Es++ Class: OpenGLIndexedBox
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Source code
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* OpenGLIndexedBox.h
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*****************************************************************************/
//2017/02/25 Updated for VS2015
#pragma once
#include <es++/Vertex.h>
#include <es++/opengl/Normal3.h>
#include <es++/opengl/FaceIndices.h>
#include <es++/opengl/OpenGLIndexedVertices.h>
#include <es++/opengl/OpenGLQuadSurfaces.h>
namespace Es {
class OpenGLIndexedBox :public OpenGLIndexedVertices {
private:
static const int VERTEX_COUNT = 8;
static const int FACE_COUNT = 6;
Vertex<3> vertices[VERTEX_COUNT];
FaceIndices<4> indices[FACE_COUNT];
SmartPtr<OpenGLQuadSurfaces> surfaces;
Normal3* normals; //shallow copy
size_t numNormals;
void set(Vertex<3>& v, float x, float y, float z)
{
v.value[0] = x;
v.value[1] = y;
v.value[2] = z;
}
void set(FaceIndices<4>& f, int a, int b, int c, int d)
{
f.index[0] = a;
f.index[1] = b;
f.index[2] = c;
f.index[3] = d;
}
public:
OpenGLIndexedBox(GLfloat w=1.0f, GLfloat h=1.0f, GLfloat d=1.0f, GLfloat x=0.0f, GLfloat y=0.0f, GLfloat z=0.0f)
{
int i = 0;
set(vertices[i++], float(0.0*w + x), float(0.0*h + y), float(0.0*d + z) );
set(vertices[i++], float(1.0*w + x), float(0.0*h + y), float(0.0*d + z) );
set(vertices[i++], float(1.0*w + x), float(1.0*h + y), float(0.0*d + z) );
set(vertices[i++], float(0.0*w + x), float(1.0*h + y), float(0.0*d + z) );
set(vertices[i++], float(0.0*w + x), float(0.0*h + y), float(-1.0*d + z));
set(vertices[i++], float(1.0*w + x), float(0.0*h + y), float(-1.0*d + z));
set(vertices[i++], float(1.0*w + x), float(1.0*h + y), float(-1.0*d + z));
set(vertices[i ], float(0.0*w + x), float(1.0*h + y), float(-1.0*d + z));
i = 0;
set(indices[i++], 0, 1, 2, 3);
set(indices[i++], 1, 5, 6, 2);
set(indices[i++], 5, 4, 7, 6);
set(indices[i++], 4, 0, 3, 7);
set(indices[i++], 4, 5, 1, 0);
set(indices[i++], 3, 2, 6, 7);
surfaces = new OpenGLQuadSurfaces(vertices, CountOf(vertices), indices, CountOf(indices));
normals = surfaces->calculateSurfaceNormals(numNormals);
// surfaces->displayNormals();
}
virtual GLenum getInterleavedArraysFormat()
{
return (GLenum)0; //unused
}
virtual GLenum getPrimitiveType()
{
return GL_QUADS;
}
virtual GLfloat* getVertices()
{
return NULL; // unused
}
virtual int getVerticesDataSize()
{
return sizeof(vertices);
}
virtual int getNumberOfVertices()
{
return CountOf(vertices);
}
virtual GLuint* getIndices()
{
return NULL; //unused
}
virtual int getIndicesDataSize()
{
return sizeof(indices);
}
virtual int getNumberOfIndices()
{
return CountOf(indices);
}
virtual void draw(OpenGLGC* gc)
{
gc->frontFace(GL_CCW);
gc->enable(GL_CULL_FACE);
gc->cullFace(GL_BACK);
glEnable(GL_NORMALIZE);
for (int i = 0; i< CountOf(indices); i++) {
gc->begin(GL_QUADS);
FaceIndices<4> quad = indices[i];
gc->draw( normals[i],
vertices[ quad.index[0] ],
vertices[ quad.index[1] ],
vertices[ quad.index[2] ],
vertices[ quad.index[3] ]
);
//gc->flush();
gc ->end();
}
}
};
}
Last modified: 4 Apr 2019
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