text: /*
   * Copyright (c) 2016 Jonathan Glines
   * Jonathan Glines <jonathan@glines.net>
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to
   * deal in the Software without restriction, including without limitation the
   * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
   * sell copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
   * IN THE SOFTWARE.
   */
  
  #ifndef MC_SAMPLES_CASCADING_QUADTREE_GRID_H_
  #define MC_SAMPLES_CASCADING_QUADTREE_GRID_H_
  
  namespace mc { namespace samples {
  
    namespace cascading {
      /**
       * This class implements an infinite quadtree grid pattern that follows the
       * camera as the user moves around the 2D scene.
       */
      class QuadtreeGrid : public SceneObject {
        private:
          std::shared_ptr<OrthographicCamera> m_camera;
  
          void m_drawGrid();
        public:
          QuadtreeGrid(std::shared_ptr<OrthographicCamera> camera);
  
          void draw(const glm::mat4 &modelWorld,
              const glm::mat4 &worldView, const glm::mat4 &projection,
              float alpha, bool debug);
      };
    }
  } }
  
  #endif
  