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cpu_psu.h
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#ifndef CPU_PSU
#define CPU_PSU
#include "parameter.h"
#include "bitmap.h"
class cpu_psu {
point3D move;
bool visible = true;
bool objMove = false;
void motionHandle();
public:void render();
};
void cpu_psu::motionHandle() {
if (((enterPressed && objIndex == REMOVE_PSU) || objMove == true) && !assemble)
{
objMove = true;
move.x -= 0.007;
if (move.x < disapphereLimit)
{
objMove = false;
enterPressed = false;
visible = false;
}
}
else if (((enterPressed && objIndex == REMOVE_PSU - 1) || objMove == true) && assemble)
{
objMove = true;
visible = true;
move.x += 0.007;
if (move.x >= 0.)
{
objMove = false;
enterPressed = false;
}
}
}
void cpu_psu::render() {
motionHandle();
if (!visible) return;
glPushMatrix();
glTranslatef(move.x, move.y, move.z);
glTranslatef(8., 3.4, -4.79);
glRotatef(-90., 0., 1., 0.);
glScalef(0.4, 0.4, 0.8);
glColor3f(1., 1., 1.);
//front face
glBegin(GL_POLYGON);
glVertex3f(-1, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(1, 1, 0);
glVertex3f(-1, 1, 0);
glEnd();
//back face
glEnable(GL_TEXTURE_2D);
glColor3f(1., 1., 1.);
glBindTexture(GL_TEXTURE_2D, textures[PSU_FRONT]);
glBegin(GL_POLYGON);
glTexCoord2f(0., 0.); glVertex3f(-1, 0, 1);
glTexCoord2f(1., 0); glVertex3f(1, 0, 1);
glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
glTexCoord2f(0., 1); glVertex3f(-1, 1, 1);
glEnd();
glDisable(GL_TEXTURE_2D);
//side left
glEnable(GL_TEXTURE_2D);
glColor3f(1., 1., 1.);
glBindTexture(GL_TEXTURE_2D, textures[PSU_LEFT]);
glBegin(GL_POLYGON);
glTexCoord2f(0., 0.); glVertex3f(-1, 0, 0);
glTexCoord2f(1., 0); glVertex3f(-1, 0, 1);
glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
glTexCoord2f(0., 1); glVertex3f(-1, 1, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
//side face right
glColor3f(0.2, 0.2, 0.2);
glBegin(GL_POLYGON);
glVertex3f(1, 0, 0);
glVertex3f(1, 0, 1);
glVertex3f(1, 1, 1);
glVertex3f(1, 1, 0);
glEnd();
glEnable(GL_TEXTURE_2D);
glColor3f(1., 1., 1.);
glBindTexture(GL_TEXTURE_2D, textures[PSU_TOP]);
//top face
glBegin(GL_POLYGON);
glTexCoord2f(0., 0.); glVertex3f(-1, 1, 0);
glTexCoord2f(1., 0); glVertex3f(1, 1, 0);
glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
glTexCoord2f(0., 1); glVertex3f(-1, 1, 1);
glEnd();
glDisable(GL_TEXTURE_2D);
glColor3f(0.2, 0.2, 0.2);
//bottom face
glBegin(GL_POLYGON);
glVertex3f(-1, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(1, 0, 1);
glVertex3f(-1, 0, 1);
glEnd();
glPopMatrix();
}
#endif CPU_PSU