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scene.cpp
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scene.cpp
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#include "scene.h"
#include "quad.h"
#include <glm/gtc/matrix_transform.hpp>
#define TEX_WIDTH 8
#define TEX_HEIGHT 8
#define QUAD_SCALE 5.0f
struct Texel
{
unsigned char r;
unsigned char g;
unsigned char b;
};
Scene::Scene(void)
{
Texel *texels = new Texel[TEX_WIDTH*TEX_HEIGHT];
Texel *texel = texels;
for(int y=0;y<TEX_HEIGHT;y++){
float v = (float)y/(TEX_HEIGHT-1);
for(int x=0;x<TEX_WIDTH;x++){
float u = (float)x/(TEX_WIDTH-1);
switch((x+y)%2){
case 0:
texel->r = (unsigned char)((1.0f-u)*255.0f);
texel->g = (unsigned char)(u*255.0f);
texel->b = (unsigned char)(v*255.0f);
break;
case 1:
texel->r = (unsigned char)(0.25f*255.0f);
texel->g = (unsigned char)(0.25f*255.0f);
texel->b = (unsigned char)(0.25f*255.0f);
break;
}
texel++;
}
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_WIDTH, TEX_HEIGHT,
0, GL_RGB, GL_UNSIGNED_BYTE, texels);
delete [] texels;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
Scene::~Scene(void)
{
glDeleteTextures(1, &texture);
}
void Scene::SetModel(glm::mat4 M)
{
Mmodel = M;
}
void Scene::Draw(glm::mat4 Mview_projection)
{
glm::mat4 MVP = Mview_projection;
MVP = MVP * Mmodel;
MVP = glm::scale(MVP, glm::vec3(QUAD_SCALE, QUAD_SCALE, 1.0f));
quad->Draw(MVP, texture);
}