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sseSpace.cpp
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148 lines (129 loc) · 5.12 KB
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//========================================================
// Scaled Simulator Engine
//
// Author: Jason Huntley
//
// Description: Space
//
// Notes:
//
// Y+
// |
// |__ X+
// /
// Z+
//
// License:
//
// Licensed under the Apache License, Version 2.0
// (the "License"); you may not use this file except in
// compliance with the License. You may obtain a copy of
// the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in
// writing, software distributed under the License is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing
// permissions and limitations under the License.
//
//=========================================================
#include "sseSpace.h"
#include "sseTexture.h"
sseSpace::sseSpace(void)
{
sseColor sAC(2.4f, 2.4f, 2.4f);
sseColor sSC(0.0,0.0,0.0);
m_materialDefault.setAmbientColor(sAC);
m_materialDefault.setSpecularColor(sSC);
m_materialDefault.setMode(MAT_UPDATE_BACK);
m_size=1000;
this->enableCulling(false);
}
sseSpace::~sseSpace(void)
{
}
void sseSpace::SetSize(double size)
{
m_size=size;
}
double sseSpace::GetSize()
{
return m_size;
}
void sseSpace::Load(sseTexture *pTextureLoader)
{
tex_front_id=pTextureLoader->LoadWrap("Data/entities/img/calmspace/Front.tif", -1, GL_RGB);
tex_back_id=pTextureLoader->LoadWrap("Data/entities/img/calmspace/Back.tif", -1, GL_RGB);
tex_left_id=pTextureLoader->LoadWrap("Data/entities/img/calmspace/Left.tif", -1, GL_RGB);
tex_right_id=pTextureLoader->LoadWrap("Data/entities/img/calmspace/Right.tif", -1, GL_RGB);
tex_up_id=pTextureLoader->LoadWrap("Data/entities/img/calmspace/Up.tif", -1, GL_RGB);
tex_down_id=pTextureLoader->LoadWrap("Data/entities/img/calmspace/Down.tif", -1, GL_RGB);
//tex_front_id=textures->LoadWrap("Data/entities/img/calmspace/white.tif", -1, GL_RGB);
//tex_back_id=textures->LoadWrap("Data/entities/img/calmspace/white.tif", -1, GL_RGB);
//tex_left_id=textures->LoadWrap("Data/entities/img/calmspace/white.tif", -1, GL_RGB);
//tex_right_id=textures->LoadWrap("Data/entities/img/calmspace/white.tif", -1, GL_RGB);
//tex_up_id=textures->LoadWrap("Data/entities/img/calmspace/white.tif", -1, GL_RGB);
//tex_down_id=textures->LoadWrap("Data/entities/img/calmspace/white.tif", -1, GL_RGB);
}
void sseSpace::PreProcess(sseGrafxInterface *pRenderer, sseTexture *pTextureLoader)
{
sseObject::PreProcess(pRenderer, pTextureLoader);
}
void sseSpace::DrawObject(sseGrafxInterface *pRenderer, sseTexture *pTextureLoader)
{
pTextureLoader->Bind(tex_front_id);
// Render the front quad
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex3d( -m_size, -m_size, -m_size );
glTexCoord2d(0, 1); glVertex3d( -m_size, m_size, -m_size );
glTexCoord2d(1, 1); glVertex3d( m_size, m_size, -m_size );
glTexCoord2d(1, 0); glVertex3d( m_size, -m_size, -m_size );
glEnd();
// Render the left quad
pTextureLoader->Bind(tex_left_id);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex3d( m_size, -m_size, -m_size );
glTexCoord2d(0, 1); glVertex3d( m_size, m_size, -m_size );
glTexCoord2d(1, 1); glVertex3d( m_size, m_size, m_size );
glTexCoord2d(1, 0); glVertex3d( m_size, -m_size, m_size );
glEnd();
// Render the back quad
pTextureLoader->Bind(tex_back_id);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex3d( m_size, -m_size, m_size );
glTexCoord2d(0, 1); glVertex3d( m_size, m_size, m_size );
glTexCoord2d(1, 1); glVertex3d( -m_size, m_size, m_size );
glTexCoord2d(1, 0); glVertex3d( -m_size, -m_size, m_size );
glEnd();
//// Render the right quad
pTextureLoader->Bind(tex_right_id);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex3d( -m_size, -m_size, m_size );
glTexCoord2d(0, 1); glVertex3d( -m_size, m_size, m_size );
glTexCoord2d(1, 1); glVertex3d( -m_size, m_size, -m_size );
glTexCoord2d(1, 0); glVertex3d( -m_size, -m_size, -m_size );
glEnd();
//// Render the top quad
pTextureLoader->Bind(tex_up_id);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex3d( -m_size, m_size, m_size );
glTexCoord2d(0, 1); glVertex3d( m_size, m_size, m_size );
glTexCoord2d(1, 1); glVertex3d( m_size, m_size, -m_size );
glTexCoord2d(1, 0); glVertex3d( -m_size, m_size, -m_size );
glEnd();
//// Render the bottom quad
pTextureLoader->Bind(tex_down_id);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex3d( m_size, -m_size, m_size );
glTexCoord2d(0, 1); glVertex3d( -m_size, -m_size, m_size );
glTexCoord2d(1, 1); glVertex3d( -m_size, -m_size, -m_size );
glTexCoord2d(1, 0); glVertex3d( m_size, -m_size, -m_size );
glEnd();
}
void sseSpace::PostProcess(sseGrafxInterface *pRenderer, sseTexture *pTextureLoader)
{
sseObject::PostProcess(pRenderer, pTextureLoader);
}