Open Source Tomb Raider Engine
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RoomData.cpp 2.8KB

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  1. /*!
  2. * \file src/RoomData.cpp
  3. * \brief Auxiliary Room classes
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Camera.h"
  9. #include "World.h"
  10. #include "system/Shader.h"
  11. #include "RoomData.h"
  12. #include <glbinding/gl/gl33.h>
  13. #include <glm/gtc/matrix_transform.hpp>
  14. void BoundingBox::display(glm::mat4 VP, glm::vec3 colorLine, glm::vec3 colorDot) {
  15. std::vector<glm::vec3> verts;
  16. std::vector<glm::vec3> cols;
  17. std::vector<unsigned short> inds;
  18. for (int i = 0; i < 8; i++) {
  19. verts.push_back(corner[i]);
  20. cols.push_back(colorLine);
  21. }
  22. inds.push_back(0);
  23. inds.push_back(2);
  24. inds.push_back(4);
  25. inds.push_back(1);
  26. inds.push_back(6);
  27. inds.push_back(7);
  28. inds.push_back(5);
  29. inds.push_back(3);
  30. inds.push_back(0);
  31. inds.push_back(1);
  32. inds.push_back(4);
  33. inds.push_back(7);
  34. inds.push_back(6);
  35. inds.push_back(3);
  36. inds.push_back(5);
  37. inds.push_back(2);
  38. static ShaderBuffer vert, col, ind;
  39. vert.bufferData(verts);
  40. col.bufferData(cols);
  41. ind.bufferData(inds);
  42. Shader::drawGL(vert, col, ind, VP, gl::GL_LINE_STRIP);
  43. cols.clear();
  44. inds.clear();
  45. for (int i = 0; i < 8; i++) {
  46. cols.push_back(colorDot);
  47. inds.push_back(i);
  48. }
  49. static ShaderBuffer vert2, col2, ind2;
  50. vert2.bufferData(verts);
  51. col2.bufferData(cols);
  52. ind2.bufferData(inds);
  53. Shader::drawGL(vert2, col2, ind2, VP, gl::GL_POINTS);
  54. }
  55. // ----------------------------------------------------------------------------
  56. StaticModel::StaticModel(glm::vec3 pos, float angle, int i) : id(i), cache(-1) {
  57. glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(pos.x, -pos.y, pos.z));
  58. glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0.0f, 1.0f, 0.0f));
  59. model = translate * rotate;
  60. }
  61. void StaticModel::display(glm::mat4 VP) {
  62. if (cache < 0) {
  63. for (int i = 0; i < getWorld().sizeStaticMesh(); i++) {
  64. if (getWorld().getStaticMesh(i).getID() == id) {
  65. cache = i;
  66. }
  67. }
  68. orAssertGreaterThanEqual(cache, 0);
  69. }
  70. getWorld().getStaticMesh(cache).display(VP * model);
  71. }
  72. // ----------------------------------------------------------------------------
  73. void RoomSprite::display(glm::mat4 VP) {
  74. glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(pos.x, -pos.y, pos.z));
  75. glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), Camera::getRotation().x, glm::vec3(0.0f, 1.0f,
  76. 0.0f));
  77. glm::mat4 model = translate * rotate;
  78. getWorld().getSprite(sprite).display(VP * model);
  79. }
  80. // ----------------------------------------------------------------------------
  81. float Sector::getFloor() {
  82. return floor;
  83. }
  84. float Sector::getCeiling() {
  85. return ceiling;
  86. }
  87. bool Sector::isWall() {
  88. return wall;
  89. }