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Cube.hpp
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Cube.hpp
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#ifndef CUBE_HPP_
#define CUBE_HPP_
#include "AObject.hpp"
#include "Texture.hh"
#include "Geometry.hh"
class Cube : public AObject
{
private:
gdl::Texture _texture;
gdl::Geometry _geometry;
float _speed;
public:
Cube() {}
virtual ~Cube() { }
virtual bool initialize()
{
_speed = 10.0f;
if (_texture.load("./img/brique.tga") == false)
return (false);
// back side
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// front side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// left side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// right side
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// up side
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// down side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
_geometry.build();
this->translate(glm::vec3(0, 0, 1) * 1.0f);
this->translate(glm::vec3(1, 0, 0) * 1.0f);
return (true);
}
virtual void update(gdl::Clock const &clock, gdl::Input &input)
{
static_cast<void>(clock);
static_cast<void>(input);
}
virtual void draw(gdl::AShader &shader, gdl::Clock const &clock)
{
static_cast<void>(clock);
_texture.bind();
_geometry.draw(shader, getTransformation(), GL_QUADS);
}
virtual char getLetter() const
{
return _letter;
}
};
#endif