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route.cpp
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144 lines (111 loc) · 3.72 KB
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#include "route.h"
Route::Route(Scene& scene, Shader* shaderProgram) : VisualPoint(scene, shaderProgram), xMin{ 0 }, xMax{ 0 }, ma{ 0 }, mb{ 0 }, mc{ 0 }
{
construct();
mMatrix.setToIdentity();
bShape = new AABB();
}
Route::Route(Scene& scene, Shader* shaderProgram, float a, float b, float c, float min, float max) : VisualPoint(scene, shaderProgram), xMin{ min }, xMax{ max }, ma{ a }, mb{ b }, mc{ c }
{
construct();
mMatrix.setToIdentity();
bShape = new AABB();
}
Route::Route(Scene& scene, Shader* shaderProgram, float a, float b, float c, float d, float min, float max) : VisualPoint(scene, shaderProgram), xMin{ min }, xMax{ max }, ma{ a }, mb{ b }, mc{ c }, md{ d }
{
construct();
mMatrix.setToIdentity();
bShape = new AABB();
}
Route::Route(Scene& scene, Shader* shaderProgram, std::vector<gsml::Vertex> points, float a, float b, float c, float min, float max) : VisualPoint(scene, shaderProgram), xMin{min}, xMax{max}, ma{a}, mb{b}, mc{c}
{
renderPoints = false;
for (int i = 0; i < points.size(); ++i)
{
mPoints.push_back(points[i]);
}
myPoints = new VisualPoint(mScene, mShaderProgram, mPoints);
construct();
mMatrix.setToIdentity();
bShape = new AABB();
}
Route::Route(Scene& scene, Shader* shaderProgram, std::vector<gsml::Vertex> points, float a, float b, float c, float d, float min, float max) : VisualPoint(scene, shaderProgram), xMin{ min }, xMax{ max }, ma{ a }, mb{ b }, mc{ c }, md{ d }
{
//renderPoints = true;
for (int i = 0; i < points.size(); ++i)
{
mPoints.push_back(points[i]);
}
myPoints = new VisualPoint(mScene, mShaderProgram, mPoints);
construct();
mMatrix.setToIdentity();
bShape = new AABB();
}
Route::~Route()
{
}
void Route::init()
{
VisualObject::init();
if (renderPoints)
myPoints->init();
}
void Route::construct()
{
float step {0.1f}; // xMin {0.f}, xMax{20.f};
for(float x = xMin; x < xMax; x += step)
{
if (x + step >= xMax) // Avoid stepping past xMax
{
x = xMax;
step = 0.f;
}
mVertices.push_back(gsml::Vertex{x, mathFunction(x), 0, 1, 1, 1});
mVertices.push_back(gsml::Vertex{x + step, mathFunction(x + step), 0, 1, 1, 1});
}
}
float Route::mathFunction(float x)
{
//if(md)
//return (ma * pow(x,3)) + (mb * pow(x,2)) + (mc * x) + md;
//return (ma * pow(x,2)) + (mb * x) + mc;
return x;
}
void Route::draw()
{
if (mTexture)
{
glActiveTexture(mShaderProgram->getShaderSlot());
glBindTexture(GL_TEXTURE_2D, mTexture->id());
}
mShaderProgram->loadShader();
// what object to draw
glBindVertexArray( mVAO );
//Since our shader uses a matrix and we rotate the triangle, we send the current matrix here
//Must be here to update each frame - if static object, it could be set only once
glUniformMatrix4fv(mShaderProgram->mMatrixUniform, //the location of the matrix in the shader
1, //count
GL_FALSE, //transpose the matrix before sending it?
mMatrix.constData()); //the data of the matrix
// The actual draw call
glDrawArrays(GL_LINES, 0, mVertices.size());
if (renderPoints)
myPoints->draw();
}
void Route::changeRoute(std::vector<gsml::Vertex> points, float a, float b, float c, float min, float max)
{
xMin = min;
xMax = max;
ma = a;
mb = b;
mc = c;
mVertices.empty();
renderPoints = true;
for (int i = 0; i < points.size(); ++i)
{
mPoints.push_back(points[i]);
}
myPoints = new VisualPoint(mScene, mShaderProgram, mPoints);
construct();
mMatrix.setToIdentity();
}