OZ++ Class: OpenGLTexturedCylinder |
/****************************************************************************** * * 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. * * * OpenGLTexturedCylinder.h * *****************************************************************************/ //2017/02/20 Updated. #pragma once #include <oz++/opengl/OpenGLQuadric.h> #include <oz++/opengl/OpenGLTexture2D.h> #include <oz++/opengl/OpenGLCylinder.h> #include <math.h> namespace OZ { class OpenGLTexturedCylinder :public OpenGLTexture2D { private: SmartPtr<OpenGLQuadric> quadric; SmartPtr<OpenGLCylinder> cylinder; public: OpenGLTexturedCylinder(const char* filename) :OpenGLTexture2D() { quadric = new OpenGLQuadric(); cylinder = new OpenGLCylinder(quadric); quadric->texture(1); load(filename); drawStyle(GLU_FILL); } public: OpenGLTexturedCylinder(const char* filename, GLdouble b, GLdouble t, GLdouble h, GLint sl, GLint st) :OpenGLTexture2D() { quadric = new OpenGLQuadric(); cylinder = new OpenGLCylinder(quadric, b, t, h, sl, st); quadric->texture(1); load(filename); drawStyle(GLU_FILL); } public: OpenGLTexturedCylinder(OpenGLImageInfo& imageInfo, GLdouble b, GLdouble t, GLdouble h, GLint sl, GLint st) :OpenGLTexture2D() { quadric = new OpenGLQuadric(); cylinder = new OpenGLCylinder(quadric, b, t, h, sl, st); quadric->texture(1); setImageInfo(imageInfo); drawStyle(GLU_FILL); } public: OpenGLTexturedCylinder(const char* filename, OpenGLMateria& materia, GLdouble b, GLdouble t, GLdouble h, GLint sl, GLint st) :OpenGLTexture2D() { quadric = new OpenGLQuadric(); cylinder = new OpenGLCylinder(quadric, materia, b, t, h, sl, st); quadric->texture(1); load(filename); drawStyle(GLU_FILL); } ~OpenGLTexturedCylinder() { } void drawStyle(GLenum style) { //style will take GLU_FILL, GLU_LINE, GLU_SILHOUETTE, and GLU_POINT. quadric->drawStyle(style); } void orientation(GLenum orientation) { //orientation will take GLU_OUTSIDE, and GLU_INSIDE quadric->orientation(orientation); } void normals(GLenum normal) { //normal will take GLU_NONE, GLU_FLAT, and GLU_SMOOTH quadric->normals(normal); } virtual void load(const char* filename) { bind(); pixelStore(GL_UNPACK_ALIGNMENT, 4); parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST); parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST); //env(GL_TEXTURE_ENV_MODE, GL_MODULATE); // generate(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); // generate(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); parameter(GL_TEXTURE_WRAP_S, GL_REPEAT); parameter(GL_TEXTURE_WRAP_T, GL_REPEAT); try { imageFromFile(filename); } catch (Exception& ex) { ex.display(); } unbind(); } virtual void setImageInfo(OpenGLImageInfo& imageInfo) { bind(); pixelStore(GL_UNPACK_ALIGNMENT, 4); parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST); parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST); //env(GL_TEXTURE_ENV_MODE, GL_MODULATE); // generate(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); // generate(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); parameter(GL_TEXTURE_WRAP_S, GL_REPEAT); parameter(GL_TEXTURE_WRAP_T, GL_REPEAT); try { image(imageInfo); } catch (Exception& ex) { ex.display(); } unbind(); } void draw(GLdouble base, GLdouble top, GLdouble height, GLint slices, GLint stacks) { bind(); cylinder->draw(); gluCylinder(quadric->getQuadric(), base, top, height, slices, stacks); unbind(); } void draw(OpenGLGC* gc) { if (gc) { gc->enable(GL_NORMALIZE); gc->enable(GL_COLOR_MATERIAL); bind(); cylinder->draw(gc, 0.0, 0.0, 0.0); unbind(); } } void draw(OpenGLGC* gc, GLfloat x, GLfloat y, GLfloat z) { if (gc) { gc->enable(GL_NORMALIZE); gc->enable(GL_COLOR_MATERIAL); bind(); cylinder->draw(gc, x, y, z ); unbind(); } } }; }