Render the AABB
| 52 | |
| 53 | // Render the AABB |
| 54 | void AABB::render(const openglframework::Vector3& position, const openglframework::Vector3& dimension, |
| 55 | openglframework::Color color, openglframework::Shader& shader, |
| 56 | const openglframework::Matrix4& worldToCameraMatrix) { |
| 57 | |
| 58 | // Render in wireframe mode |
| 59 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| 60 | |
| 61 | // Bind the shader |
| 62 | shader.bind(); |
| 63 | |
| 64 | // Transform matrix |
| 65 | openglframework::Matrix4 transformMatrix = openglframework::Matrix4::identity(); |
| 66 | transformMatrix = openglframework::Matrix4::translationMatrix(position) * transformMatrix; |
| 67 | |
| 68 | // Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the |
| 69 | // model-view matrix) |
| 70 | const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * transformMatrix; |
| 71 | const openglframework::Matrix3 normalMatrix = |
| 72 | localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose(); |
| 73 | shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false); |
| 74 | |
| 75 | |
| 76 | // Compute the scaling matrix |
| 77 | openglframework::Matrix4 scalingMatrix = openglframework::Matrix4(dimension.x, 0, 0, 0, |
| 78 | 0, dimension.y, 0, 0, |
| 79 | 0, 0, dimension.z, 0, |
| 80 | 0, 0, 0, 1); |
| 81 | |
| 82 | transformMatrix = transformMatrix * scalingMatrix; |
| 83 | |
| 84 | // Set the model to camera matrix |
| 85 | shader.setMatrix4x4Uniform("localToWorldMatrix", transformMatrix); |
| 86 | shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix); |
| 87 | |
| 88 | // Set the vertex color |
| 89 | openglframework::Vector4 colorVec(color.r, color.g, color.b, color.a); |
| 90 | shader.setIntUniform("isGlobalVertexColorEnabled", 1, false); |
| 91 | shader.setVector4Uniform("globalVertexColor", colorVec, false); |
| 92 | |
| 93 | // Bind the VAO |
| 94 | mVAO.bind(); |
| 95 | |
| 96 | mVBOVertices.bind(); |
| 97 | |
| 98 | // Get the location of shader attribute variables |
| 99 | GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition"); |
| 100 | GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false); |
| 101 | |
| 102 | glEnableVertexAttribArray(vertexPositionLoc); |
| 103 | glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr); |
| 104 | |
| 105 | mVBONormals.bind(); |
| 106 | |
| 107 | if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr); |
| 108 | if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc); |
| 109 | |
| 110 | // Draw the geometry |
| 111 | glDrawElements(GL_LINES, 12 * 2, GL_UNSIGNED_INT, (char*)nullptr); |
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