#include "all_includes.hh" GPUTriangle::GPUTriangle(Vertex left, Vertex top, Vertex right, unsigned char _r, unsigned char _g, unsigned char _b) : c(left, top, right), r(_r), g(_g), b(_b), vnormal(normal(left,top,right)) { } GPUTriangle::GPUTriangle(Triangle _c, unsigned char _r, unsigned char _g, unsigned char _b) : c(_c), r(_r), g(_g), b(_b), vnormal(normal(c[LEFT], c[TOP], c[RIGHT])) { } Vertex GPUTriangle::normal(Vertex left, Vertex top, Vertex right) { Vertex v = (left - top)*(right - top); return v / v.norm(); } void GPUTriangle::display() { View::setColor(r,g,b); glNormal3d(vnormal.x,vnormal.y,vnormal.z); glVertex3d(c[LEFT].x,c[LEFT].y,c[LEFT].z); glVertex3d(c[TOP].x,c[TOP].y,c[TOP].z); glVertex3d(c[RIGHT].x,c[RIGHT].y,c[RIGHT].z); } void GPUTriangle::displayNormal() { glColor3ub(255,255,0); // Vertex v = (c[0] + c[1] + c[2]) / 3; // glVertex3d(v.x,v.y,v.z); // glVertex3d(v.x+vnormal.x*50,v.y+vnormal.y*50,v.z+vnormal.z*50); glColor3ub(255,0,0); Vertex v = (c[LEFT]*8 + c[TOP] + c[RIGHT]) / 10;//(c[0] + c[1] + c[2]) / 3; glVertex3d(v.x,v.y,v.z); glVertex3d(v.x+vnormal.x*50,v.y+vnormal.y*50,v.z+vnormal.z*50); glColor3ub(0,255,0); v = (c[LEFT] + c[TOP]*8 + c[RIGHT]) / 10; glVertex3d(v.x,v.y,v.z); glVertex3d(v.x+vnormal.x*50,v.y+vnormal.y*50,v.z+vnormal.z*50); glColor3ub(0,0,255); v = (c[LEFT] + c[TOP] + c[RIGHT]*8) / 10; glVertex3d(v.x,v.y,v.z); glVertex3d(v.x+vnormal.x*50,v.y+vnormal.y*50,v.z+vnormal.z*50); }