Example #1
0
//----------------------------------------------------------------------------------------------------------------------
BBox::BBox( Real _minX, Real _maxX,  Real _minY, Real _maxY, Real _minZ, Real _maxZ  ) noexcept
{

	m_minX=_minX;
	m_maxX=_maxX;
	m_minY=_minY;
	m_maxY=_maxY;
	m_minZ=_minZ;
	m_maxZ=_maxZ;


	m_center.set(0,0,0);

	m_vert[0].m_x=_minX; m_vert[0].m_y=_maxY; m_vert[0].m_z=_minZ;
	m_vert[1].m_x=_maxX; m_vert[1].m_y=_maxY; m_vert[1].m_z=_minZ;
	m_vert[2].m_x=_maxX; m_vert[2].m_y=_maxY; m_vert[2].m_z=_maxZ;
	m_vert[3].m_x=_minX; m_vert[3].m_y=_maxY; m_vert[3].m_z=_maxZ;

	m_vert[4].m_x=_minX; m_vert[4].m_y=_minY; m_vert[4].m_z=_minZ;
	m_vert[5].m_x=_maxX; m_vert[5].m_y=_minY; m_vert[5].m_z=_minZ;
	m_vert[6].m_x=_maxX; m_vert[6].m_y=_minY; m_vert[6].m_z=_maxZ;
	m_vert[7].m_x=_minX; m_vert[7].m_y=_minY; m_vert[7].m_z=_maxZ;
	#ifdef USINGIOS_
		m_drawMode=GL_LINE_LOOP;
	#else
		m_drawMode=GL_LINE;
	#endif
	m_width=m_maxX-m_minX;
	m_height=m_maxY-m_minY;
	m_depth=m_maxZ-m_minZ;
	m_vao=0;
	setVAO();

}
Example #2
0
//----------------------------------------------------------------------------------------------------------------------
BBox::BBox( Real _minX, Real _maxX,  Real _minY, Real _maxY, Real _minZ, Real _maxZ  )
{

	m_minX=_minX;
	m_maxX=_maxX;
	m_minY=_minY;
	m_maxY=_maxY;
	m_minZ=_minZ;
	m_maxZ=_maxZ;


	m_center.set(0,0,0);

	m_vert[0].m_x=_minX; m_vert[0].m_y=_maxY; m_vert[0].m_z=_minZ;
	m_vert[1].m_x=_maxX; m_vert[1].m_y=_maxY; m_vert[1].m_z=_minZ;
	m_vert[2].m_x=_maxX; m_vert[2].m_y=_maxY; m_vert[2].m_z=_maxZ;
	m_vert[3].m_x=_minX; m_vert[3].m_y=_maxY; m_vert[3].m_z=_maxZ;

	m_vert[4].m_x=_minX; m_vert[4].m_y=_minY; m_vert[4].m_z=_minZ;
	m_vert[5].m_x=_maxX; m_vert[5].m_y=_minY; m_vert[5].m_z=_minZ;
	m_vert[6].m_x=_maxX; m_vert[6].m_y=_minY; m_vert[6].m_z=_maxZ;
	m_vert[7].m_x=_minX; m_vert[7].m_y=_minY; m_vert[7].m_z=_maxZ;
	m_drawMode=GL_LINE;
	m_width=m_maxX-m_minX;
	m_height=m_maxY-m_minY;
	m_depth=m_maxZ-m_minZ;
	m_vao=0;
	setVAO();

}
Example #3
0
//----------------------------------------------------------------------------------------------------------------------
BBox::BBox()
{
  //default constructor creates a unit BBox
  m_center.m_x=m_center.m_y=m_center.m_z=0.0f;
  m_drawMode=GL_LINE;
  m_width=2.0;
  m_height=2.0;
  m_depth=2.0;
  m_vao=0;
  setVAO();
}
Example #4
0
void PointArray::initializeGL()
{
    Geometry::initializeGL();

    GLuint vao;
    glGenVertexArrays(1, &vao);
    setVAO("points", vao);

    GLuint vbo;
    glGenBuffers(1, &vbo);
    setVBO("point_buffer", vbo);
}
Example #5
0
Menu2D::Menu2D(const std::string pathTextureMenu):
  nbButtonInMenu(0){
    vertices[0] = glimac::Vertex2DUV(glm::vec2(-1.f, -1.f), glm::vec2(0,1));
    vertices[1] = glimac::Vertex2DUV(glm::vec2(1.f, -1.f), glm::vec2(1,1));
    vertices[2] = glimac::Vertex2DUV(glm::vec2(1.f, 1.f), glm::vec2(1,0));
    vertices[3] = glimac::Vertex2DUV(glm::vec2(-1.f, 1.f), glm::vec2(0,0));

    glimac::Texture* background = new glimac::Texture(GL_TEXTURE_2D);
    background->loadTexture2D(pathTextureMenu);
    tabTexture.push_back(background);
    activTexture = tabTexture[0];

    setVBO();
    setVAO();
  }
Example #6
0
//----------------------------------------------------------------------------------------------------------------------
BBox::BBox() noexcept
{
  //default constructor creates a unit BBox
  m_center.m_x=m_center.m_y=m_center.m_z=0.0f;
  #ifdef USINGIOS_
    m_drawMode=GL_LINE_LOOP;
  #else
    m_drawMode=GL_LINE;
  #endif
  m_width=2.0;
  m_height=2.0;
  m_depth=2.0;
  m_vao=nullptr;
  setVAO();
}
Example #7
0
void BBox::recalculate() noexcept
{
  // Calculate the Vertices based on the w,h,d params passed in the box is asumed
  // to be centered on the _center with equal w / h / d
  // -x +y -z
  m_vert[0].m_x=m_center.m_x-(m_width/2.0f); m_vert[0].m_y=m_center.m_y+(m_height/2.0f); m_vert[0].m_z=m_center.m_z-(m_depth/2.0f);
  // + x -y -z
  m_vert[1].m_x=m_center.m_x+(m_width/2.0f); m_vert[1].m_y=m_center.m_y+(m_height/2.0f); m_vert[1].m_z=m_center.m_z-(m_depth/2.0f);
  m_vert[2].m_x=m_center.m_x+(m_width/2.0f); m_vert[2].m_y=m_center.m_y+(m_height/2.0f); m_vert[2].m_z=m_center.m_z+(m_depth/2.0f);
  m_vert[3].m_x=m_center.m_x-(m_width/2.0f); m_vert[3].m_y=m_center.m_y+(m_height/2.0f); m_vert[3].m_z=m_center.m_z+(m_depth/2.0f);
  m_vert[4].m_x=m_center.m_x-(m_width/2.0f); m_vert[4].m_y=m_center.m_y-(m_height/2.0f); m_vert[4].m_z=m_center.m_z-(m_depth/2.0f);
  m_vert[5].m_x=m_center.m_x+(m_width/2.0f); m_vert[5].m_y=m_center.m_y-(m_height/2.0f); m_vert[5].m_z=m_center.m_z-(m_depth/2.0f);
  m_vert[6].m_x=m_center.m_x+(m_width/2.0f); m_vert[6].m_y=m_center.m_y-(m_height/2.0f); m_vert[6].m_z=m_center.m_z+(m_depth/2.0f);
  m_vert[7].m_x=m_center.m_x-(m_width/2.0f); m_vert[7].m_y=m_center.m_y-(m_height/2.0f); m_vert[7].m_z=m_center.m_z+(m_depth/2.0f);
  setVAO();
}
Example #8
0
Block::Block(int column, int row, int colorValue) {
	this->colorValue = colorValue;
	this->column = column;
	this->row = row;

	setVertices();
	indices[0] = 0;
	indices[1] = 1;
	indices[2] = 2;
	indices[3] = 1;
	indices[4] = 2;
	indices[5] = 3;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);
	setVAO();
}
Example #9
0
//----------------------------------------------------------------------------------------------------------------------
BBox::BBox( const Vec3& _center,  Real _width, Real _height, Real _depth  ) noexcept
{
	// Calculate the Vertices based on the w,h,d params passed in the box is asumed
	// to be centered on the _center with equal w / h / d
	// -x +y -z

	m_vert[0].m_x=_center.m_x-(_width/2.0f); m_vert[0].m_y=_center.m_y+(_height/2.0f); m_vert[0].m_z=_center.m_z-(_depth/2.0f);
	// + x -y -z
	m_vert[1].m_x=_center.m_x+(_width/2.0f); m_vert[1].m_y=_center.m_y+(_height/2.0f); m_vert[1].m_z=_center.m_z-(_depth/2.0f);
	m_vert[2].m_x=_center.m_x+(_width/2.0f); m_vert[2].m_y=_center.m_y+(_height/2.0f); m_vert[2].m_z=_center.m_z+(_depth/2.0f);
	m_vert[3].m_x=_center.m_x-(_width/2.0f); m_vert[3].m_y=_center.m_y+(_height/2.0f); m_vert[3].m_z=_center.m_z+(_depth/2.0f);
	m_vert[4].m_x=_center.m_x-(_width/2.0f); m_vert[4].m_y=_center.m_y-(_height/2.0f); m_vert[4].m_z=_center.m_z-(_depth/2.0f);
	m_vert[5].m_x=_center.m_x+(_width/2.0f); m_vert[5].m_y=_center.m_y-(_height/2.0f); m_vert[5].m_z=_center.m_z-(_depth/2.0f);
	m_vert[6].m_x=_center.m_x+(_width/2.0f); m_vert[6].m_y=_center.m_y-(_height/2.0f); m_vert[6].m_z=_center.m_z+(_depth/2.0f);
	m_vert[7].m_x=_center.m_x-(_width/2.0f); m_vert[7].m_y=_center.m_y-(_height/2.0f); m_vert[7].m_z=_center.m_z+(_depth/2.0f);

	//Store the _center
	m_center=_center;
	// Setup the Plane Normals for Collision Detection
	m_norm[0].set(0.0f,1.0f,0.0f);
	m_norm[1].set(0.0f,-1.0f,0.0f);
	m_norm[2].set(1.0f,0.0f,0.0f);
	m_norm[3].set(-1.0f,0.0f,0.0f);
	m_norm[4].set(0.0f,0.0f,1.0f);
	m_norm[5].set(0.0f,0.0f,-1.0f);
	// store width height and depth
	m_width=_width;
	m_height=_height;
	m_depth=_depth;
	#ifdef USINGIOS_
		m_drawMode=GL_LINE_LOOP;
	#else
		m_drawMode=GL_LINE;
	#endif
	m_vao=0;
	setVAO();
}
Example #10
0
//----------------------------------------------------------------------------------------------------------------------
BBox::BBox( const Vec3& _center,  Real _width, Real _height, Real _depth  )
{
	// Calculate the Vertices based on the w,h,d params passed in the box is asumed
	// to be centered on the _center with equal w / h / d
	// -x +y -z

	m_vert[0].m_x=_center.m_x-(_width/2.0f); m_vert[0].m_y=_center.m_y+(_height/2.0f); m_vert[0].m_z=_center.m_z-(_depth/2.0f);
	// + x -y -z
	m_vert[1].m_x=_center.m_x+(_width/2.0f); m_vert[1].m_y=_center.m_y+(_height/2.0f); m_vert[1].m_z=_center.m_z-(_depth/2.0f);
	m_vert[2].m_x=_center.m_x+(_width/2.0f); m_vert[2].m_y=_center.m_y+(_height/2.0f); m_vert[2].m_z=_center.m_z+(_depth/2.0f);
	m_vert[3].m_x=_center.m_x-(_width/2.0f); m_vert[3].m_y=_center.m_y+(_height/2.0f); m_vert[3].m_z=_center.m_z+(_depth/2.0f);
	m_vert[4].m_x=_center.m_x-(_width/2.0f); m_vert[4].m_y=_center.m_y-(_height/2.0f); m_vert[4].m_z=_center.m_z-(_depth/2.0f);
	m_vert[5].m_x=_center.m_x+(_width/2.0f); m_vert[5].m_y=_center.m_y-(_height/2.0f); m_vert[5].m_z=_center.m_z-(_depth/2.0f);
	m_vert[6].m_x=_center.m_x+(_width/2.0f); m_vert[6].m_y=_center.m_y-(_height/2.0f); m_vert[6].m_z=_center.m_z+(_depth/2.0f);
	m_vert[7].m_x=_center.m_x-(_width/2.0f); m_vert[7].m_y=_center.m_y-(_height/2.0f); m_vert[7].m_z=_center.m_z+(_depth/2.0f);

	//Store the _center
	m_center=_center;
	// Setup the Plane Normals for Collision Detection
	m_norm[0].set(0.0f,1.0f,0.0f);
	m_norm[1].set(0.0f,-1.0f,0.0f);
	m_norm[2].set(1.0f,0.0f,0.0f);
	m_norm[3].set(-1.0f,0.0f,0.0f);
	m_norm[4].set(0.0f,0.0f,1.0f);
	m_norm[5].set(0.0f,0.0f,-1.0f);
	// store width height and depth
	m_width=_width;
	m_height=_height;
	m_depth=_depth;
	m_drawMode=GL_LINE;
	m_vao=0;
	setVAO();
	for(int i=0; i<8; ++i)
	{
		std::cout<<&m_vert[i]<<"\n";
	}
}
Example #11
0
void Cell::Initialize()
{
  setVAO();
}
Example #12
0
void TriMesh::initializeVertexGL(const char * vertArrayName, const std::vector<unsigned int>& elementInds,
                                 const char * positionAttrName, const char * normAttrName,
                                 const char * colorAttrName, const char* texCoordAttrName)
{
    unsigned int vertexShaderId = shaderId(vertArrayName);

    if (!vertexShaderId) {
        return;
    }

    // create VBA VBO for rendering ...
    GLuint vertexArray;
    glGenVertexArrays(1, &vertexArray);
    glBindVertexArray(vertexArray);

    // store this vertex array id
    setVAO(vertArrayName, vertexArray);

    // Buffer for element indices
    GlBuffer elementBuffer;
    elementBuffer.bind(GL_ELEMENT_ARRAY_BUFFER);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementInds.size()*sizeof(unsigned int), &elementInds[0], GL_STATIC_DRAW);

    // Position attribute
    GlBuffer positionBuffer;
    positionBuffer.bind(GL_ARRAY_BUFFER);
    glBufferData(GL_ARRAY_BUFFER, m_verts.size() * sizeof(float), &m_verts[0], GL_STATIC_DRAW);
    GLuint positionAttribute = glGetAttribLocation(vertexShaderId, positionAttrName);
    glVertexAttribPointer(positionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(float) * (3), (const GLvoid *) 0);
    glEnableVertexAttribArray(positionAttribute);

    // Normal attribute
    GlBuffer normalBuffer;
    normalBuffer.bind(GL_ARRAY_BUFFER);
    glBufferData(GL_ARRAY_BUFFER, m_normals.size() * sizeof(float), &m_normals[0], GL_STATIC_DRAW);
    GLuint normalAttribute = glGetAttribLocation(vertexShaderId, normAttrName);
    glVertexAttribPointer(normalAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(float) * (3), (const GLvoid *) 0);
    glEnableVertexAttribArray(normalAttribute);

    // Color attribute
    GlBuffer colorBuffer;
    colorBuffer.bind(GL_ARRAY_BUFFER);
    if (!m_colors.empty())
    {
        glBufferData(GL_ARRAY_BUFFER, m_colors.size() * sizeof(float), &m_colors[0], GL_STATIC_DRAW);
    }
    else
    {
        std::vector<float> tmp_colors(m_verts.size(), 1.0f);
        glBufferData(GL_ARRAY_BUFFER, tmp_colors.size() * sizeof(float), &tmp_colors[0], GL_STATIC_DRAW);
    }
    GLuint colorAttribute = glGetAttribLocation(vertexShaderId, colorAttrName);
    glVertexAttribPointer(colorAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(float) * (3), (const GLvoid *) 0);
    glEnableVertexAttribArray(colorAttribute);

    // Texture coordinate
    GLint texcoordsLocation = glGetAttribLocation(vertexShaderId, texCoordAttrName);
    GlBuffer texcoordBuffer;
    if (texcoordsLocation != -1)
    {
        if (m_texcoords.empty())
        {
            glDisableVertexAttribArray(texcoordsLocation);
            glVertexAttrib2f(texcoordsLocation, 0, 0);
        }
        else
        {
            texcoordBuffer.bind(GL_ARRAY_BUFFER);
            glBufferData(GL_ARRAY_BUFFER, m_texcoords.size() * sizeof(float), &m_texcoords[0], GL_STATIC_DRAW);
            glVertexAttribPointer(texcoordsLocation, 2, GL_FLOAT, GL_FALSE, sizeof(float) * (2), (const GLvoid *) 0);
            glEnableVertexAttribArray(texcoordsLocation);
        }
    }
    glBindVertexArray(0);
}
Example #13
0
//----------------------------------------------------------------------------------------------------------------------
void BBox::setDrawMode( GLenum _mode) noexcept
{
  m_drawMode=_mode;
  setVAO();
}