COSC-3P98-Assigment-3/include/render.h

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/*
* Created by Brett Terpstra 6920201 on 20/03/23.
* Copyright (c) Brett Terpstra 2023 All Rights Reserved
*/
#ifndef ASSIGN3_RENDER_H
#define ASSIGN3_RENDER_H
#include <glad/gl.h>
#include <GL/glut.h>
#include <GL/freeglut.h>
#include <util.h>
#include <blt/math/vectors.h>
#include <blt/std/random.h>
#include <camera.h>
#include "blt/std/logging.h"
static void applyTranslation(
float x, float y, float z, float size = 1, float angx = 0, float angy = 0, float angz = 0
) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(x, y, z);
if (size != 1)
glScalef(size, size, size);
if (angx != 0)
glRotatef(angx, 1, 0, 0);
if (angy != 0)
glRotatef(angy, 0, 1, 0);
if (angz != 0)
glRotatef(angz, 0, 0, 1);
}
static void renderCube(float x, float y, float z, float size, float angx, float angy, float angz) {
applyTranslation(x, y, z, size, angx, angy, angz);
const float s = 0.5f;
// modified from http://www.cosc.brocku.ca/Offerings/3P98/course/OpenGL/3P98Examples/OpenGLExamples/orient.c
float p[][3] = {{s, s, s},
{s, -s, s},
{-s, -s, s},
{-s, s, s},
{s, s, -s},
{s, -s, -s},
{-s, -s, -s},
{-s, s, -s}};
int e[][4] = {{0, 3, 2, 1},
{3, 7, 6, 2},
{7, 4, 5, 6},
{4, 0, 1, 5},
{0, 4, 7, 3},
{1, 2, 6, 5}};
glBegin(GL_QUADS);
for (auto& i : e) {
glTexCoord2f(1, 1);
glVertex3fv(p[i[0]]);
glTexCoord2f(1, 0);
glVertex3fv(p[i[1]]);
glTexCoord2f(0, 0);
glVertex3fv(p[i[2]]);
glTexCoord2f(0, 1);
glVertex3fv(p[i[3]]);
}
glEnd();
glPopMatrix();
}
static void renderPlane(float x, float y, float z, float size, float angx, float angy, float angz) {
glDisable(GL_CULL_FACE);
applyTranslation(x, y, z, size, angx, angy, angz);
const float s = 0.5f;
glBegin(GL_QUADS);
glTexCoord2f(1, 1);
glVertex3f(s, s, 0);
glTexCoord2f(1, 0);
glVertex3f(s, -s, 0);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, 0);
glTexCoord2f(0, 1);
glVertex3f(-s, s, 0);
glEnd();
glPopMatrix();
glEnable(GL_CULL_FACE);
}
#endif //ASSIGN3_RENDER_H