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cube.cpp
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77 lines (59 loc) · 2.61 KB
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#include <stdio.h>
#include <cstdlib>
#include "cube.h"
#include "loadOBJ.h"
#include "shaderprogram.h"
#define model "modele/cuboid.obj"
using namespace glm;
Cube::Cube(vec3 starter, vec3 kolo) {
bool res = loadOBJ(model, this->vertices, this->uvs, this->normals, this->vertexCount);
if(!res) {
fprintf(stderr,"Blad - nie wczytano modelu - cube");
exit(1);
}
position = vec3(0.0,0.0,0.0);
start = starter;
ruchGasiennic = starter;
przesunDoZera = vec3(0.0f,-3.29f,-0.91359f);
angleZ = 0.0f;
angleX = -90.0f;
angleXX = 0.0f;
angleY = 0.0f;
ustawKolo = kolo;
}
Cube::~Cube() {
vertices.clear();
uvs.clear();
normals.clear();
}
void Cube::drawSolid(GLuint &tex, ShaderProgram *sp) {
float *verts= &(this->vertices[0]);
float *normals= &(this->normals[0]);
float *texCoords= &(this->uvs[0]);
unsigned int vertexCount= this->vertexCount;
mat4 M=mat4(1.0f);
M=rotate(M,-90 * PI / 180,vec3(1.0f,0.0f,0.0f));
M=translate(M,start);
M=translate(M,position);
M=translate(M,vec3(-start[0],-start[1],-start[2]));
M=rotate(M,this-> angleZ * PI / 180,vec3(0.0f, 0.0f, 1.0f));
M=translate(M,vec3(ustawKolo[0],ustawKolo[1],ustawKolo[2]));
M=rotate(M,this-> angleY * PI / 180,vec3(1.0f, 0.0f, 0.0f));
M=translate(M,vec3(-ustawKolo[0],-ustawKolo[1],-ustawKolo[2]));
M=rotate(M,this-> angleXX * PI / 180,vec3(1.0f, 0.0f, 0.0f));
M=translate(M,vec3(start[0],start[1],start[2]));
M=translate(M,this->ruchGasiennic-this->start);
glUniformMatrix4fv(sp->u("M"),1,false,value_ptr(M));
glEnableVertexAttribArray(sp->a("vertex")); //Włącz przesyłanie danych do atrybutu vertex
glVertexAttribPointer(sp->a("vertex"),4,GL_FLOAT,false,0,verts); //Wskaż tablicę z danymi dla atrybutu vertex
glEnableVertexAttribArray(sp->a("normal")); //Włącz przesyłanie danych do atrybutu normal
glVertexAttribPointer(sp->a("normal"),4,GL_FLOAT,false,0,normals); //Wskaż tablicę z danymi dla atrybutu normal
glEnableVertexAttribArray(sp->a("texCoord0")); //Włącz przesyłanie danych do atrybutu texCoord0
glVertexAttribPointer(sp->a("texCoord0"),2,GL_FLOAT,false,0,texCoords); //Wskaż tablicę z danymi dla atrybutu texCoord0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,tex);
glDrawArrays(GL_TRIANGLES,0,vertexCount);
glDisableVertexAttribArray(sp->a("vertex")); //Wyłącz przesyłanie danych do atrybutu vertex
glDisableVertexAttribArray(sp->a("normal")); //Wyłącz przesyłanie danych do atrybutu normal
glDisableVertexAttribArray(sp->a("texCoord0")); //Wyłącz przesyłanie danych do atrybutu texCoord0
}