Files
Blocks3D/Renderer.cpp

241 lines
7.8 KiB
C++

#include "Renderer.h"
#include <G3DAll.h>
float _bevelSize = 0.07F;
std::vector<Vector3> _debugUniqueVertices;
std::vector<GLfloat> _vertices;
std::vector<GLfloat> _normals;
std::vector<GLushort> _indices;
Color3 color;
void addVertex(const Vector3& vertexPos,const Color3& color)
{
_vertices.push_back(vertexPos.x);
_vertices.push_back(vertexPos.y);
_vertices.push_back(vertexPos.z);
_vertices.push_back(color.r);
_vertices.push_back(color.g);
_vertices.push_back(color.b);
}
void addNormals(const Vector3& normal)
{
for (unsigned int i=0;i<3;i+=1) {
_normals.push_back(normal.x);
_normals.push_back(normal.y);
_normals.push_back(normal.z);
}
}
void addSingularNormal(const Vector3& normal)
{
_normals.push_back(normal.x);
_normals.push_back(normal.y);
_normals.push_back(normal.z);
}
void addTriangle(const Vector3& v1, const Vector3& v2, const Vector3& v3)
{
addVertex(v1,color);
addVertex(v2,color);
addVertex(v3,color);
//addNormals(cross(v2-v1,v3-v1).direction());
addSingularNormal(cross(v2-v1,v3-v1).direction());
addSingularNormal(cross(v3-v2,v1-v2).direction());
addSingularNormal(cross(v1-v3,v2-v3).direction());
}
void addQuad(const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& v4)
{
addTriangle(v1, v2, v3);
addTriangle(v1, v3, v4);
}
void makeFace(int vertex1,int vertex2, int vertex3)
{
addTriangle(Vector3(_vertices[vertex1],_vertices[vertex1+1],_vertices[vertex1+2]),
Vector3(_vertices[vertex2],_vertices[vertex2+1],_vertices[vertex2+2]),
Vector3(_vertices[vertex3],_vertices[vertex3+1],_vertices[vertex3+2]));
}
void renderBlock(const Vector3& renderSize)
{
addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,renderSize.z),
Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,renderSize.z),
Vector3(renderSize.x-_bevelSize,-renderSize.y+_bevelSize,renderSize.z)
);
addTriangle(Vector3(-renderSize.x+_bevelSize,renderSize.y-_bevelSize,renderSize.z),
Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,renderSize.z),
Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,renderSize.z)
);
// Top
addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y,renderSize.z-_bevelSize),
Vector3(renderSize.x-_bevelSize,renderSize.y,-renderSize.z+_bevelSize),
Vector3(-renderSize.x+_bevelSize,renderSize.y,renderSize.z-_bevelSize)
);
addTriangle(Vector3(-renderSize.x+_bevelSize,renderSize.y,renderSize.z-_bevelSize),
Vector3(renderSize.x-_bevelSize,renderSize.y,-renderSize.z+_bevelSize),
Vector3(-renderSize.x+_bevelSize,renderSize.y,-renderSize.z+_bevelSize)
);
// Back
addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,-renderSize.z),
Vector3(renderSize.x-_bevelSize,-renderSize.y+_bevelSize,-renderSize.z),
Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,-renderSize.z)
);
addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,-renderSize.z),
Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,-renderSize.z),
Vector3(-renderSize.x+_bevelSize,renderSize.y-_bevelSize,-renderSize.z)
);
// Bottom
addTriangle(Vector3(renderSize.x-_bevelSize,-renderSize.y,-renderSize.z+_bevelSize),
Vector3(renderSize.x-_bevelSize,-renderSize.y,renderSize.z-_bevelSize),
Vector3(-renderSize.x+_bevelSize,-renderSize.y,renderSize.z-_bevelSize)
);
addTriangle(Vector3(-renderSize.x+_bevelSize,-renderSize.y,renderSize.z-_bevelSize),
Vector3(-renderSize.x+_bevelSize,-renderSize.y,-renderSize.z+_bevelSize),
Vector3(renderSize.x-_bevelSize,-renderSize.y,-renderSize.z+_bevelSize)
);
// Left
addTriangle(Vector3(-renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize),
Vector3(-renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize),
Vector3(-renderSize.x,renderSize.y-_bevelSize,renderSize.z-_bevelSize)
);
addTriangle(Vector3(-renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize),
Vector3(-renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize),
Vector3(-renderSize.x,-renderSize.y+_bevelSize,-renderSize.z+_bevelSize)
);
// Right
addTriangle(Vector3(renderSize.x,renderSize.y-_bevelSize,renderSize.z-_bevelSize),
Vector3(renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize),
Vector3(renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize)
);
addTriangle(Vector3(renderSize.x,-renderSize.y+_bevelSize,-renderSize.z+_bevelSize),
Vector3(renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize),
Vector3(renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize)
);
// Bevel Top Front
makeFace(0,36,48);
makeFace(48,18,0);
// Bevel Left Front Corner
makeFace(18,156,162);
makeFace(24,18,162);
// Bevel Left Front Top Corner
makeFace(48,156,18);
// Bevel Left Front Bottom Corner
makeFace(120,6,150);
// Bevel Left Top
makeFace(48,66,156);
makeFace(144,156,66);
// Bevel Bottom
makeFace(6,120,114);
makeFace(114,12,6);
// Left Bottom
makeFace(120,150,174);
makeFace(174,132,120);
// Right Front Top Corner
makeFace(36,0,180);
// Right Front Corner
makeFace(180,0,12);
makeFace(186,180,12);
// Right Front Bottom Corner
makeFace(186,12,114);
// Right Bottom
makeFace(186,114,108);
makeFace(108,198,186);
// Right Top Corner
makeFace(180,192,36);
makeFace(192,42,36);
// Right Back Top Corner
makeFace(72,42,192);
// Right Back Bottom Corner
makeFace(78,198,108);
// Right Back Corner
makeFace(72,192,198);
makeFace(198,78,72);
// Back Bottom Corner
makeFace(78,108,132);
makeFace(132,84,78);
// Back Top
makeFace(42,72,102);
makeFace(102,66,42);
// Back Left Top Corner
makeFace(144,66,102);
// Back Left Corner
makeFace(144,102,84);
makeFace(84,174,144);
// Back Left Bottom Corner
makeFace(174,84,132);
for (unsigned short i=0;i<_vertices.size()/6;i++) {
_indices.push_back(i);
}
glVertexPointer(3, GL_FLOAT,6 * sizeof(GLfloat), &_vertices[0]);
glColorPointer(3, GL_FLOAT,6 * sizeof(GLfloat), &_vertices[3]);
glNormalPointer(GL_FLOAT,3 * sizeof(GLfloat), &_normals[0]);
glDrawElements(GL_TRIANGLES, _indices.size(), GL_UNSIGNED_SHORT, &_indices[0]);
_vertices.clear();
_indices.clear();
_normals.clear();
}
const float square_arr[] = {-0.125F,-0.125F,
-0.125F, 0.125F,
0.125F, 0.125F,
0.125F,-0.125F};
void renderShape(const Enum::Shape::Value& shape, const Vector3& size, const Color3& ncolor)
{
color = ncolor;
switch(shape)
{
case Enum::Shape::Block:
renderBlock(size);
break;
case Enum::Shape::Ball:
glColor(ncolor);
glScalef(size.x, size.y, size.z);
gluSphere(gluNewQuadric(), 1, 20, 20);
break;
default:
glColor(ncolor);
glPushMatrix();
glScalef(size.x, size.y, size.z);
glRotatef(90, 0, 1, 0);
glTranslatef(0,0,1);
gluDisk(gluNewQuadric(), 0, 1, 12, 12);
glTranslatef(0,0,-2);
gluCylinder(gluNewQuadric(), 1, 1, 2, 12, 1);
glRotatef(180, 1, 0, 0);
gluDisk(gluNewQuadric(), 0, 1, 12, 12);
glPopMatrix();
/*Plusses, can possibly integrate into cylinder code later on*/
glVertexPointer(2, GL_FLOAT,0, square_arr);
glColor3f(127,127,127);
glPushMatrix();
glRotatef(90,0,1,0);
glTranslatef(0,0,-(size.z+0.001F));
glScalef(0.75,0.75,0.75);
glScalef(size.x*8,1,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glScalef(1/(size.x*8),size.x*8,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glPopMatrix();
glPushMatrix();
glRotatef(-90,0,1,0);
glTranslatef(0,0,-(size.z+0.001F));
glScalef(0.75,0.75,0.75);
glScalef(size.x*8,1,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glScalef(1/(size.x*8),size.x*8,1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glPopMatrix();
}
}