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DrawManager.cpp
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DrawManager.cpp
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// @ File Name : DrawManager.cpp
// @ Unit : ICT207
// @ Author : Johanna Wald
//
// 02/11/2013 Johanna Wald, added some Push/Pop Attribues
#include "DrawManager.h"
#include <GL/glut.h>
#include <GL/freeglut.h>
#include "CollisionDetection.h"
#include "BoundingBox.h"
#include "Vector3D.h"
#include <iostream>
void DrawManager::RenderString(const float x, const float y, void *font, const char* str, const unsigned r, const unsigned g, const unsigned b) const
{
glPushAttrib(GL_CURRENT_BIT);
glBindTexture(GL_TEXTURE_2D, -1);
glDisable(GL_LIGHTING);
glColor3f(r,g,b);
glRasterPos2f(x, y);
glutBitmapString(font, (const unsigned char*) str);
glEnable(GL_LIGHTING);
glPopAttrib();
}
void DrawManager::DrawStairs(const float pStairWidth, const float pStairHeight, const float pStairDepth, const float pNumSteps) const
{
mStairs.DrawStairs(pStairWidth, pStairHeight, pStairDepth, pNumSteps);
}
void DrawManager::DrawRect(const GLint pTexture,
const float TexCoordX, const float TexCoordY,
const Vector3D& pPosition,
const Vector3D& pSize) const
{
//pSize.x = width
//pSize.y = height
//pSize.z = depth
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, pTexture);
if (pSize.x <= 10 && pSize.x >= 0)
{
glBegin(GL_QUADS);
glTexCoord2f(TexCoordX, TexCoordY); glVertex3f(pPosition.x, pPosition.y, pPosition.z);
glTexCoord2f (0.0, TexCoordY); glVertex3f(pPosition.x, pPosition.y, pPosition.z+pSize.z);
glTexCoord2f (0.0, 0.0); glVertex3f(pPosition.x, pPosition.y + pSize.y, pPosition.z+pSize.z);
glTexCoord2f (TexCoordX, 0.0); glVertex3f(pPosition.x, pPosition.y + pSize.y, pPosition.z);
glEnd();
}
else if (pSize.y <= 10 && pSize.y >= 0)
{
glBegin(GL_QUADS);
glTexCoord2f (0.0, 0.0); glVertex3f(pPosition.x, pPosition.y, pPosition.z);
glTexCoord2f (0.0, TexCoordY); glVertex3f(pPosition.x, pPosition.y, pPosition.z + pSize.z);
glTexCoord2f (TexCoordX, TexCoordY); glVertex3f(pPosition.x + pSize.x, pPosition.y, pPosition.z + pSize.z);
glTexCoord2f (TexCoordX, 0.0); glVertex3f(pPosition.x + pSize.x, pPosition.y, pPosition.z);
glEnd();
}
else if (pSize.z <= 10)
{
glBegin(GL_QUADS);
glTexCoord2f (TexCoordX, TexCoordY); glVertex3f(pPosition.x, pPosition.y, pPosition.z);
glTexCoord2f (0.0, TexCoordY); glVertex3f(pPosition.x + pSize.x, pPosition.y, pPosition.z);
glTexCoord2f (0.0, 0.0); glVertex3f(pPosition.x + pSize.x, pPosition.y + pSize.y, pPosition.z);
glTexCoord2f (TexCoordX, 0.0); glVertex3f(pPosition.x, pPosition.y + pSize.y, pPosition.z);
glEnd();
}
glBindTexture(GL_TEXTURE_2D, -1);
glPopMatrix();
}
void DrawManager::DrawRect(const GLint pTexture,
const float TexCoordX, const float TexCoordY,
const Vector3D& pPosition,
const GLdouble pWidth, const GLdouble pHeight,
const Vector3D& pAngle) const
{
glPushMatrix();
glTranslatef(pPosition.x, pPosition.y, pPosition.z);
glRotatef(pAngle.x,1,0,0);
glRotatef(pAngle.y,0,1,0);
glRotatef(pAngle.z,0,0,1);
glTranslatef(-pPosition.x, -pPosition.y, -pPosition.z);
glPopMatrix();
}
void DrawManager::DrawCube(const GLint pTexture,
const float pTexCoordX, const float pTexCoordY,
const Vector3D& pPosition,
const GLdouble pWidth, const GLdouble pHeight, const GLdouble pDepth) const
{
glPushMatrix();
glPushAttrib(GL_CURRENT_BIT);
glBindTexture(GL_TEXTURE_2D, -1);
DrawRect(pTexture, pTexCoordX, pTexCoordY, pPosition, pDepth, pHeight, Vector3D(0, 90, 0));
glTranslatef(pWidth,0,-pDepth);
DrawRect(pTexture, pTexCoordX, pTexCoordY, pPosition, pDepth, pHeight, Vector3D(0, 270, 0));
glTranslatef(-pWidth,0,pDepth);
DrawRect(pTexture, pTexCoordX, pTexCoordY, pPosition, pWidth, pDepth, Vector3D(-90, 0, 0));
glTranslatef(0,pHeight,0);
DrawRect(pTexture, pTexCoordX, pTexCoordY, pPosition, pWidth, pDepth, Vector3D(-90, 0, 0));
glTranslatef(0,-pHeight,0);
glPopAttrib();
glPopMatrix();
}
void DrawManager::DrawCollisionCube(CollisionDetection* collision, const GLint pTexture,
const float pTexCoordX, const float pTexCoordY, const Vector3D& pPosition, const Vector3D& pSize) const
{
glPushMatrix();
DrawCube(pTexture, pTexCoordX, pTexCoordY, pPosition, pSize.x, pSize.y, pSize.z);
Vector3D position = pPosition;
position.z -= pSize.z;
Vector3D size(pPosition.x+pSize.x, pPosition.y+pSize.y, pPosition.z);
collision->AddCollisionBox(position, size);
glPopAttrib();
}
void DrawManager::DrawCollisionRect(CollisionDetection* collision, const GLint pTexture,
const float pTexCoordX, const float pTexCoordY,
const Vector3D& pPosition,
const Vector3D& pSize) const
{
glPushMatrix();
DrawRect(pTexture, pTexCoordX, pTexCoordY, pPosition, pSize);
float width = pSize.x;
float height = pSize.y;
float depth = pSize.z;
if (width==0)
width=10;
if (height==0)
height=10;
if (depth==0)
depth=10;
collision->AddCollisionBox(Vector3D(pPosition.x, pPosition.y, pPosition.z), Vector3D(pPosition.x+width, pPosition.y+height, pPosition.z+depth));
glPopAttrib();
}
void DrawManager::DrawCollisionBoxColored(const BoundingBox& pBoundingBox) const
{
glBegin(GL_QUADS);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glEnd();
glBegin(GL_QUADS);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMin().z);
glEnd();
glBegin(GL_QUADS);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMin().z);
glEnd();
}
void DrawManager::DrawCollisionBox(const BoundingBox& pBoundingBox) const
{
glBegin(GL_LINE_LOOP);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMin().z);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMax().y,pBoundingBox.GetMin().z);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMax().z);
glVertex3f(pBoundingBox.GetMin().x,pBoundingBox.GetMin().y,pBoundingBox.GetMin().z);
glVertex3f(pBoundingBox.GetMax().x,pBoundingBox.GetMin().y,pBoundingBox.GetMin().z);
glEnd();
}
void DrawManager::RenderBitmapString(const float x, const float y, const float z, void *pFont, const char *pString) const
{
const char *c;
glRasterPos3f(x, y, z);
for (c=pString; *c != '\0'; c++)
{
glutBitmapCharacter(pFont, *c);
}
}
void DrawManager::RenderStrokeFontString(const float x, const float y, const float z, void *pFont, const char *pString) const
{
const char *c;
glPushMatrix();
glTranslatef(x, y, z);
glScalef(0.002f, 0.002f, 0.002f);
for(c=pString; *c != '\0'; c++)
{
glutStrokeCharacter(pFont, *c);
}
glPopMatrix();
}
void DrawManager::SetOrthographicProjection() const
{
// switch to projection mode
glMatrixMode(GL_PROJECTION);
// save previous matrix which contains the
//settings for the perspective projection
glPushMatrix();
// reset matrix
glLoadIdentity();
// set a 2D orthographic projection
gluOrtho2D(0, GLUT_WINDOW_WIDTH, GLUT_WINDOW_HEIGHT, 0);
// switch back to modelview mode
glMatrixMode(GL_MODELVIEW);
}
void DrawManager::RestorePerspectiveProjection() const
{
glMatrixMode(GL_PROJECTION);
// restore previous projection matrix
glPopMatrix();
// get back to modelview mode
glMatrixMode(GL_MODELVIEW);
}