OZ++ Class: OpenGLMeshedCube |
/****************************************************************************** * * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions, and the following disclaimer. * * 2. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * * OpenGLMeshedCube.h * *****************************************************************************/ //2017/02/15 #pragma once #include <sol/opengl/OpenGLObject.h> #include <sol/opengl/Vertex3.h> namespace SOL { // PRIMITIVE may take GL_TRIANGLE_STRIP, GL_QUAD_STRIP template <GLenum PRIMITIVE, typename int WIDTH, typename size_t MESH_COUNT> class OpenGLMeshedCube { protected: static const int FACES=6; SmartPtr<OpenGLMeshedPlane<PRIMITIVE, WIDTH, MESH_COUNT> faces[FACES]; public: OpenGLMeshedCube( ) { for (int i = 0; i<FACES; i++) { faces[i] = new OpenGLMeshedXZPlane<PRIMITIVE, WIDTH, MESH_COUNT>(); } } virtual void draw(OpenGLGC* gc) { for (int i = 0; i<FACES; i++) { faces[i]->draw(gc); } } }; }