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Cube.cpp
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Cube.cpp
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#include "Cube.h"
Cube::Cube()
{
std::cout << "Cube"<<std::endl;
}
void Cube::InitialiseMaterial()
{
//0.25 0.20725 0.20725 1 0.829 0.829 0.296648 0.296648 0.296648 0.088
m_ambient = glm::vec3(0.25, 0.20725, 0.20725);
m_diffuse = glm::vec3(1, 0.829, 0.829);
m_specular = glm::vec3(0.296648, 0.296648, 0.296648);
shininess = 0.088;
}
bool Cube::Initialise()
{
Texture::Instance()->LoadFile("Media/Textures/Cube1.jpg", "CUBE1");
Texture::Instance()->LoadFile("Media/Textures/Cube2.jpg", "CUBE2");
//----------------------------------------------------------All vertex points for 3D cube
m_vertices = {
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, //front face
1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, //back face
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, //left face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, //right face
-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, //top face
-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f }; //bottom face
//----------------------------------------------------------Data for colours in the cube
m_UVs = {
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //front face
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //back face
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //left face
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //right face
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, //top face
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, }; //top face
//----------------------------------------------------------Data for textures
m_colors = {
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //front face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //back face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //left face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //right face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, //top face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; //bottom face
//----------------------------------------------------------Data for the indices
m_indices = {
0, 1, 3, 3, 1, 2,//front face
4, 5, 7, 7, 5, 6, //back face
8, 9, 11, 11, 9, 10, //left face
12, 13, 15, 15, 13, 14, //right face
16, 17, 19, 19, 17, 18, //top face
20, 21, 23, 23, 21, 22 }; //bottom face
//all normals buffer values for 2D quad
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(1.0f);//front face
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(1.0f);
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(1.0f);
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(1.0f);
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(-1.0f);//back face
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(-1.0f);
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(-1.0f);
m_normals.push_back(0.0f); m_normals.push_back(0.0f); m_normals.push_back(-1.0f);
m_normals.push_back(-1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);//left face
m_normals.push_back(-1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);
m_normals.push_back(-1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);
m_normals.push_back(-1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);
m_normals.push_back(1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);//right face
m_normals.push_back(1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);
m_normals.push_back(1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);
m_normals.push_back(1.0f); m_normals.push_back(0.0f); m_normals.push_back(0.0f);
m_normals.push_back(0.0f); m_normals.push_back(1.0f); m_normals.push_back(0.0f);//top face
m_normals.push_back(0.0f); m_normals.push_back(1.0f); m_normals.push_back(0.0f);
m_normals.push_back(0.0f); m_normals.push_back(1.0f); m_normals.push_back(0.0f);
m_normals.push_back(0.0f); m_normals.push_back(1.0f); m_normals.push_back(0.0f);
m_normals.push_back(0.0f); m_normals.push_back(-1.0f); m_normals.push_back(0.0f);//bottom face
m_normals.push_back(0.0f); m_normals.push_back(-1.0f); m_normals.push_back(0.0f);
m_normals.push_back(0.0f); m_normals.push_back(-1.0f); m_normals.push_back(0.0f);
m_normals.push_back(0.0f); m_normals.push_back(-1.0f); m_normals.push_back(0.0f);
FillBuffers(m_vertices,m_colors, m_UVs, m_indices, m_normals);
InitialiseMaterial();
LinkToShader();
return true;
}
void Cube::Update(double dt)
{
}
void Cube::Draw()
{
glUniformMatrix4fv(modelUniform, 1, GL_FALSE, &m_model[0][0]);
glUniform1i(lightFlagUniformID, true);
glUniform3fv(materialAmbientUniformID, 1, &m_ambient.r);
glUniform3fv(materialDiffuseUniformID, 1, &m_diffuse.r);
glUniform3fv(materialSpecularUniformID, 1, &m_specular.r);
glUniform1f(materialShininessUniformID, shininess);
glBindTexture(GL_TEXTURE_2D, Texture::Instance()->GetID("CUBE1"));
glUniform1i(textureFlagUniformID, true);
glBindVertexArray(m_VAO);
glDrawElements(GL_TRIANGLES, m_vertices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
Cube::~Cube()
{
}