SOL9 2.0 Class: OpenGLIndexedBox
|
Source code
/******************************************************************************
*
* Copyright (c) 2017 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.
*
*
* OpenGLIndexedBox.h
*
*****************************************************************************/
#pragma once
#include <sol/Vertex.h>
#include <sol/opengl/Normal3.h>
#include <sol/opengl/FaceIndices.h>
#include <sol/opengl/OpenGLIndexedVertices.h>
#include <sol/opengl/OpenGLQuadSurfaces.h>
namespace SOL {
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; //2017/2/27 shallow copy
size_t numNormals;
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;
vertices[i++] = {float(0.0*w + x), float(0.0*h + y), float(0.0*d + z)};
vertices[i++] = {float(1.0*w + x), float(0.0*h + y), float(0.0*d + z)};
vertices[i++] = {float(1.0*w + x), float(1.0*h + y), float(0.0*d + z)};
vertices[i++] = {float(0.0*w + x), float(1.0*h + y), float(0.0*d + z)};
vertices[i++] = {float(0.0*w + x), float(0.0*h + y), float(-1.0*d + z)};
vertices[i++] = {float(1.0*w + x), float(0.0*h + y), float(-1.0*d + z)};
vertices[i++] = {float(1.0*w + x), float(1.0*h + y), float(-1.0*d + z)};
vertices[i ] = {float(0.0*w + x), float(1.0*h + y), float(-1.0*d + z)};
i = 0;
indices[i++] = {0, 1, 2, 3};
indices[i++] = {1, 5, 6, 2};
indices[i++] = {5, 4, 7, 6};
indices[i++] = {4, 0, 3, 7};
indices[i++] = {4, 5, 1, 0};
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: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.