/**
* Copyright 2012 Jason Sorensen (sorensenj@smert.net)
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
*/
package net.smert.frameworkgl.gameobjects;
import net.smert.frameworkgl.Fw;
import net.smert.frameworkgl.opengl.GL;
import net.smert.frameworkgl.opengl.mesh.Mesh;
import net.smert.frameworkgl.opengl.renderable.AbstractRenderable;
import net.smert.frameworkgl.utils.Color;
/**
*
* @author Jason Sorensen <sorensenj@smert.net>
*/
public class ViewFrustumGameObject extends GameObject {
private final Color color0;
private final Color color1;
private final Color color2;
private final Color color3;
public ViewFrustumGameObject() {
color0 = new Color();
color1 = new Color();
color2 = new Color();
color3 = new Color();
}
public Color getColor0() {
return color0;
}
public Color getColor1() {
return color1;
}
public Color getColor2() {
return color2;
}
public Color getColor3() {
return color3;
}
public void init(float aspectRatio, float fieldOfView, float zNear, float zFar) {
// This object is not opaque
getRenderableState().setOpaque(false);
// Create mesh and renderable
Mesh mesh = GL.meshFactory.createMesh();
GL.dynamicMeshBuilder.
setColor(0, color0).
setColor(1, color1).
setColor(2, color2).
setColor(3, color3).
setCustomData(0, aspectRatio).
setCustomData(1, fieldOfView).
setCustomData(2, zNear).
setCustomData(3, zFar).
build("view_frustum").
createMesh(true, mesh);
AbstractRenderable renderable = Fw.graphics.createDynamicInterleavedRenderable();
renderable.create(mesh);
// Attach to game object
setMesh(mesh);
setRenderable(renderable);
}
public void update(float aspectRatio, float fieldOfView, float zNear, float zFar) {
// Update mesh and renderable
GL.dynamicMeshBuilder.
setColor(0, color0).
setColor(1, color1).
setColor(2, color2).
setColor(3, color3).
setCustomData(0, aspectRatio).
setCustomData(1, fieldOfView).
setCustomData(2, zNear).
setCustomData(3, zFar).
build("view_frustum").
createMesh(false, getMesh());
getRenderable().update(getMesh());
}
}