Implementation of source frame buffer; rendering of source and scene

integration
This commit is contained in:
brunoherbelin
2020-04-25 11:52:47 +02:00
parent 9b3eba8d1e
commit 0e24d1a083
19 changed files with 283 additions and 109 deletions

View File

@@ -39,7 +39,9 @@ MixingView::MixingView() : View()
backgound_.addChild(disk);
glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f );
LineCircle *circle = new LineCircle(pink, 5);
// LineCircle *circle = new LineCircle(pink, 5);
Mesh *circle = new Mesh("mesh/circle.ply");
circle->shader()->color = pink;
backgound_.addChild(circle);
scene.root()->addChild(&backgound_);
@@ -102,14 +104,10 @@ void MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s)
}
// unproject
// glm::vec3 gl_Position_from = Rendering::manager().unProject(from, sourceNode->transform_);
// glm::vec3 gl_Position_to = Rendering::manager().unProject(to, sourceNode->transform_);
glm::vec3 gl_Position_from = Rendering::manager().unProject(from, sourceNode->parent_->transform_);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to, sourceNode->parent_->transform_);
// compute delta translation
// node->translation_ = start_translation + gl_Position_to - gl_Position_from;
sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from;
}