Files
vimix/Decorations.cpp
Bruno Herbelin 4dd8ceb245 Clone Source connection with directional dot line
use arrows to draw dot line between clone and its origin
2022-04-17 21:46:48 +02:00

723 lines
24 KiB
C++

/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtx/component_wise.hpp>
#include "Decorations.h"
#include "Visitor.h"
#include "BoundingBoxVisitor.h"
#include "ImageShader.h"
#include "GlmToolkit.h"
#include "Resource.h"
#include "Log.h"
#include "imgui.h"
#include <glad/glad.h>
Frame::Frame(CornerType corner, BorderType border, ShadowType shadow) : Node(),
right_(nullptr), left_(nullptr), top_(nullptr), shadow_(nullptr), square_(nullptr)
{
static Mesh *shadows[3] = {nullptr};
if (shadows[0] == nullptr) {
shadows[0] = new Mesh("mesh/glow.ply", "images/glow.dds");
shadows[1] = new Mesh("mesh/shadow.ply", "images/shadow.dds");
shadows[2] = new Mesh("mesh/shadow_perspective.ply", "images/shadow_perspective.dds");
}
static Mesh *frames[9] = {nullptr};
if (frames[0] == nullptr) {
frames[0] = new Mesh("mesh/border_round.ply");
frames[1] = new Mesh("mesh/border_round_left.ply");
frames[2] = new Mesh("mesh/border_top.ply");
frames[3] = new Mesh("mesh/border_large_round.ply");
frames[4] = new Mesh("mesh/border_large_round_left.ply");
frames[5] = new Mesh("mesh/border_large_top.ply");
frames[6] = new Mesh("mesh/border_perspective_round.ply");
frames[7] = new Mesh("mesh/border_perspective_round_left.ply");
frames[8] = new Mesh("mesh/border_perspective_top.ply");
}
static LineSquare *sharpframethin = new LineSquare( 4.f );
static LineSquare *sharpframelarge = new LineSquare( 6.f );
// Round corners
if (corner == ROUND){
if (border == THIN) {
right_ = frames[0];
left_ = frames[1];
top_ = frames[2];
}
else{
right_ = frames[3];
left_ = frames[4];
top_ = frames[5];
}
}
// Group corners
else if (corner == GROUP){
if (border == THIN) {
right_ = frames[6];
left_ = frames[7];
top_ = frames[8];
}
else{
right_ = frames[6];
left_ = frames[7];
top_ = frames[8];
}
}
// Sharp corner
else {
if (border == LARGE)
square_ = sharpframelarge;
else
square_ = sharpframethin;
}
switch (shadow) {
default:
case NONE:
break;
case GLOW:
shadow_ = shadows[0];
break;
case DROP:
shadow_ = shadows[1];
break;
case PERSPECTIVE:
shadow_ = shadows[2];
break;
}
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
Frame::~Frame()
{
}
void Frame::update( float dt )
{
Node::update(dt);
if(top_)
top_->update(dt);
if(right_)
right_->update(dt);
if(left_)
left_->update(dt);
if(shadow_)
shadow_->update(dt);
if(square_)
square_->update(dt);
}
void Frame::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() ) {
if(right_ && !right_->initialized())
right_->init();
if(left_ && !left_->initialized())
left_->init();
if(top_ && !top_->initialized())
top_->init();
if(shadow_ && !shadow_->initialized())
shadow_->init();
if(square_ && !square_->initialized())
square_->init();
init();
}
if ( visible_ ) {
glm::mat4 ctm = modelview * transform_;
// sharp border (scaled)
if(square_) {
square_->setColor(color);
square_->draw( ctm, projection);
}
// shadow (scaled)
if(shadow_){
shadow_->shader()->color.a = 0.98f;
shadow_->draw( ctm, projection);
}
// round top (scaled)
if(top_) {
top_->shader()->color = color;
top_->draw( ctm, projection);
}
// round sides
if(right_) {
right_->shader()->color = color;
// get scale
glm::vec4 scale = ctm * glm::vec4(1.f, 1.0f, 0.f, 0.f);
// get rotation
glm::vec3 rot(0.f);
glm::vec4 vec = ctm * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
// right side
vec = ctm * glm::vec4(1.f, 0.f, 0.f, 1.f);
right_->draw( GlmToolkit::transform(vec, rot, glm::vec3(scale.y, scale.y, 1.f)), projection );
}
if(left_) {
left_->shader()->color = color;
// get scale
glm::vec4 scale = ctm * glm::vec4(1.f, 1.0f, 0.f, 0.f);
// get rotation
glm::vec3 rot(0.f);
glm::vec4 vec = ctm * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
// right side
vec = ctm * glm::vec4(-1.f, 0.f, 0.f, 1.f);
left_->draw( GlmToolkit::transform(vec, rot, glm::vec3(scale.y, scale.y, 1.f)), projection );
}
}
}
void Frame::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}
Handles::Handles(Type type) : Node(), type_(type)
{
static Mesh *handle_rotation = new Mesh("mesh/border_handles_rotation.ply");
static Mesh *handle_corner = new Mesh("mesh/border_handles_overlay.ply");
static Mesh *handle_scale = new Mesh("mesh/border_handles_scale.ply");
static Mesh *handle_crop = new Mesh("mesh/border_handles_crop.ply");
static Mesh *handle_menu = new Mesh("mesh/border_handles_menu.ply");
static Mesh *handle_lock = new Mesh("mesh/border_handles_lock.ply");
static Mesh *handle_unlock = new Mesh("mesh/border_handles_lock_open.ply");
static Mesh *handle_shadow = new Mesh("mesh/border_handles_shadow.ply", "images/soft_shadow.dds");
if ( type_ == Handles::ROTATE ) {
handle_ = handle_rotation;
}
else if ( type_ == Handles::SCALE ) {
handle_ = handle_scale;
}
else if ( type_ == Handles::MENU ) {
handle_ = handle_menu;
}
else if ( type_ == Handles::CROP ) {
handle_ = handle_crop;
}
else if ( type_ == Handles::LOCKED ) {
handle_ = handle_lock;
}
else if ( type_ == Handles::UNLOCKED ) {
handle_ = handle_unlock;
}
else {
handle_ = handle_corner;
}
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
corner_ = glm::vec2(0.f, 0.f);
shadow_ = handle_shadow;
}
Handles::~Handles()
{
}
void Handles::update( float dt )
{
Node::update(dt);
handle_->update(dt);
}
void Handles::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() ) {
if(handle_ && !handle_->initialized())
handle_->init();
if(shadow_ && !shadow_->initialized())
shadow_->init();
init();
}
if ( visible_ && handle_) {
static Mesh *handle_active = new Mesh("mesh/border_handles_overlay_filled.ply");
// set color
handle_->shader()->color = color;
handle_active->shader()->color = color;
glm::mat4 ctm;
glm::vec4 vec;
glm::vec3 tra, rot, sca;
// get rotation and mirroring from the modelview
GlmToolkit::inverse_transform(modelview, tra, rot, sca);
glm::vec3 mirror = glm::sign(sca);
if ( type_ == Handles::RESIZE ) {
// 4 corners
vec = modelview * glm::vec4(1.f, -1.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
vec = modelview * glm::vec4(1.f, 1.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
vec = modelview * glm::vec4(-1.f, -1.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
vec = modelview * glm::vec4(-1.f, 1.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
if ( glm::length(corner_) > 0.f ) {
vec = modelview * glm::vec4(corner_.x, corner_.y, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_active->draw( ctm, projection );
}
}
else if ( type_ == Handles::RESIZE_H ){
// left and right
vec = modelview * glm::vec4(1.f, 0.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
vec = modelview * glm::vec4(-1.f, 0.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
if ( glm::length(corner_) > 0.f ) {
vec = modelview * glm::vec4(corner_.x, corner_.y, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_active->draw( ctm, projection );
}
}
else if ( type_ == Handles::RESIZE_V ){
// top and bottom
vec = modelview * glm::vec4(0.f, 1.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
vec = modelview * glm::vec4(0.f, -1.f, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
if ( glm::length(corner_) > 0.f ) {
vec = modelview * glm::vec4(corner_.x, corner_.y, 0.f, 1.f);
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
handle_active->draw( ctm, projection );
}
}
else if ( type_ == Handles::ROTATE ){
// one icon in top right corner
// 1. Fixed displacement by (0.12,0.12) along the rotation..
ctm = GlmToolkit::transform(glm::vec4(0.f), rot, mirror);
glm::vec4 pos = ctm * glm::vec4( 0.12f, 0.12f, 0.f, 1.f);
// 2. ..from the top right corner (1,1)
vec = ( modelview * glm::vec4(1.f, 1.f, 0.f, 1.f) ) + pos;
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
// 3. draw
shadow_->draw( ctm, projection );
handle_->draw( ctm, projection );
}
else if ( type_ == Handles::SCALE ){
// one icon in bottom right corner
// 1. Fixed displacement by (0.12,0.12) along the rotation..
ctm = GlmToolkit::transform(glm::vec4(0.f), rot, mirror);
glm::vec4 pos = ctm * glm::vec4(mirror.x * 0.12f, mirror.x * -0.12f, 0.f, 1.f);
// 2. ..from the bottom right corner (1,1)
vec = ( modelview * glm::vec4(1.f, -1.f, 0.f, 1.f) ) + pos;
ctm = GlmToolkit::transform(vec, rot, mirror);
// 3. draw
shadow_->draw( ctm, projection );
handle_->draw( ctm, projection );
}
else if ( type_ == Handles::CROP ){
// one icon in bottom right corner
// 1. Fixed displacement by (0.12,0.12) along the rotation..
ctm = GlmToolkit::transform(glm::vec4(0.f), rot, mirror);
glm::vec4 pos = ctm * glm::vec4(mirror.x * 0.12f, mirror.x * 0.12f, 0.f, 1.f);
// 2. ..from the bottom right corner (1,-1)
vec = ( modelview * glm::vec4(-1.f, -1.f, 0.f, 1.f) ) + pos;
ctm = GlmToolkit::transform(vec, rot, mirror);
// 3. draw
shadow_->draw( ctm, projection );
handle_->draw( ctm, projection );
}
else if ( type_ == Handles::MENU ){
// one icon in top left corner
// 1. Fixed displacement by (-0.12,0.12) along the rotation..
ctm = GlmToolkit::transform(glm::vec4(0.f), rot, mirror);
glm::vec4 pos = ctm * glm::vec4( -0.12f, 0.12f, 0.f, 1.f);
// 2. ..from the top right corner (1,1)
vec = ( modelview * glm::vec4(-1.f, 1.f, 0.f, 1.f) ) + pos;
ctm = GlmToolkit::transform(vec, rot, mirror);
// 3. draw
shadow_->draw( ctm, projection );
handle_->draw( ctm, projection );
}
else if ( type_ == Handles::LOCKED || type_ == Handles::UNLOCKED ){
// one icon in top left corner
// 1. Fixed displacement by (-0.12,0.12) along the rotation..
ctm = GlmToolkit::transform(glm::vec4(0.f), rot, mirror);
glm::vec4 pos = ctm * glm::vec4( -0.12f, 0.12f, 0.f, 1.f);
// 2. ..from the bottom right corner (1,-1)
vec = ( modelview * glm::vec4(1.f, -1.f, 0.f, 1.f) ) + pos;
ctm = GlmToolkit::transform(vec, rot, mirror);
// 3. draw
shadow_->draw( ctm, projection );
handle_->draw( ctm, projection );
}
}
}
void Handles::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}
Symbol::Symbol(Type t, glm::vec3 pos) : Node(), type_(t)
{
static Mesh *shadow= new Mesh("mesh/border_handles_shadow.ply", "images/soft_shadow.dds");
static Mesh *shadows[(int)EMPTY+1] = {nullptr};
static Mesh *icons[(int)EMPTY+1] = {nullptr};
if (icons[0] == nullptr) {
icons[CIRCLE_POINT] = new Mesh("mesh/point.ply");
shadows[CIRCLE_POINT] = nullptr;
icons[SQUARE_POINT] = new Mesh("mesh/square_point.ply");
shadows[SQUARE_POINT] = nullptr;
icons[IMAGE] = new Mesh("mesh/icon_image.ply");
shadows[IMAGE] = shadow;
icons[SEQUENCE] = new Mesh("mesh/icon_sequence.ply");
shadows[SEQUENCE]= shadow;
icons[VIDEO] = new Mesh("mesh/icon_video.ply");
shadows[VIDEO] = shadow;
icons[SESSION] = new Mesh("mesh/icon_vimix.ply");
shadows[SESSION]= shadow;
icons[CLONE] = new Mesh("mesh/icon_clone.ply");
shadows[CLONE] = shadow;
icons[RENDER] = new Mesh("mesh/icon_render.ply");
shadows[RENDER] = shadow;
icons[GROUP] = new Mesh("mesh/icon_group_vimix.ply");
shadows[GROUP] = shadow;
icons[PATTERN] = new Mesh("mesh/icon_gear.ply");
shadows[PATTERN]= shadow;
icons[CAMERA] = new Mesh("mesh/icon_camera.ply");
shadows[CAMERA] = shadow;
icons[CUBE] = new Mesh("mesh/icon_cube.ply");
shadows[CUBE] = shadow;
icons[SHARE] = new Mesh("mesh/icon_share.ply");
shadows[SHARE] = shadow;
icons[RECEIVE] = new Mesh("mesh/icon_receive.ply");
shadows[RECEIVE]= shadow;
icons[DOTS] = new Mesh("mesh/icon_dots.ply");
shadows[DOTS] = nullptr;
icons[BUSY] = new Mesh("mesh/icon_circles.ply");
shadows[BUSY] = nullptr;
icons[LOCK] = new Mesh("mesh/icon_lock.ply");
shadows[LOCK] = shadow;
icons[UNLOCK] = new Mesh("mesh/icon_unlock.ply");
shadows[UNLOCK] = shadow;
icons[EYE] = new Mesh("mesh/icon_eye.ply");
shadows[EYE] = shadow;
icons[EYESLASH] = new Mesh("mesh/icon_eye_slash.ply");
shadows[EYESLASH] = shadow;
icons[VECTORSLASH] = new Mesh("mesh/icon_vector_square_slash.ply");
shadows[VECTORSLASH] = shadow;
icons[ARROWS] = new Mesh("mesh/icon_rightarrow.ply");
shadows[ARROWS] = shadow;
icons[ROTATION] = new Mesh("mesh/border_handles_rotation.ply");
shadows[ROTATION] = shadow;
icons[CIRCLE] = new Mesh("mesh/icon_circle.ply");
shadows[CIRCLE] = nullptr;
icons[CLOCK] = new Mesh("mesh/icon_clock.ply");
shadows[CLOCK] = nullptr;
icons[CLOCK_H] = new Mesh("mesh/icon_clock_hand.ply");
shadows[CLOCK_H]= nullptr;
icons[SQUARE] = new Mesh("mesh/icon_square.ply");
shadows[SQUARE] = nullptr;
icons[CROSS] = new Mesh("mesh/icon_cross.ply");
shadows[CROSS] = nullptr;
icons[GRID] = new Mesh("mesh/icon_grid.ply");
shadows[GRID] = nullptr;
icons[EMPTY] = new Mesh("mesh/icon_empty.ply");
shadows[EMPTY] = shadow;
}
symbol_ = icons[type_];
shadow_ = shadows[type_];
translation_ = pos;
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
Symbol::~Symbol()
{
}
void Symbol::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() ) {
if(symbol_ && !symbol_->initialized())
symbol_->init();
if(shadow_ && !shadow_->initialized())
shadow_->init();
init();
}
if ( visible_ && symbol_) {
// set color
symbol_->shader()->color = color;
// rebuild a matrix with rotation (see handles) and translation from modelview + translation_
// and define scale to be 1, 1
glm::mat4 ctm;
glm::vec3 rot(0.f);
glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
// extract scaling
ctm = glm::rotate(glm::identity<glm::mat4>(), -rot.z, glm::vec3(0.f, 0.f, 1.f)) * modelview ;
vec = ctm * glm::vec4(1.f, 1.f, 0.f, 0.f);
glm::vec3 sca = glm::vec3(vec.y , vec.y, 1.f) * glm::vec3(scale_.y, scale_.y, 1.f);
// extract translation
glm::vec3 tran = glm::vec3(modelview[3][0], modelview[3][1], modelview[3][2]) ;
tran += translation_ * glm::vec3(vec);
// apply local rotation
rot.z += rotation_.z;
// generate matrix
ctm = GlmToolkit::transform(tran, rot, sca);
if (shadow_)
shadow_->draw( ctm, projection );
symbol_->draw( ctm, projection);
}
}
void Symbol::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}
Mesh *Disk::disk_ = nullptr;
Disk::Disk() : Node()
{
if (Disk::disk_ == nullptr)
Disk::disk_ = new Mesh("mesh/disk.ply");
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
void Disk::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() ) {
if (!Disk::disk_->initialized())
Disk::disk_->init();
init();
}
if ( visible_ ) {
// set color
Disk::disk_->shader()->color = color;
glm::mat4 ctm = modelview * transform_;
Disk::disk_->draw( ctm, projection);
}
}
void Disk::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}
Surface *Glyph::font_ = nullptr;
Glyph::Glyph(int imgui_font_index) : Node(), character_(' '), font_index_(imgui_font_index), baseline_(0.f), shape_(1.f, 1.f)
{
if (Glyph::font_ == nullptr)
Glyph::font_ = new Surface;
uvTransform_ = glm::identity<glm::mat4>();
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
void Glyph::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() ) {
if (!Glyph::font_->initialized()) {
uint tex = (uint)(intptr_t)ImGui::GetIO().Fonts->TexID;
if ( tex > 0) {
Glyph::font_->init();
font_->setTextureIndex(tex);
}
}
if (Glyph::font_->initialized()) {
init();
setChar(character_);
}
}
if ( visible_ ) {
// set color
Glyph::font_->shader()->color = color;
// modify the shader iTransform to select UVs of the desired glyph
Glyph::font_->shader()->iTransform = uvTransform_;
// rebuild a matrix with rotation (see handles) and translation from modelview + translation_
// and define scale to be 1, 1
glm::mat4 ctm;
glm::vec3 rot(0.f);
glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
// extract scaling
ctm = glm::rotate(glm::identity<glm::mat4>(), -rot.z, glm::vec3(0.f, 0.f, 1.f)) * modelview ;
vec = ctm * glm::vec4(1.f, 1.f, 0.f, 0.f);
glm::vec2 sca = glm::vec2(vec.y) * glm::vec2(scale_.y) * shape_;
// extract translation
glm::vec3 tran = glm::vec3(modelview[3][0], modelview[3][1], modelview[3][2]) ;
tran += (translation_ + glm::vec3(0.f, baseline_ * scale_.y, 0.f) ) * glm::vec3(vec);
// apply local rotation
rot.z += rotation_.z;
// generate matrix
ctm = GlmToolkit::transform(tran, rot, glm::vec3(sca, 1.f));
Glyph::font_->draw( ctm, projection);
}
}
void Glyph::setChar(char c)
{
character_ = c;
if (initialized()) {
// get from imgui the UVs of the given char
const ImGuiIO& io = ImGui::GetIO();
ImFont* myfont = io.Fonts->Fonts[0];
if (font_index_ > 0 && font_index_ < io.Fonts->Fonts.size() )
myfont = io.Fonts->Fonts[font_index_];
const ImFontGlyph* glyph = myfont->FindGlyph(character_);
if (glyph) {
// create a texture UV transform to get the UV coordinates of the glyph
const glm::vec3 uv_t = glm::vec3( glyph->U0, glyph->V0, 0.f);
const glm::vec3 uv_s = glm::vec3( glyph->U1 - glyph->U0, glyph->V1 - glyph->V0, 1.f);
const glm::vec3 uv_r = glm::vec3(0.f, 0.f, 0.f);
uvTransform_ = GlmToolkit::transform(uv_t, uv_r, uv_s);
// remember glyph shape
shape_ = glm::vec2(glyph->X1 - glyph->X0, glyph->Y1 - glyph->Y0) / myfont->FontSize;
baseline_ = -glyph->Y0 / myfont->FontSize;
}
}
}
Mesh *DotLine::dot_ = nullptr;
Mesh *DotLine::arrow_ = nullptr;
DotLine::DotLine() : Node()
{
if (DotLine::dot_ == nullptr)
DotLine::dot_ = new Mesh("mesh/point.ply");
if (DotLine::arrow_ == nullptr)
DotLine::arrow_ = new Mesh("mesh/triangle_point.ply");
spacing = 0.3f;
target = glm::vec3( 0.f, 0.f, 0.f);
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
void DotLine::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() ) {
if (!DotLine::dot_->initialized())
DotLine::dot_->init();
if (!DotLine::arrow_->initialized())
DotLine::arrow_->init();
init();
}
if ( visible_ ) {
// set color
DotLine::dot_->shader()->color = color;
DotLine::arrow_->shader()->color = color;
glm::mat4 ctm = modelview;
float angle = glm::orientedAngle( glm::normalize(glm::vec2(0.f,-1.f)), glm::normalize(glm::vec2(target)));
glm::mat4 R = glm::rotate(glm::identity<glm::mat4>(), angle, glm::vec3(0.f, 0.f, 1.f) );
R *= glm::scale(glm::identity<glm::mat4>(), glm::vec3(1.0f, 1.5f, 1.f));
// draw start point
DotLine::dot_->draw( ctm, projection);
// draw equally spaced intermediate points
glm::vec3 inc = target;
glm::vec3 space = spacing * glm::normalize(target);
while ( glm::length(inc) > spacing ) {
inc -= space;
ctm *= glm::translate(glm::identity<glm::mat4>(), space);
DotLine::arrow_->draw( ctm * R, projection);
}
// draw target point
ctm = modelview * glm::translate(glm::identity<glm::mat4>(), target);
DotLine::dot_->draw( ctm, projection);
}
}
void DotLine::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}