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model.cpp
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model.cpp
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//
// Created by Brett on 3/1/2018.
//
#include "model.h"
#include "overloading.h"
#include "GameState.h"
using namespace std;
// bind model data to VBO and VAO, set array attributes, set uniforms
void Model::bind(Shader shader, Matrix vMatrix, Matrix pMatrix, Matrix oMatrix) {
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertsSize * sizeof(float), verts, GL_STATIC_DRAW);
// set vertex array object
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float),(void*)0);
glEnableVertexAttribArray(0);
// colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float),(void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
// model matrix
int modelLocation = glGetUniformLocation(shader.id(), "modelMatrix");
glUniformMatrix4fv(modelLocation, 1, GL_TRUE, modelTransform.getMatrix());
// group model matrix
int groupLocation = glGetUniformLocation(shader.id(), "groupMatrix");
glUniformMatrix4fv(groupLocation, 1, GL_TRUE, groupTransform.getMatrix());
// view matrix
int viewLocation = glGetUniformLocation(shader.id(), "viewMatrix");
glUniformMatrix4fv(viewLocation, 1, GL_TRUE, vMatrix.getMatrix());
// projection matrix
int projectionLocation = glGetUniformLocation(shader.id(), "projectionMatrix");
// perspective
if(GameState::persp){
glUniformMatrix4fv(projectionLocation, 1, GL_TRUE, pMatrix.getMatrix());
}
// orthagonol
else{
glUniformMatrix4fv(projectionLocation, 1, GL_TRUE, oMatrix.getMatrix());
}
}
// use model's group's transform as current state of program
void Model::setGameStateToGroupModel(){
GameState::rx = grx;
GameState::ry = gry;
GameState::rz = grz;
GameState::sx = gsx;
GameState::sy = gsy;
GameState::sz = gsz;
GameState::tx = gtx;
GameState::ty = gty;
GameState::tz = gtz;
}
// set group transformation matrix
void Model::setGroupModel(float rx, float ry, float rz,float sx,float sy,float sz,float tx,float ty,float tz){
//cout << "setting group model" << endl;
this -> grx = rx;
this -> gry = ry;
this -> grz = rz;
this -> gsx = sx;
this -> gsy = sy;
this -> gsz = sz;
this -> gtx = tx;
this -> gty = ty;
this -> gtz = tz;
// initialize model matrix transformation objects
RotateMatrix rzMatrix = RotateMatrix(4,4,0,0,0);
RotateMatrix rxMatrix = RotateMatrix(4,4,0,0,0);
RotateMatrix ryMatrix = RotateMatrix(4,4,0,0,0);
rxMatrix.setXYZ(grx,gry,grz);
ryMatrix.setXYZ(grx,gry,grz);
rzMatrix.setXYZ(grx,gry,grz);
rzMatrix.createZMatrix(0);
rxMatrix.createXMatrix(0);
ryMatrix.createYMatrix(0);
Matrix rxyzMatrix = rxMatrix * ryMatrix * rzMatrix; // rotate
TranslateMatrix tMatrix = TranslateMatrix(4,4,0,0,0);
tMatrix.setXYZ(gtx,gty,gtz); // translate
ScaleMatrix sMatrix = ScaleMatrix(4,4,1,1,1);
sMatrix.setXYZ(gsx,gsy,gsz); // scale
// final model matrix
groupTransform = tMatrix * rxyzMatrix * sMatrix;
}
// use model's transform as current state of program
void Model::setGameStateToModel() {
GameState::rx = rx;
GameState::ry = ry;
GameState::rz = rz;
GameState::sx = sx;
GameState::sy = sy;
GameState::sz = sz;
GameState::tx = tx;
GameState::ty = ty;
GameState::tz = tz;
}
// set model transformation matrix
void Model::setModel(float rx, float ry, float rz,float sx,float sy,float sz,float tx,float ty,float tz) {
if (GameState::mode == group){
//cout << "setting model" << endl;
}
this -> rx = rx;
this -> ry = ry;
this -> rz = rz;
this -> sx = sx;
this -> sy = sy;
this -> sz = sz;
this -> tx = tx;
this -> ty = ty;
this -> tz = tz;
// initialize model matrix transformation objects
RotateMatrix rzMatrix = RotateMatrix(4,4,0,0,0);
RotateMatrix rxMatrix = RotateMatrix(4,4,0,0,0);
RotateMatrix ryMatrix = RotateMatrix(4,4,0,0,0);
rxMatrix.setXYZ(rx,ry,rz);
ryMatrix.setXYZ(rx,ry,rz);
rzMatrix.setXYZ(rx,ry,rz);
rzMatrix.createZMatrix(0);
rxMatrix.createXMatrix(0);
ryMatrix.createYMatrix(0);
Matrix rxyzMatrix = rxMatrix * ryMatrix * rzMatrix; // rotate
TranslateMatrix tMatrix = TranslateMatrix(4,4,0,0,0);
tMatrix.setXYZ(tx,ty,tz); // translate
ScaleMatrix sMatrix = ScaleMatrix(4,4,1,1,1);
sMatrix.setXYZ(sx,sy,sz); // scale
// final model matrix
modelTransform = tMatrix * rxyzMatrix * sMatrix;
}
// draw model
void Model::display() {
glDrawArrays(GL_TRIANGLES, 0, vertsSize * sizeof(float));
}