X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fbox.cpp;fp=source%2Fbox.cpp;h=3d6f15fdc6f422e3259088de7a599b8eba6ba762;hb=bbfb79181f716736df413f463b55825866400ed8;hp=0000000000000000000000000000000000000000;hpb=f9b2b3330ad7234721ad3f971a7cbc0226a017d7;p=libs%2Fgl.git diff --git a/source/box.cpp b/source/box.cpp new file mode 100644 index 00000000..3d6f15fd --- /dev/null +++ b/source/box.cpp @@ -0,0 +1,74 @@ +/* $Id$ + +This file is part of libmspgl +Copyright © 2011 Mikko Rasa, Mikkosoft Productions +Distributed under the LGPL +*/ + +#include +#include "box.h" +#include "primitivebuilder.h" + +using namespace std; + +namespace Msp { +namespace GL { + +BoxBuilder::BoxBuilder(float w, float h, float d): + origin(-w/2, -h/2, -d/2), + span(w, h, d) +{ } + +BoxBuilder::BoxBuilder(const Vector3 &o, const Vector3 &s): + origin(o), + span(s) +{ } + +void BoxBuilder::build(PrimitiveBuilder &builder) const +{ + builder.normal(1, 0, 0); + build_face(builder, Vector3(origin.x+span.x, origin.y, origin.z), Vector3(0, span.y, 0), Vector3(0, 0, span.z)); + builder.normal(0, 1, 0); + build_face(builder, Vector3(origin.x+span.x, origin.y+span.y, origin.z), Vector3(-span.x, 0, 0), Vector3(0, 0, span.z)); + builder.normal(-1, 0, 0); + build_face(builder, Vector3(origin.x, origin.y+span.y, origin.z), Vector3(0, -span.y, 0), Vector3(0, 0, span.z)); + builder.normal(0, -1, 0); + build_face(builder, origin, Vector3(span.x, 0, 0), Vector3(0, 0, span.z)); + builder.normal(0, 0, 1); + build_face(builder, Vector3(origin.x, origin.y, origin.z+span.z), Vector3(span.x, 0, 0), Vector3(0, span.y, 0)); + builder.normal(0, 0, -1); + build_face(builder, Vector3(origin.x+span.x, origin.y, origin.z), Vector3(-span.x, 0, 0), Vector3(0, span.y, 0)); +} + +void BoxBuilder::build_face(PrimitiveBuilder &builder, const Vector3 &o, const Vector3 &s1, const Vector3 &s2) const +{ + if(tangent_attr>=0) + { + builder.attrib(tangent_attr, s1.x, s1.y, s1.z); + builder.attrib(binormal_attr, s2.x, s2.y, s2.z); + } + float u_size = 1; + float v_size = 1; + if(tex_fit!=STRETCH) + { + float l1 = sqrt(s1.x*s1.x+s1.y*s1.y+s1.z*s1.z); + float l2 = sqrt(s2.x*s2.x+s2.y*s2.y+s2.z*s2.z); + if((l1