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Wall.cpp
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#include "Wall.h"
Wall::Wall(GLint x)
{
//ctor
m_vertexID=m_indicesID=m_normalBuffer=m_texCoordBuffer=0;
//inicializace textur a vertexu
loadTexture("data/textures/stonewall.tga");
Vertex vertices[] = {
//kvadr steny
//1stena
{ {x, 0, -x}, { 0.5, 0.5, 0.5}, {0.0, 0.0, -1.0} , { 0.0, 0.0} }, // 0
{ {-x,0, -x}, { 0.5, 0.5, 0.5} , {0.0, 0.0, -1.0}, { 0, 1.0} }, // 1
{ {x, 2*x, -x}, { 0.5, 0.5, 0.5}, {0.0, 0.0, -1.0}, { 1.0, 0.0} }, // 2
{ {-x, 2*x, -x},{ 0.5, 0.5, 0.5},{0.0, 0.0, -1.0}, { 1.0, 1.0} }, // 3
//2stìna
{ {-x, 0, -x}, { 0.5, 0.5, 0.5}, {-1.0, 0.0, 0.0} , { 0.0, 0.0} }, // 4
{ {-x,0, x}, { 0.5, 0.5, 0.5} , {-1.0, 0.0, 0.0}, { 0, 1.0} }, // 5
{ {-x, 2*x, -x}, { 0.5, 0.5, 0.5}, {-1.0, 0.0, 0.0}, { 1.0, 0.0} }, // 6
{ {-x, 2*x, x},{ 0.5, 0.5, 0.5},{-1.0, 0.0, 0.0}, { 1.0, 1.0} }, // 7
//3stìna
{ {x, 0, x}, { 0.5, 0.5, 0.5}, {0.0, 0.0, 1.0} , { 0.0, 0.0} }, // 8
{ {-x,0, x}, { 0.5, 0.5, 0.5} , {0.0, 0.0, 1.0} , { 0, 1.0} }, // 9
{ {x, 2*x, x}, { 0.5, 0.5, 0.5}, {0.0, 0.0, 1.0} , { 1.0, 0.0} }, // 10
{ {-x, 2*x, x},{ 0.5, 0.5, 0.5},{0.0, 0.0, 1.0}, { 1.0, 1.0} }, // 11
//4stìna
{ {x, 0, -x}, { 0.5, 0.5, 0.5}, {1.0, 0.0, 0.0} , { 0.0, 0.0} }, // 12
{ {x,0, x}, { 0.5, 0.5, 0.5} , {1.0, 0.0, 0.0} , { 0, 1.0} }, // 13
{ {x, 2*x, -x}, { 0.5, 0.5, 0.5}, {1.0, 0.0, 0.0} , { 1.0, 0.0} }, // 14
{ {x, 2*x, x},{ 0.5, 0.5, 0.5}, {1.0, 0.0, 0.0}, { 1.0, 1.0} }, // 15
//5stìna
{ {-x, 2*x, x}, { 0.5, 0.5, 0.5}, {0.0, 1.0, 0.0} , { 0.0, 0.0} }, // 16
{ {x,2*x, x}, { 0.5, 0.5, 0.5} , {0.0, 1.0, 0.0}, { 0, 1.0} }, //17
{ {-x, 2*x, -x}, { 0.5, 0.5, 0.5}, {0.0, 1.0, 0.0} , { 1.0, 0.0} }, // 18
{ {x, 2*x, -x},{ 0.5, 0.5, 0.5}, {0.0, 1.0, 0.0}, { 1.0, 1.0} }, // 19
};
GLubyte indices[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19};
// vygenerujeme identifikator bufferu
glGenBuffers(1, &m_vertexID);
// aktivujeme buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vertexID);
// zaalokujeme pamet pro vrcholy a barvy
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), 0, GL_STATIC_DRAW);
// naplnime pamet
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
// definujeme pointery na vrcholy a barvy
glVertexPointer(3, GL_INT, sizeof(Vertex), 0);
glColorPointer(3, GL_FLOAT, sizeof(Vertex), (void*)(3*sizeof(GL_INT)));
glNormalPointer(GL_FLOAT, sizeof(Vertex), (void*)(3*sizeof(GL_INT)+3*sizeof(GL_FLOAT)) );
glTexCoordPointer(2,GL_FLOAT, sizeof(Vertex),(void*)(3*sizeof(GL_INT)+(5*sizeof(GL_FLOAT))) );
// vygenerujeme identifikator bufferu
glGenBuffers(1, &m_indicesID);
// aktivujeme buffer pro indexy
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indicesID);
// zaalokujeme pamet
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), 0, GL_STATIC_DRAW);
// naplnime pamet
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices), indices);
glGenBuffers(1, &m_normalBuffer);
glBindBuffer(GL_NORMAL_ARRAY, m_normalBuffer); //Bind the vertex buffer
glBufferData(GL_NORMAL_ARRAY, sizeof(vertices), 0, GL_STATIC_DRAW);
glBufferSubData(GL_NORMAL_ARRAY, 0, sizeof(vertices), vertices);
// aktivujeme pole vrcholu,barev,normal,textur
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void Wall::loadTexture(string texture)
{
m_surfaceTexture = new TargaImage();
if (!m_surfaceTexture->load(texture))
{
std::cerr << "Could not load the wall texture" << std::endl;
}
glGenTextures(1, &m_texCoordBuffer);
glBindTexture(GL_TEXTURE_2D, m_texCoordBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // opakovani textury
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_surfaceTexture->getWidth(),m_surfaceTexture->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, m_surfaceTexture->getImageData());
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // vylepseni zobrazovani
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glEnable(GL_TEXTURE_2D);
}
void Wall::draw()
{
//nabindovani bufferu
glBindBuffer(GL_ARRAY_BUFFER, m_vertexID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indicesID);
glBindBuffer(GL_NORMAL_ARRAY, m_normalBuffer);
glBindTexture(GL_TEXTURE_2D, m_texCoordBuffer);
glVertexPointer(3, GL_INT, sizeof(Vertex), 0);
glColorPointer(3, GL_FLOAT, sizeof(Vertex), (void*)(3*sizeof(GL_INT)));
glNormalPointer(GL_FLOAT, sizeof(Vertex), (void*)(3*sizeof(GL_INT)+3*sizeof(GL_FLOAT)) );
glTexCoordPointer(2,GL_FLOAT, sizeof(Vertex),(void*)(3*sizeof(GL_INT)+(3*sizeof(GL_FLOAT))+(3*sizeof(GL_FLOAT))) );
//vykreslení sten zdi
glDrawElements(GL_TRIANGLE_STRIP,4, GL_UNSIGNED_BYTE, 0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void*)(4*sizeof(GLubyte)));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void*)(8*sizeof(GLubyte)));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void*)(12*sizeof(GLubyte)));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (void*)(16*sizeof(GLubyte)));
}
Wall::~Wall()
{
//dtor
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteBuffers(1, &m_vertexID);
glDeleteBuffers(1, &m_indicesID);
glDeleteBuffers(1, &m_normalBuffer);
glDeleteBuffers(1, &m_texCoordBuffer);
delete m_surfaceTexture;
}