#include "ColorCube.h" glm::vec3 computeNormal(glm::vec3 p1, glm::vec3 p2, glm::vec3 p3) { glm::vec3 v1 = p2 - p1; glm::vec3 v2 = p3 - p1; return glm::normalize(glm::cross(v1, v2)); } void ColorCube::iboSetup() { std::vector cube_vertices = { { -1.0, -1.0, 1.0}, { 1.0, -1.0, 1.0}, { 1.0, 1.0, 1.0}, { -1.0, 1.0, 1.0}, { -1.0, -1.0, -1.0}, { 1.0, -1.0, -1.0}, { 1.0, 1.0, -1.0}, { -1.0, 1.0, -1.0} }; GLfloat cube_colors[] = { // front colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, // back colors 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, }; GLushort cube_elements[] = { 0, 1, 2, 2, 3, 0, 1, 5, 6, 6, 2, 1, 7, 6, 5, 5, 4, 7, 4, 0, 3, 3, 7, 4, 4, 5, 1, 1, 0, 4, 3, 2, 6, 6, 7, 3, }; glGenVertexArrays(1, &_vaoHandle); glBindVertexArray(_vaoHandle); glGenBuffers(1, &_vbo_vertices); glBindBuffer(GL_ARRAY_BUFFER, _vbo_vertices); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_vertices.size() * 3, cube_vertices.data(), GL_STATIC_DRAW); glVertexAttribPointer( 0, //attr number = 0 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnableVertexAttribArray(0); //attr number = 0 glGenBuffers(1, &_vbo_colors); glBindBuffer(GL_ARRAY_BUFFER, _vbo_colors); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 24, cube_colors, GL_STATIC_DRAW); glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnableVertexAttribArray(1); glGenBuffers(1, &_iboHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iboHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_elements), cube_elements, GL_STATIC_DRAW); glBindVertexArray(0); } void ColorCube::vaoSetup() { std::vector cube_vertices = { { -1.0, -1.0, 1.0}, { 1.0, -1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 1.0, 1.0}, { -1.0, 1.0, 1.0}, { -1.0, -1.0, 1.0}, { 1.0, -1.0, 1.0}, { 1.0, -1.0, -1.0}, { 1.0, 1.0, -1.0}, { 1.0, 1.0, -1.0}, { 1.0, 1.0, 1.0}, { 1.0, -1.0, 1.0}, { -1.0, 1.0, -1.0}, { 1.0, 1.0, -1.0}, { 1.0, -1.0, -1.0}, { 1.0, -1.0, -1.0}, { -1.0, -1.0, -1.0}, { -1.0, 1.0, -1.0}, { -1.0, -1.0, -1.0}, { -1.0, -1.0, 1.0}, { -1.0, 1.0, 1.0}, { -1.0, 1.0, 1.0}, { -1.0, 1.0, -1.0}, { -1.0, -1.0, -1.0}, { -1.0, -1.0, -1.0}, { 1.0, -1.0, -1.0}, { 1.0, -1.0, 1.0}, { 1.0, -1.0, 1.0}, { -1.0, -1.0, 1.0}, { -1.0, -1.0, -1.0}, { -1.0, 1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 1.0, -1.0}, { 1.0, 1.0, -1.0}, { -1.0, 1.0, -1.0}, { -1.0, 1.0, 1.0} }; std::vector cube_colors = { 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 }; std::vector cube_normals; for (int i = 0; i < cube_vertices.size() - 2; i += 3) { glm::vec3 norm = computeNormal( cube_vertices[i], cube_vertices[i + 1], cube_vertices[i + 2]); cube_normals.push_back(norm); cube_normals.push_back(norm); cube_normals.push_back(norm); } glGenVertexArrays(1, &_vaoHandle); glBindVertexArray(_vaoHandle); glGenBuffers(1, &_vbo_vertices); glBindBuffer(GL_ARRAY_BUFFER, _vbo_vertices); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_vertices.size() * 3, cube_vertices.data(), GL_STATIC_DRAW); glVertexAttribPointer( 0, //attr number = 0 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnableVertexAttribArray(0); //attr number = 0 glGenBuffers(1, &_vbo_normals); glBindBuffer(GL_ARRAY_BUFFER, _vbo_normals); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_normals.size() * 3, cube_normals.data(), GL_STATIC_DRAW); glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnableVertexAttribArray(1); glGenBuffers(1, &_vbo_colors); glBindBuffer(GL_ARRAY_BUFFER, _vbo_colors); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * cube_colors.size(), cube_colors.data(), GL_STATIC_DRAW); glVertexAttribPointer( 2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnableVertexAttribArray(2); glBindVertexArray(0); } ColorCube::ColorCube(bool usingIBO) { ibo_used = usingIBO; if (usingIBO) iboSetup(); else vaoSetup(); } void ColorCube::draw(ShaderProgram *shader, glm::mat4x4 proj_matrix, glm::mat4x4 view_matrix) { _model.glPushMatrix(); effectTransformations(); glBindVertexArray(_vaoHandle); glm::mat4 mvpMatrix = proj_matrix * view_matrix * _model.getMatrix(); glUniformMatrix4fv(shader->uniform("mvp"), 1, GL_FALSE, glm::value_ptr(mvpMatrix)); glm::mat4 modelview = view_matrix * _model.getMatrix(); _model.glPopMatrix(); glUniform4fv(shader->uniform("LightLocation"), 1, glm::value_ptr(view_matrix * glm::vec4(50, 50, 50, 1))); glUniformMatrix4fv(shader->uniform("ModelViewMatrix"), 1, GL_FALSE, glm::value_ptr(modelview)); glm::mat4 inverseModelView = glm::inverse(modelview); glm::mat3 normalMatrix = glm::mat3(glm::transpose(inverseModelView)); glUniformMatrix3fv(shader->uniform("NormalMatrix"), 1, GL_FALSE, glm::value_ptr(normalMatrix)); if (ibo_used) { int size; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0); } else glDrawArrays(GL_TRIANGLES, 0, 36); } DrawableType ColorCube::getType() { return DrawableType::COLOR_CUBE; } ColorCube::~ColorCube() { }