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pyramid.cpp
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90 lines (73 loc) · 2.76 KB
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#include "pyramid.hpp"
Pyramid::Pyramid()
: Primitive(){
}
Pyramid::~Pyramid()
{
}
void Pyramid::draw(){
texture.active();
texture.bind();
m_vao.bind();
glDrawArrays(GL_TRIANGLES, 0, 18);
}
void Pyramid::setData()
{
PrimitiveVertex vertices[] = {
//Front face
glm::vec3(0.0f, 1.0f, 0.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2( 0.5f, 1.0f),
glm::vec3( -1.0f, -1.0f, 1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(0.0f, 0.0f),
glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(1.0f, 0.0f),
//Right face
glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2( 0.5f, 1.0f),
glm::vec3(1.0f, -1.0f, 1.0f),glm::vec3(0.f, 0.f, 0.f),glm::vec2( 0.0f, 0.0f),
glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(1.0f, 0.0f),
//Back face
glm::vec3(0.0f, 1.0f, 0.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2(0.5f, 1.0f),
glm::vec3(1.0f, -1.0f, -1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(0.0f, 0.0f),
glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(1.0f, 0.0f),
//Left
glm::vec3(0.0f, 1.0f, 0.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2( 0.5f, 1.0f),
glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(0.0f, 0.0f),
glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(1.0f, 0.0f),
//Bottom face
glm::vec3(-1.0f, -1.0f, 1.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2(0.0f, 1.0f),
glm::vec3(1.0f, -1.0f, 1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(1.0f, 0.0f),
glm::vec3(1.0f, -1.0f, -1.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2(1.f, 0.0f),
glm::vec3(-1.0f, -1.0f, 1.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2(0.0f, 1.0f),
glm::vec3(1.0f, -1.0f, -1.0f),glm::vec3(0.f, 0.f, 0.f), glm::vec2(1.0f, 0.0f),
glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(0.f, 0.f, 0.f),glm::vec2(0.0f, 0.0f)
};
unsigned nOfvertices = sizeof(vertices)/sizeof(PrimitiveVertex);
this->set(vertices,nOfvertices);
}
void Primitive::drawWireframe()
{
if (m_vertex.empty()) return;
// Save current polygon mode
GLint polygonMode[2];
glGetIntegerv(GL_POLYGON_MODE, polygonMode);
// Draw as wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(2.0f);
m_vao.bind();
if (!m_index.empty()) {
glDrawElements(GL_TRIANGLES, m_index.size(), GL_UNSIGNED_INT, 0);
}
else {
glDrawArrays(GL_TRIANGLES, 0, m_vertex.size());
}
m_vao.unbind();
// Restore polygon mode
glPolygonMode(GL_FRONT_AND_BACK, polygonMode[0]);
glLineWidth(1.0f);
}
void Primitive::drawVertices()
{
if (m_vertex.empty()) return;
glPointSize(8.0f);
m_vao.bind();
glDrawArrays(GL_POINTS, 0, m_vertex.size());
m_vao.unbind();
glPointSize(1.0f);
}