); // draw context rectangle border glTranslatef(0., 0., deltaZ); glLineWidth(borderPixels); glBegin(GL_LINE_LOOP); glVertex2d(tX, tY); glVertex2d(tX + tW, tY); glVertex2d(tX + tW, tY + tH); glVertex2d(tX, tY + tH); glEnd(); // draw context rectangle blended glTranslatef(0., 0., deltaZ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.,1.,1., alpha); GLWindow::drawRectangle(tX, tY, tW, tH); glPopMatrix(); glPopAttrib(); } glPopMatrix(); }