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cube.cc
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#include "color.h"
#include "cube.h"
#define GL_GLEXT_PROTOTYPES
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
//
// draw a square
//
extern float shinyvec[1];
extern float white[4];
extern float black[4];
void cube(double l, double w, double h, Color color, int faces, int normalDirection, int ntex)
{
// Save transformation
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS, shinyvec);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR, white);
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION, black);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ntex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
// Offset
glScaled(l,w,h);
// Cube
glBegin(GL_QUADS);
glColor3f(color.r,color.g,color.b);
// Front
if(faces & 0X01)
{
glNormal3f(0, 0, normalDirection);
glTexCoord2f(0, 0);
glVertex3f(-1,-1, 1);
glNormal3f(0, 0, normalDirection);
glTexCoord2f(0, 1);
glVertex3f(+1,-1, 1);
glNormal3f(0, 0, normalDirection);
glTexCoord2f(1, 1);
glVertex3f(+1,+1, 1);
glNormal3f(0, 0, normalDirection);
glTexCoord2f(1, 0);
glVertex3f(-1,+1, 1);
}
// Back
if(faces & 0X02)
{
glNormal3f(0, 0, -normalDirection);
glTexCoord2f(0, 0);
glVertex3f(+1,-1,-1);
glNormal3f(0, 0, -normalDirection);
glTexCoord2f(0, 1);
glVertex3f(-1,-1,-1);
glNormal3f(0, 0, -normalDirection);
glTexCoord2f(1, 1);
glVertex3f(-1,+1,-1);
glNormal3f(0, 0, -normalDirection);
glTexCoord2f(1, 0);
glVertex3f(+1,+1,-1);
}
// Left
if(faces & 0X04)
{
glNormal3f(-normalDirection, 0, 0);
glTexCoord2f(0, 0);
glVertex3f(-1,-1,-1);
glNormal3f(-normalDirection, 0, 0);
glTexCoord2f(0, 1);
glVertex3f(-1,-1,+1);
glNormal3f(-normalDirection, 0, 0);
glTexCoord2f(1, 1);
glVertex3f(-1,+1,+1);
glNormal3f(-normalDirection, 0, 0);
glTexCoord2f(1, 0);
glVertex3f(-1,+1,-1);
}
// Top
if(faces & 0X08)
{
glNormal3f(0, normalDirection, 0);
glTexCoord2f(0, 0);
glVertex3f(-1,+1,+1);
glNormal3f(0, normalDirection, 0);
glTexCoord2f(0, 1);
glVertex3f(+1,+1,+1);
glNormal3f(0, normalDirection, 0);
glTexCoord2f(1, 1);
glVertex3f(+1,+1,-1);
glNormal3f(0, normalDirection, 0);
glTexCoord2f(1, 0);
glVertex3f(-1,+1,-1);
}
// Right
if(faces & 0X10)
{
glNormal3f(normalDirection, 0, 0);
glVertex3f(+1,-1,+1);
glNormal3f(normalDirection, 0, 0);
glVertex3f(+1,-1,-1);
glNormal3f(normalDirection, 0, 0);
glVertex3f(+1,+1,-1);
glNormal3f(normalDirection, 0, 0);
glVertex3f(+1,+1,+1);
}
// Bottom
if(faces & 0X20)
{
glNormal3f(0, -normalDirection, 0);
glVertex3f(-1,-1,-1);
glNormal3f(0, -normalDirection, 0);
glVertex3f(+1,-1,-1);
glNormal3f(0, -normalDirection, 0);
glVertex3f(+1,-1,+1);
glNormal3f(0, -normalDirection, 0);
glVertex3f(-1,-1,+1);
}
// End
glEnd();
// Undo transofrmations
glPopMatrix();
}