2011-m2s3-city-builder/gputriangle.cpp

45 lines
1.4 KiB
C++

#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 normal = (left - top)*(right - top);
return normal / normal.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);
}