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glmodel.h
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/*
Ŕâňîđ(ń): Ńŕííčęîâ, Ęóëĺá˙ęčí, Ńňóďŕę č Ďŕđőîěĺíęî
Íŕçâŕíčĺ ęîěŕíäű: AGRAGE
e-mail: [email protected]
*/
#if ! defined(_GLMODEL_VILLAGE_)
#define _GLMODEL_VILLAGE_
#pragma once
// ęëŕńń ďî âűâîäó ěîäĺëĺé íĺďîńđĺäńňâĺííî
class xModel {
public:
static void DrawHouse(const LPGLVECTOR3& pos, const LPGLVECTOR3& size, GLuint thigh, GLuint tlow) {
GLfloat h = size->y + size->y;
const GLfloat tarr_a[4][2] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f} };
const GLfloat tarr_b[4][2] = { {0.0f, 0.0f}, {0.0f, 2.0f}, {2.0f, 0.0f}, {2.0f, 2.0f} };
xTextura::Set(thigh);
glBegin(GL_TRIANGLE_STRIP); // ęđűřŕ
glTexCoord2f(0.0f, 0.0f);// ďĺđĺäíč˙ ńňîđîíŕ
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_a[1]);
glVertex3f(pos->x, pos->y + h, pos->z + size->z);
glTexCoord2fv(tarr_a[2]);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[0]);// ëĺâŕ˙ ńňîđîíŕ
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[2]);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[1]);
glVertex3f(pos->x, pos->y + h, pos->z + size->z);
glTexCoord2fv(tarr_b[3]);
glVertex3f(pos->x, pos->y + h, pos->z - size->z);
glTexCoord2f(0.0f, 0.0f);// çŕäí˙˙ ńňîđîíŕ
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(pos->x , pos->y + h, pos->z - size->z);
glTexCoord2fv(tarr_a[1]);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_a[2]);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[0]);// ďđŕâŕ˙ ńňîđîíŕ
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[1]);
glVertex3f(pos->x, pos->y + h, pos->z - size->z);
glTexCoord2fv(tarr_b[2]);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[3]);
glVertex3f(pos->x, pos->y + h, pos->z + size->z);
glEnd();
xTextura::Set(tlow);
glBegin(GL_TRIANGLE_STRIP); // äîě
glTexCoord2fv(tarr_b[0]); // ďĺđĺäíč˙ ńňîđîíŕ
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[1]);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[2]);
glVertex3f(pos->x + size->x, pos->y - size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[3]);
glVertex3f(pos->x - size->x, pos->y - size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[0]);// ëĺâŕ˙ ńňîđîíŕ
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(pos->x - size->x, pos->y - size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[1]);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[2]);
glVertex3f(pos->x - size->x, pos->y - size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[3]);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[0]); // çŕäí˙˙ ńňîđîíŕ
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(pos->x - size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[1]);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[2]);
glVertex3f(pos->x - size->x, pos->y - size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[3]);
glVertex3f(pos->x + size->x, pos->y - size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[0]);// ďđŕâŕ˙ ńňîđîíŕ
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(pos->x + size->x, pos->y - size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[1]);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z - size->z);
glTexCoord2fv(tarr_b[2]);
glVertex3f(pos->x + size->x, pos->y - size->y, pos->z + size->z);
glTexCoord2fv(tarr_b[3]);
glVertex3f(pos->x + size->x, pos->y + size->y, pos->z + size->z);
glEnd();
}
/////////////////////////////////////////////////////////////////////////////////////
static void ShadowHouse(const LPGLVECTOR3& pos, const LPGLVECTOR3& size, GLfloat* mat) {
GLfloat h = size->y + size->y;
glPushMatrix();
glTranslatef(pos->x, pos->y, pos->z);
glMultMatrixf(mat);
glBegin(GL_TRIANGLE_STRIP); // ęđűřŕ
glVertex3f(size->x, size->y, size->z);
glVertex3f( 0.0f, h, size->z);
glVertex3f(-size->x, size->y, size->z);
glVertex3f(-size->x, size->y, size->z);
glVertex3f(-size->x, size->y, -size->z);
glVertex3f( 0.0f, h, size->z);
glVertex3f( 0.0f, h, -size->z);
glVertex3f( 0.0f, h, -size->z);
glVertex3f(-size->x, size->y, -size->z);
glVertex3f( size->x, size->y, -size->z);
glVertex3f( size->x, size->y, -size->z);
glVertex3f(0.0f, h, -size->z);
glVertex3f( size->x, size->y, size->z);
glVertex3f( 0.0f, h, size->z);
glEnd();
glBegin(GL_TRIANGLE_STRIP); // äîě
glVertex3f(size->x, size->y, size->z);
glVertex3f(-size->x, size->y, size->z);
glVertex3f(size->x, -size->y, size->z);
glVertex3f(-size->x, -size->y, size->z);
glVertex3f(-size->x, -size->y, size->z);
glVertex3f(-size->x, size->y, size->z);
glVertex3f(-size->x, -size->y, -size->z);
glVertex3f(-size->x, size->y, -size->z);
glVertex3f(-size->x, size->y, -size->z);
glVertex3f(size->x, size->y, -size->z);
glVertex3f(-size->x, -size->y, -size->z);
glVertex3f(size->x, -size->y, -size->z);
glVertex3f(size->x, -size->y, -size->z);
glVertex3f(size->x, size->y, -size->z);
glVertex3f(size->x, -size->y, size->z);
glVertex3f(size->x, size->y, size->z);
glEnd();
glPopMatrix();
}
// Ôóíęöč˙ đčńîâŕíčĺ ďđ˙ěîóăîëüíčęŕ
static void DrawRect(const LPGLVECTOR3& pos, GLfloat size, GLfloat angleY) {
glPushMatrix();
glTranslatef(pos->x, pos->y, pos->z);
glRotatef(angleY, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(size, size, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-size, size, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(size, -size, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-size, -size, 0.0f);
glEnd();
glPopMatrix();
}
// Ěĺňîä ŕíčěčđóĺň ńďđŕéň
static void DrawAnimationSprite(const LPGLVECTOR3& pos, const LPGLVECTOR3& size, GLfloat rotY, const LPGLVECTOR2& cadr_pos, const LPGLVECTOR2& cadr_size) {
GLfloat tarr[4][2] = {
{ cadr_pos->x, cadr_pos->y },
{ cadr_pos->x, cadr_pos->y + cadr_size->y },
{ cadr_pos->x + cadr_size->x, cadr_pos->y },
{ cadr_pos->x + cadr_size->x, cadr_pos->y + cadr_size->y }
};
glPushMatrix();
glTranslatef(pos->x, pos->y, pos->z);
glRotatef(rotY, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2fv(tarr[0]);
glVertex3f( size->x, size->y, size->z);
glTexCoord2fv(tarr[1]);
glVertex3f(-size->x, size->y, size->z);
glTexCoord2fv(tarr[2]);
glVertex3f( size->x, -size->y, size->z);
glTexCoord2fv(tarr[3]);
glVertex3f(-size->x, -size->y, size->z);
glEnd();
glPopMatrix();
}
};
////////////////////////////////////////////////////////////////////////////////////////////////////
// Đîáîň ďĺđĺäâčăŕţůčé ďî çĺěëĺ
class xRobotTM {
private:
xFigure circle;
GLuint id_cube;
GLuint tex_circle;
GLuint tex_head;
public:
// ńîçäŕíčĺ
void Create(const TCHAR* texture_head, const TCHAR* texture_circle) {
id_cube = xFigure::CreateCube(2.2f, 3.0f, 2.0f, GLVECTOR3(0.0f, 4.4f, 0.0f));
circle.CreateSphere(1.4, 10, 10);
tex_circle = xTextura::OpenImage(texture_circle);
tex_head = xTextura::OpenImage(texture_head, GL_TRUE);
}
// âűâîä íŕ äčńďëĺé
void Display(const LPGLVECTOR3& pos, const LPGLVECTOR3& rot, GLfloat rot_circle) {
glPushMatrix();
glTranslatef(pos->x, pos->y + 2.0f, pos->z);
glRotatef(rot->y, 0.0f, 1.0f, 0.0f);
glRotatef(rot->z, 0.0f, 0.0f, 1.0f);
xTextura::Set(tex_head);
glCallList(id_cube);
triangle();
glRotatef(rot_circle, 1.0f, 0.0f, 0.0f); // âđŕůĺíčĺ ęîëĺńîě
xTextura::Set(tex_circle);
circle.Display();
glPopMatrix();
}
// âűâîä íŕ äčńďëĺé
void DisplayShadow(const LPGLVECTOR3& pos, const LPGLVECTOR3& rot, GLfloat* mat) {
glPushMatrix();
glMultMatrixf(mat);
glTranslatef(pos->x, pos->y + 2.0f, pos->z);
glRotatef(rot->y, 0.0f, 1.0f, 0.0f);
glCallList(id_cube);
triangle(true);
glPopMatrix();
}
// óíč÷ňîćĺíč˙
void Destroy(void) {
xFigure::DestroyCube(id_cube);
circle.Destroy();
xTextura::Free(tex_head);
xTextura::Free(tex_circle);
}
GLuint GetTex(void) {
return tex_head;
}
private:
// Äâîéíűĺ ňđĺóăîëüíčęč äë˙ ňîăî ÷ňîáű íĺ ďĺđĺęëţ÷ŕňüń˙ â đĺćčě îňńĺ÷ĺíčĺ ďî ÷ŕńîâîé ńňđĺëęč GL_CW
void triangle(bool shadow = false) {
if(! shadow) {
xTextura::Enabled(GL_FALSE);
glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
}
glBegin(GL_TRIANGLES); // ňđĺóăîëüíčęč äë˙ đű÷ŕăîâ
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-2.1f, 1.7f, 1.0f);
glVertex3f(-2.1f, 1.7f, -1.0f);
glVertex3f(-1.2f, 0.0f, 0.0f);
glVertex3f(-2.1f, 1.7f, -1.0f);
glVertex3f(-2.1f, 1.7f, 1.0f);
glVertex3f(-1.2f, 0.0f, 0.0f);
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(2.1f, 1.7f, 1.0f);
glVertex3f(2.1f, 1.7f, -1.0f);
glVertex3f(1.2f, 0.0f, 0.0f);
glVertex3f(2.1f, 1.7f, -1.0f);
glVertex3f(2.1f, 1.7f, 1.0f);
glVertex3f(1.2f, 0.0f, 0.0f);
glEnd();
glBegin(GL_TRIANGLES); // âĺđőíĺĺ ęđűëî
glColor4f(0.7f, 0.3f, 0.1f, 1.0f);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 7.0f, 2.0f);
glVertex3f(0.0f, 9.5f, -4.0f);
glVertex3f(0.0f, 7.0f, -2.0f);
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 7.0f, 2.0f);
glVertex3f(0.0f, 7.0f, -2.0f);
glVertex3f(0.0f, 9.5f, -4.0f);
glEnd();
if(! shadow) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
xTextura::Enabled(GL_TRUE);
}
}
};
/////////////////////////////////////////////////////////////////////////////////////////////////////
// Ëĺňŕţůčé đîáîň ń ęđűëü˙ěč ęŕę ďňčöŕ
class xRobotFly {
private:
xFigure circle;
GLuint tex_circle;
public:
// ńîçäŕíčĺ
void Create(const TCHAR* texture_circle) {
circle.CreateSphere(3.0, 14, 14);
tex_circle = xTextura::OpenImage(texture_circle);
}
// âűâîä íŕ äčńďëĺé
void Display(const LPGLVECTOR3& pos, GLfloat angleY, GLfloat fangle) {
GLfloat isin = sinf(fangle);
xTextura::Set(tex_circle);
glPushMatrix();
glTranslatef(pos->x, pos->y, pos->z);
glRotatef(angleY, 0.0f, 1.0f, 0.0f);
circle.Display();
glRotatef(30.0f * isin, 0.0f, 0.0f, 1.0f);
triangle(false);
glRotatef(-60.0f * isin, 0.0f, 0.0f, 1.0f);
triangle(true);
glPopMatrix();
}
// âűâîä íŕ äčńďëĺé
void DisplayShadow(const LPGLVECTOR3& pos, GLfloat angleY, GLfloat fangle, GLfloat* mat) {
GLfloat isin = sinf(fangle);
glPushMatrix();
glMultMatrixf(mat);
glTranslatef(pos->x, pos->y, pos->z);
glRotatef(angleY, 0.0f, 1.0f, 0.0f);
circle.Display();
glRotatef(30.0f * isin, 0.0f, 0.0f, 1.0f);
triangle(false, true);
glRotatef(-60.0f * isin, 0.0f, 0.0f, 1.0f);
triangle(true, true);
glPopMatrix();
}
// óíč÷ňîćĺíčĺ
void Destroy(void) {
circle.Destroy();
xTextura::Free(tex_circle);
}
private:
// ęđűëü˙ "ńîâĺňîâ" äâîéíîĺ đčńîâŕíčĺ ęđűëüĺâ ÷ňîáű ëčříčé đŕç íĺ âűçűâŕňü îňńĺ÷ĺíčĺ îáđŕňíűő ăđŕíĺé
void triangle(bool left, bool shadow = false) {
if(! shadow) {
glColor4f(0.9f, 0.9f, 0.0f, 1.0f);
xTextura::Enabled(GL_FALSE);
}
if(! left) {
glBegin(GL_TRIANGLE_STRIP); // ďđŕâîĺ ęđűëî
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(2.8f, 0.5f, 1.5f);
glVertex3f(2.8f, 0.5f, -1.5f);
glVertex3f(9.5f, 0.5f, 1.5f);
glVertex3f(9.5f, 0.5f, -1.5f);
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(9.5f, 0.5f, -1.5f);
glVertex3f(2.8f, 0.5f, -1.5f);
glVertex3f(9.5f, 0.5f, 1.5f);
glVertex3f(2.8f, 0.5f, 1.5f);
glEnd();
} else {
glBegin(GL_TRIANGLE_STRIP); // ëĺâîĺ ęđűëî
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(-2.8f, 0.5f, 1.5f);
glVertex3f(-2.8f, 0.5f, -1.5f);
glVertex3f(-9.5f, 0.5f, 1.5f);
glVertex3f(-9.5f, 0.5f, -1.5f);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(-9.5f, 0.5f, -1.5f);
glVertex3f(-2.8f, 0.5f, -1.5f);
glVertex3f(-9.5f, 0.5f, 1.5f);
glVertex3f(-2.8f, 0.5f, 1.5f);
glEnd();
}
if(! shadow) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
xTextura::Enabled(GL_TRUE);
}
}
};
#endif