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Primitives.h
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168 lines (143 loc) · 5.36 KB
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#pragma once
#include<glew.h>
#include<glfw3.h>
#include<vector>
#include"Vertex.h"
class Primitive
{
private:
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
public:
Primitive() {}
virtual ~Primitive() {}
//Functions
void set(const Vertex* vertices,
const unsigned nrOfVertices,
const GLuint* indices,
const unsigned nrOfIndices)
{
for (size_t i = 0; i < nrOfVertices; i++)
{
this->vertices.push_back(vertices[i]);
}
for (size_t i = 0; i < nrOfIndices; i++)
{
this->indices.push_back(indices[i]);
}
}
inline Vertex* getVertices() { return this->vertices.data(); }
inline GLuint* getIndices() { return this->indices.data(); }
inline const unsigned getNrOfVertices() { return this->vertices.size(); }
inline const unsigned getNrOfIndices() { return this->indices.size(); }
};
class Triangle : public Primitive
{
public:
Triangle()
: Primitive()
{
Vertex vertices[] =
{
//Position //Color //Texcoords //Normals
glm::vec3(0.f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.5f, 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.f, 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.f, 0.f), glm::vec3(0.f, 0.f, 1.f),
};
unsigned nrOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] =
{
0, 1, 2 //Triangle 1
};
unsigned nrOfIndices = sizeof(indices) / sizeof(GLuint);
this->set(vertices, nrOfVertices, indices, nrOfIndices);
}
};
class Quad : public Primitive
{
public:
Quad()
: Primitive()
{
Vertex vertices[] =
{
//Position //Color //Texcoords //Normals
glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 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.f, 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.f, 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 nrOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] =
{
0, 1, 2, //Triangle 1
0, 2, 3 //Triangle 2
};
unsigned nrOfIndices = sizeof(indices) / sizeof(GLuint);
this->set(vertices, nrOfVertices, indices, nrOfIndices);
}
};
class Pyramid : public Primitive
{
public:
Pyramid()
: Primitive()
{
Vertex vertices[] =
{
//Position //Color //Texcoords //Normals
//Triangle front
glm::vec3(0.f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.5f, 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.f, 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.f, 0.f), glm::vec3(0.f, 0.f, 1.f),
//Triangle left
glm::vec3(0.f, 0.5f, 0.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.5f, 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(0.f, 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.f, 0.f), glm::vec3(-1.f, 0.f, 0.f),
//Triangle back
glm::vec3(0.f, 0.5f, 0.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.5f, 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(0.f, 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.f, 0.f), glm::vec3(0.f, 0.f, -1.f),
//Triangles right
glm::vec3(0.f, 0.5f, 0.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.5f, 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(0.f, 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.f, 0.f), glm::vec3(1.f, 0.f, 0.f),
};
unsigned nrOfVertices = sizeof(vertices) / sizeof(Vertex);
this->set(vertices, nrOfVertices, nullptr, 0);
}
};
class Cube : public Primitive
{
public:
Cube()
: Primitive()
{
Vertex vertices[] =
{
//Position //Color //Texcoords //Normals
glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 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.f, 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.f, 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),
glm::vec3(0.5f, 0.5f, -0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 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.f, 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.f, 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)
};
unsigned nrOfVertices = sizeof(vertices) / sizeof(Vertex);
GLuint indices[] =
{
0, 1, 2,
0, 2, 3,
7, 6, 1,
7, 1, 0,
4, 5, 6,
4, 6, 7,
3, 2, 5,
3, 5, 4
};
unsigned nrOfIndices = sizeof(indices) / sizeof(GLuint);
this->set(vertices, nrOfVertices, indices, nrOfIndices);
}
};