OZ++ Class: OpenGLMeshedPlane |
/****************************************************************************** * * 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. * * * OpenGLMeshedPlane.h * *****************************************************************************/ //2017/03/01 #pragma once #include <oz++/opengl/OpenGLObject.h> #include <oz++/opengl/Vertex3.h> namespace OZ { // PRIMITIVE may take GL_TRIANGLE_STRIP, GL_QUAD_STRIP template <GLenum PRIMITIVE, int WIDTH, size_t MESH_COUNT> class OpenGLMeshedPlane { protected: SmartPtr<Vertex3> mesh; size_t ELEMENT_COUNT; public: OpenGLMeshedPlane( ) { mesh = new Vertex3[MESH_COUNT*MESH_COUNT]; ELEMENT_COUNT = MESH_COUNT*MESH_COUNT; } void put(size_t i, float x, float y, float z) { if (i >= 0 && i < ELEMENT_COUNT) { mesh[i].x = x; mesh[i].y = y; mesh[i].z = z; } else { throw IException("Invalid index %d", i); } } void draw(OpenGLGC* gc) { float fsize = (float)WIDTH; for (int i = 0; i <MESH_COUNT-1; i++) { gc-> begin(PRIMITIVE); for (int j = 0; j<MESH_COUNT; j++) { int k = j*MESH_COUNT; glVertex3f(mesh[i + k].x, mesh[i + k ].y, mesh[i + k ].z); glVertex3f(mesh[i+1 + k].x, mesh[i+1 + k ].y, mesh[i+1 + k ].z); } gc->end(); } } }; }