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CameraMesh.cpp
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100 lines (80 loc) · 2.96 KB
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#include "CameraMesh.h"
void plane2Buffer(Vertex * & vertexBuffer, GLuint * & elementBuffer, unsigned int & elementStartIndex,
const Vertex & a, const Vertex & b, const Vertex & c, const Vertex & d)
{
vertexBuffer[0] = a;
vertexBuffer[1] = b;
vertexBuffer[2] = c;
vertexBuffer[3] = d;
if (a.y < c.y) {
vertexBuffer[0].r *= 0.5;
vertexBuffer[1].r *= 0.5;
vertexBuffer[0].g *= 0.5;
vertexBuffer[1].g *= 0.5;
vertexBuffer[0].b *= 0.5;
vertexBuffer[1].b *= 0.5;
}
vertexBuffer += 4;
elementBuffer[0] = elementStartIndex;
elementBuffer[1] = elementStartIndex+1;
elementBuffer[2] = elementStartIndex+3;
elementBuffer[3] = elementStartIndex+1;
elementBuffer[4] = elementStartIndex+2;
elementBuffer[5] = elementStartIndex+3;
elementBuffer += 6;
elementStartIndex += 4;
}
CameraMesh::CameraMesh(const QVector3D position){
mVertices.push_back(position);
mVertices.push_back(position + QVector3D( 0.2, 0.15, -0.5));
mVertices.push_back(position + QVector3D(-0.2, 0.15, -0.5));
mVertices.push_back(position + QVector3D(-0.2, -0.15, -0.5));
mVertices.push_back(position + QVector3D( 0.2, -0.15, -0.5));
setColor(Qt::yellow);
}
void CameraMesh::transform(const QMatrix4x4 &transform){
for(QVector3D &v : mVertices)
v = transform * v;
}
void CameraMesh::copy2Buffer(Vertex *&vertexBuffer, GLuint *&elementBuffer, unsigned int &elementStartIndex) const{
std::vector<QColor> cols;
Q_ASSERT(!mColors.empty());
// three ways to store vertex colors
if (mColors.size() == 1) {
cols = std::vector<QColor>(5, mColors[0]);
}
else {
Q_ASSERT(mColors.size() == 5);
cols = mColors;
}
plane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[0], cols[0]),
Vertex(mVertices[1], cols[0]),
Vertex(mVertices[2], cols[0]),
Vertex(mVertices[0], cols[0])
);
plane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[0], cols[1]),
Vertex(mVertices[2], cols[1]),
Vertex(mVertices[3], cols[1]),
Vertex(mVertices[0], cols[1])
);
plane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[0], cols[2]),
Vertex(mVertices[3], cols[2]),
Vertex(mVertices[4], cols[2]),
Vertex(mVertices[0], cols[2])
);
plane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[0], cols[3]),
Vertex(mVertices[4], cols[3]),
Vertex(mVertices[2], cols[3]),
Vertex(mVertices[0], cols[3])
);
plane2Buffer(vertexBuffer, elementBuffer, elementStartIndex,
Vertex(mVertices[1], cols[4]),
Vertex(mVertices[2], cols[4]),
Vertex(mVertices[3], cols[4]),
Vertex(mVertices[7], cols[4])
);
}