1 /***************************************************************************
2 *
3 * Copyright 2010,2011 BMW Car IT GmbH
4 * Copyright (C) 2011 DENSO CORPORATION and Robert Bosch Car Multimedia Gmbh
5 *
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 * http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 ****************************************************************************/
20 #include "Ground.h"
21 #include "ShaderLighting.h"
22
23 #include <string.h>
24
25 #include <iostream>
26 using std::cout;
27 using std::endl;
28
29 #include <GLES2/gl2.h>
30
31
Ground(vec3f position,vec3f size,vec4f color,ShaderBase * pShader)32 Ground::Ground(vec3f position, vec3f size, vec4f color, ShaderBase* pShader)
33 : m_position(position)
34 , m_size(size)
35 , m_color(color)
36 , m_pShader(pShader)
37 {
38 m_index[0] = vec3u(0, 1, 2);
39 m_index[1] = vec3u(2, 3, 0);
40
41 // y z
42 // 3-------------2 | /
43 // / / |/
44 // / / ------x
45 // 0-------------1
46
47 m_vertex[0].x = m_position.x;
48 m_vertex[0].y = m_position.y;
49 m_vertex[0].z = m_position.z;
50
51 m_vertex[1].x = m_position.x + m_size.x;
52 m_vertex[1].y = m_position.y;
53 m_vertex[1].z = m_position.z;
54
55 m_vertex[2].x = m_position.x + m_size.x;
56 m_vertex[2].y = m_position.y;
57 m_vertex[2].z = m_position.z + m_size.z;
58
59 m_vertex[3].x = m_position.x;
60 m_vertex[3].y = m_position.y;
61 m_vertex[3].z = m_position.z + m_size.z;
62 }
63
render()64 void Ground::render()
65 {
66 m_pShader->use(&m_position, &m_color);
67
68 // draw
69 glEnableVertexAttribArray(0);
70 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, m_vertex);
71 glDrawElements(GL_TRIANGLES, 3 * sizeof(m_index)/sizeof(m_index[0]), GL_UNSIGNED_SHORT, m_index);
72 }
73