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Primitive.h
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Primitive.h
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#pragma once
#include<glew.h>
#include<glfw3.h>
#include<vector>
#include "Vertex.h"
using namespace std;
class Primitive {
private:
vector<Vertex> verticies;
vector<GLuint> indices;
public:
Primitive() {
}
virtual ~Primitive() {}
// Function
void set(const Vertex* vertices,
const unsigned numOfVertices,
const GLuint* indices,
const unsigned numOfIndices) {
for (size_t i = 0; i < numOfVertices; i++) {
this->verticies.push_back(vertices[i]);
}
for (size_t i = 0; i < numOfIndices; i++) {
this->indices.push_back(indices[i]);
}
}
inline Vertex* getVertices() { return this->verticies.data();}
inline GLuint* getIndices() { return this->indices.data(); }
inline const unsigned getNumOfVertices() { return this->verticies.size(); }
inline const unsigned getNumOfIndices() { return this->indices.size(); }
};
class Cube : public Primitive {
public:
Cube() : Primitive() {
Vertex vertices[] =
{
// Position // Color // Textcoord // Normal
// Front
glm::vec3(-0.5f,0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(-0.5f,0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,0.5f,0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,0.f,1.f),
// Left
glm::vec3(-0.5f,0.5f,-0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,0.5f,-0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,0.5f,0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(-1.f,0.f,0.f),
// Right
glm::vec3(0.5f,0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,0.5f,-0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(1.f,0.f,0.f),
// Back
glm::vec3(0.5f,0.5f,-0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(0.5f,0.5f,-0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(-0.5f,0.5f,-0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,0.f,-1.f),
//// Top
glm::vec3(0.5f,0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,1.f,0.f),
glm::vec3(0.5f,0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,1.f,0.f),
glm::vec3(-0.5f,0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,1.f,0.f),
glm::vec3(0.5f,0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,1.f,0.f),
glm::vec3(-0.5f,0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,1.f,0.f),
glm::vec3(-0.5f,0.5f,0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,1.f,0.f),
// Bottom
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,-1.f,0.f)
};
unsigned numOfVertices = sizeof(vertices) / sizeof(Vertex);
this->set(vertices, numOfVertices, nullptr, 0);
}
};
class Pyramid : public Primitive {
public:
Pyramid() : Primitive() {
Vertex vertices[] =
{
// Position // Color // Textcoord // Normal
// Front
glm::vec3(0.f,0.5f,0.f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,1.f),
// Left
glm::vec3(0.f,0.5f,0.f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(-1.f,0.f,0.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(-1.f,0.f,0.f),
// Back
glm::vec3(0.f,0.5f,0.f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,0.f,-1.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,-1.f),
// Right
glm::vec3(0.f,0.5f,0.f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,-0.5f, 0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(1.f,0.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(1.f,0.f,0.f),
// Bottom
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(-0.5f,-0.5f,-0.5f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(0.5f,-0.5f,-0.5f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,-1.f,0.f),
glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,-1.f,0.f)
};
unsigned numOfVertices = sizeof(vertices) / sizeof(Vertex);
this->set(vertices, numOfVertices, nullptr, 0);
}
};
class Quad : public Primitive {
public:
Quad() : Primitive() {
Vertex vertices[] =
{
// Position // Color // Textcoord // Normal
glm::vec3(-0.5f,0.5f,0.f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(-0.5f,-0.5f,0.f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,-0.5f,0.f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,0.5f,0.f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,0.f,1.f)
};
unsigned numOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] =
{
0, 1, 2,
0, 2, 3
};
unsigned numOfIndices = sizeof(indices) / sizeof(GLuint);
this->set(vertices, numOfVertices, indices, numOfIndices);
}
};
class Triangle : public Primitive {
public:
Triangle() : Primitive() {
Vertex vertices[] =
{
// Position // Color // Textcoord // Normal
glm::vec3(-0.5f,0.6f,0.f), glm::vec3(1.f,0.f,0.f), glm::vec2(0.0f,1.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(-0.5f,-0.6f,0.f), glm::vec3(0.f,1.f,0.f), glm::vec2(0.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,-0.6f,0.f), glm::vec3(0.f,0.f,1.f), glm::vec2(1.0f,0.f), glm::vec3(0.f,0.f,1.f),
glm::vec3(0.5f,0.6f,0.f), glm::vec3(1.f,1.f,0.f), glm::vec2(1.f,1.f), glm::vec3(0.f,0.f,1.f)
};
unsigned numOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] =
{
0, 1, 2
};
unsigned numOfIndices = sizeof(indices) / sizeof(GLuint);
this->set(vertices, numOfVertices, indices, numOfIndices);
}
};