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TexCube.cpp
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156 lines (145 loc) · 3.52 KB
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#include "TexCube.h"
TexCube::TexCube(float x, float y, float z, float size, CubeTex tex)
:Cube()
{
_x = x;
_y = y;
_z = z;
_size = size;
switch (tex)
{
case Wood:
_top = Cube::texWood;
_bot = Cube::texWood;
_side = Cube::texWood;
break;
case Water:
_top = Cube::texWater;
_bot = Cube::texWater;
_side = Cube::texWater;
break;
case Soil:
_top = Cube::texGrass;
_bot = Cube::texGrass;
_side = Cube::texSoil;
break;
case Stone:
_top = Cube::texStone;
_bot = Cube::texStone;
_side = Cube::texStone;
break;
case RedStone:
_top = Cube::texRedStone;
_bot = Cube::texRedStone;
_side = Cube::texRedStone;
break;
case Dirt:
_top = Cube::texDirt;
_bot = Cube::texDirt;
_side = Cube::texDirt;
break;
case Brick:
_top = Cube::texBrick;
_bot = Cube::texBrick;
_side = Cube::texBrick;
break;
case Table:
_top = Cube::texTabletop;
_bot = Cube::texTabletop;
_side = Cube::texTableside;
break;
case Diamond:
_top = Cube::texDiamond;
_bot = Cube::texDiamond;
_side = Cube::texDiamond;
break;
case Tnt:
_top = Cube::texTnttop;
_bot = Cube::texTnttop;
_side = Cube::texTntside;
break;
case Tree:
_top = Cube::texTreetop;
_bot = Cube::texTreetop;
_side = Cube::texTreeside;
break;
case Leaf:
_top = Cube::texLeaf;
_bot = Cube::texLeaf;
_side = Cube::texLeaf;
break;
case Bookshelf:
_top = Cube::texWood;
_bot = Cube::texWood;
_side = Cube::texBookshelf;
break;
case RedSand:
_top = Cube::texRedSand;
_bot = Cube::texRedSand;
_side = Cube::texRedSand;
break;
case Sand:
_top = Cube::texSand;
_bot = Cube::texSand;
_side = Cube::texSand;
break;
default:
break;
}
}
void TexCube::createCube()
{
float x = _x;
float y = _y;
float z = _z;
float size = _size;
glBindTexture(GL_TEXTURE_2D, _bot);
//µ×Ãæ
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + size, y, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + size, y, z + size);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y, z + size);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
//²àÃæÎ÷
glBindTexture(GL_TEXTURE_2D, _side);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + size, y, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + size, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + size, y + size, z);
glEnd();
//²àÃæ¶«
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z + size);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + size, y, z + size);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + size, y + size, z + size);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + size, z + size);
glEnd();
//²àÃæÄÏ
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + size, y, z + size);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + size, y, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + size, y + size, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + size, y + size, z + size);
glEnd();
//²àÃæ±±
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z + size);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + size, z + size);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + size, z);
glEnd();
//¶¥Ãæ
glBindTexture(GL_TEXTURE_2D, _top);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y + size, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + size, z + size);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + size, y + size, z + size);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + size, y + size, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
}
TexCube::~TexCube()
{
}