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viewportGizmo.cpp
170 lines (114 loc) · 4.8 KB
/
viewportGizmo.cpp
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#include "viewportGizmo.h"
#include "renderer.h"
#include "input.h"
ViewportGizmo::ViewportGizmo(){
name="View Gizmo";
textureID="viewportGizmo";
bTextured=true;
sceneShaderID="texture";
viewport_fb = 0;
cubeSide=0;
texRotation=Vector3f(180,0,0);
texTranslation=Vector3f(0,1,0);
texScale=Vector3f(1,1,1);
registerProperties();
}
ViewportGizmo::~ViewportGizmo(){}
void ViewportGizmo::setup(){
BasicButton::setup();
//create a 100x100 texture
renderer->createEmptyTexture("viewportGizmo",GL_RGBA,GL_FLOAT,50,50);
//also, create an FBO
renderer->createFBO(&viewport_fb,&(sceneData->textureList["viewportGizmo"]->texture),&myDepthBuffer,50,50,false, "viewportGizmo");
scale.x=50;
scale.y=50;
}
void ViewportGizmo::update(double deltaTime){
//setup FBO
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,100,80);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, viewport_fb);
glDrawBuffers(1,renderer->drawBuffers);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
renderer->setupOrthoCamera();
renderer->setupShading("colorAlphaID");
updateShaders();
//construct matrix
Matrix4f myMatrix=sceneData->controller->controlledActor->baseMatrix;
myMatrix.setTranslation(Vector3f(0,0,0));
myMatrix = myMatrix.inverse();
myMatrix.setTranslation(Vector3f(250,600,0));
glMultMatrixf(myMatrix);
renderer->drawCube(100.0);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT,0);
glPopAttrib();
}
void ViewportGizmo::mouseOver(){
BasicButton::mouseOver();
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, viewport_fb);
renderer->setupOrthoCamera();
//texTranslation.x-=0.01;
GLuint pickTexture;
//setup picking texture!
glGenTextures(1, &pickTexture);
glBindTexture(GL_TEXTURE_2D, pickTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, 1, 1, 0, GL_BGRA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//create small picking texture
glBindTexture(GL_TEXTURE_2D,pickTexture);
float cubeRead[4];
glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,input->mouseX-location.x,(location.y+scale.y)-input->mouseY,1 ,1 );
glGetTexImage(GL_TEXTURE_2D,0,GL_RGBA,GL_FLOAT,&cubeRead[0]);
cubeSide=cubeRead[3];
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
cout << cubeSide << "aa:v " << cubeRead[0] << " " << cubeRead[1] << " " << cubeRead[2] << endl;
}
void ViewportGizmo::mouseDrag(){}
void ViewportGizmo::finishDrag(){}
void ViewportGizmo::clickedLeft(){
//find center
Vector3f oldV, newV, driftV;
oldV=input->center3D;
//depending on where we clicked, this Vector hould be different
//also, switching left and right...
if (cubeSide==1){ //front
newV=sceneData->controller->controlledActor->location + Vector3f(0,0,1* oldV.length());
sceneData->controller->controlledActor->setRotation(Vector3f(1,0,0),Vector3f(0,1,0),Vector3f(0,0,1));
}
if (cubeSide==2){ //right
newV=sceneData->controller->controlledActor->location + Vector3f(1* oldV.length(),0,0);
sceneData->controller->controlledActor->setRotation(Vector3f(0,0,-1),Vector3f(0,1,0),Vector3f(1,0,0));
}
if (cubeSide==4){ //top
newV=sceneData->controller->controlledActor->location + Vector3f(0,-1* oldV.length(),0);
sceneData->controller->controlledActor->setRotation(Vector3f(1,0,0),Vector3f(0,0,1),Vector3f(0,-1,0));
//add a tiny bit of rotation, so we don't deadlock...
sceneData->controller->controlledActor->addRotation(-1.0, sceneData->controller->controlledActor->xAxis);
}
if (cubeSide==3){ //bottom
newV=sceneData->controller->controlledActor->location + Vector3f(0,1* oldV.length(),0);
sceneData->controller->controlledActor->setRotation(Vector3f(1,0,0),Vector3f(0,0,-1),Vector3f(0,1,0));
}
if (cubeSide==5){ //left
newV=sceneData->controller->controlledActor->location + Vector3f(-1* oldV.length(),0,0);
sceneData->controller->controlledActor->setRotation(Vector3f(0,0,1),Vector3f(0,1,0),Vector3f(-1,0,0));
}
driftV= newV-oldV;
sceneData->controller->controlledActor->setLocation(sceneData->controller->controlledActor->location - driftV);
sceneData->updateView();
//int oldTool=sceneData->controller->tool;
//sceneData->controller->switchTool(TOOL_NAV);
//sceneData->controller->switchTool(oldTool);
}
void ViewportGizmo::clickedRight(){}
void ViewportGizmo::focusClick(){
BasicButton::focusClick();
}
void ViewportGizmo::deselect(int depth){
BasicButton::deselect(depth);
}
void ViewportGizmo::create(){sceneData->addButton(this);}