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HollowCircle.cpp
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218 lines (194 loc) · 6.16 KB
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#include "HollowCircle.h"
HollowCircle::HollowCircle(Vector3 color, float radius, float numFaces, bool isGrabButton, float fociDistance)
{
m_aCircleColor = color;
CompileShader();
SetupGeometry(0.0f, 0.0f, 0.0f, radius, numFaces, isGrabButton, fociDistance);
}
HollowCircle::~HollowCircle()
{
}
bool HollowCircle::CompileShader()
{
m_unHollowCircleID = LogiOGlTools::CompileGLShader(
"filledCircle",
// vertex shader
"#version 410 core\n"
"uniform mat4 matrix;\n"
"layout(location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
" gl_Position = matrix * vec4(position.xyz, 1);\n"
"}\n",
// Fragment Shader
"#version 410 core\n"
"uniform vec3 inputColor;\n"
"out vec4 hollowColor;\n"
"void main()\n"
"{\n"
" hollowColor = vec4(inputColor.xyz,1);\n"
"}\n"
);
m_nColorLocation = glGetUniformLocation(m_unHollowCircleID, "inputColor");
if (m_nColorLocation == -1)
{
return false;
}
m_nMatrixLocation = glGetUniformLocation(m_unHollowCircleID, "matrix");
if (m_nMatrixLocation == -1)
{
printf("Unable to find matrix uniform in render model shader\n");
return false;
}
return false;
}
void HollowCircle::Render(Matrix4 mvpMatrix, Matrix4 circlePos)
{
glBindVertexArray(m_unVAO);
glUseProgram(m_unHollowCircleID);
//glUniformMatrix4fv(m_nMatrixLocation, 1, GL_FALSE, (mvpMatrix).get());
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, m_unVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_unIBO);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glUniformMatrix4fv(m_nMatrixLocation, 1, GL_FALSE, (mvpMatrix*circlePos).get());
glUniform3fv(m_nColorLocation, 1, &m_aCircleColor[0]);
// Draw the triangles in fan!
//glDrawElements(GL_TRIANGLE_FAN, m_nNumberOfVerticies, GL_UNSIGNED_INT, NULL);
glDrawElements(GL_LINE_STRIP, m_nNumberOfVerticies, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray(0);
}
void HollowCircle::SetupGeometry(float x, float y, float z, float radius, int numberOfSides, bool isGrabButton, float fociDistance)
{
m_nNumberOfVerticies = (numberOfSides + 1) * 2;
GLfloat doublePi = 2.0f * M_PI;
// VBO data - Set vertexes
if (fociDistance == 0)
{
// Draw a circle
for (int i = 0; i < m_nNumberOfVerticies / 2; i++)
{
m_vStripVertex.push_back(x + (radius * cos(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(y + (radius * sin(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(z);
}
for (int i = 0; i < m_nNumberOfVerticies / 2; i++)
{
m_vStripVertex.push_back(x + ((radius - 0.0001f) * cos(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(y + ((radius - 0.0001f)* sin(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(z);
}
}
else
{
// Draw a capsule
m_vStripVertex.push_back(x + (radius * cos(0)));
m_vStripVertex.push_back(y - (fociDistance / 2) + (radius * sin(0)));
if (isGrabButton)
{
m_vStripVertex.push_back(z - 0.0015);
}
else
{
m_vStripVertex.push_back(z);
}
for (int i = 0; i <= m_nNumberOfVerticies / 4; i++)
{
m_vStripVertex.push_back(x + (radius * cos(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(y + (fociDistance / 2) + (radius * sin(i * doublePi / numberOfSides)));
if (isGrabButton && i <= m_nNumberOfVerticies / 8)
{
float max = m_nNumberOfVerticies / 8;
float ratio = i / max;
float offset = 0.0015 * (1 - ratio);
m_vStripVertex.push_back(z - offset);
}
else
{
m_vStripVertex.push_back(z);
}
}
for (int i = m_nNumberOfVerticies / 4; i <= m_nNumberOfVerticies / 2; i++)
{
m_vStripVertex.push_back(x + (radius * cos(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(y - (fociDistance / 2) + (radius * sin(i * doublePi / numberOfSides)));
if (isGrabButton && i >= (m_nNumberOfVerticies * 3) / 8)
{
float max = m_nNumberOfVerticies / 8;
float iZero = i - m_nNumberOfVerticies / 4;
float ratio = iZero / max;
float offset = 0.0015 * (1 - ratio);
m_vStripVertex.push_back(z + offset);
}
else
{
m_vStripVertex.push_back(z);
}
}
m_vStripVertex.push_back(x + ((radius - 0.0001f) * cos(0)));
m_vStripVertex.push_back(y - (fociDistance / 2) + ((radius - 0.0001f)* sin(0)));
if (isGrabButton)
{
m_vStripVertex.push_back(z - 0.0015);
}
else
{
m_vStripVertex.push_back(z);
}
for (int i = 0; i <= m_nNumberOfVerticies / 4; i++)
{
m_vStripVertex.push_back(x + ((radius - 0.0001f) * cos(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(y + (fociDistance / 2) + ((radius - 0.0001f)* sin(i * doublePi / numberOfSides)));
if (isGrabButton && i <= m_nNumberOfVerticies / 8)
{
float max = m_nNumberOfVerticies / 8;
float ratio = i / max;
float offset = 0.0015 * (1 - ratio);
m_vStripVertex.push_back(z - offset);
}
else
{
m_vStripVertex.push_back(z);
}
}
for (int i = m_nNumberOfVerticies / 4; i <= m_nNumberOfVerticies / 2; i++)
{
m_vStripVertex.push_back(x + ((radius - 0.0001f) * cos(i * doublePi / numberOfSides)));
m_vStripVertex.push_back(y - (fociDistance / 2) + ((radius - 0.0001f)* sin(i * doublePi / numberOfSides)));
if (isGrabButton && i >= (m_nNumberOfVerticies * 3) / 8)
{
float max = m_nNumberOfVerticies / 8;
float iZero = i - m_nNumberOfVerticies / 4;
float ratio = iZero / max;
float offset = 0.0015 * (1 - ratio);
m_vStripVertex.push_back(z + offset);
}
else
{
m_vStripVertex.push_back(z);
}
}
m_nNumberOfVerticies += 6;
}
// IBO data - Set indexes
for (int i = 0; i < m_nNumberOfVerticies; i++)
{
m_vIndices.push_back(i);
}
glGenVertexArrays(1, &m_unVAO);
glBindVertexArray(m_unVAO);
glGenBuffers(1, &m_unVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_unVBO);
glBufferData(GL_ARRAY_BUFFER, m_vStripVertex.size() * sizeof(GLfloat), &m_vStripVertex[0], GL_STATIC_DRAW);
//Create IBO
glGenBuffers(1, &m_unIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_unIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_vIndices.size() * sizeof(GLuint), &m_vIndices[0], GL_STATIC_DRAW);
}