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1 /***************************************************************************
2  *
3  * Copyright 2010,2011 BMW Car IT GmbH
4  * Copyright (C) 2011 DENSO CORPORATION and Robert Bosch Car Multimedia Gmbh
5  * Copyright (C) 2018 Advanced Driver Information Technology Joint Venture GmbH
6  *
7  *
8  * Licensed under the Apache License, Version 2.0 (the "License");
9  * you may not use this file except in compliance with the License.
10  * You may obtain a copy of the License at
11  *
12  *        http://www.apache.org/licenses/LICENSE-2.0
13  *
14  * Unless required by applicable law or agreed to in writing, software
15  * distributed under the License is distributed on an "AS IS" BASIS,
16  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
17  * See the License for the specific language governing permissions and
18  * limitations under the License.
19  *
20  ****************************************************************************/
21 #include "Street.h"
22 #include "ShaderBase.h"
23 
24 #include <string.h>
25 
26 #include <iostream>
27 using std::cout;
28 using std::endl;
29 
30 #include <GLES2/gl2.h>
31 
32 
Street(vec3f position,vec3f size,vec4f color,ShaderBase * shader)33 Street::Street(vec3f position, vec3f size, vec4f color, ShaderBase* shader)
34 : m_position(position)
35 , m_size(size)
36 , m_color(color)
37 , m_shader(shader)
38 {
39     m_index[0] = vec3u(0, 3, 2);
40     m_index[1] = vec3u(2, 1, 0);
41 
42     //                             y  z
43     //     3-------------2         | /
44     //    /             /          |/
45     //   /             /           ------x
46     //  0-------------1
47 
48     m_vertex[0].x = m_position.x;
49     m_vertex[0].y = m_position.y;
50     m_vertex[0].z = m_position.z;
51 
52     m_vertex[1].x = m_position.x + m_size.x;
53     m_vertex[1].y = m_position.y;
54     m_vertex[1].z = m_position.z;
55 
56     m_vertex[2].x = m_position.x + m_size.x;
57     m_vertex[2].y = m_position.y;
58     m_vertex[2].z = m_position.z + m_size.z;
59 
60     m_vertex[3].x = m_position.x;
61     m_vertex[3].y = m_position.y;
62     m_vertex[3].z = m_position.z + m_size.z;
63 }
64 
Street(vec3f position,vec3f size,vec4f color,ShaderTexture * shader,TextureLoader * streetTexture,float numRepeats)65 Street::Street(vec3f position, vec3f size, vec4f color, ShaderTexture* shader, TextureLoader* streetTexture, float numRepeats)
66 : Street(position, size, color, shader)
67 {
68     withTexture = true;
69     texture = streetTexture;
70     float xCoords, yCoords;
71 
72     float z_to_x = m_size.z / m_size.x;
73     float x_to_z = m_size.x / m_size.z;
74     if(z_to_x > x_to_z){
75         yCoords = numRepeats;
76         xCoords = numRepeats * z_to_x;
77     } else {
78         yCoords = numRepeats * z_to_x;
79         xCoords = numRepeats;
80     }
81 
82     m_texCoords[0].x = 0.0;
83     m_texCoords[0].y = 0.0;
84 
85     m_texCoords[1].x = xCoords;
86     m_texCoords[1].y = 0.0;
87 
88     m_texCoords[2].x = xCoords;
89     m_texCoords[2].y = yCoords;
90 
91     m_texCoords[3].x = 0.0;
92     m_texCoords[3].y = yCoords;
93 }
94 
render()95 void Street::render()
96 {
97     if(withTexture) {
98         GLuint textureID = texture->getId();
99         ((ShaderTexture *)m_shader)->use(&m_position, textureID);
100         ((ShaderTexture *)m_shader)->setTexCoords(m_texCoords);
101     }else{
102         m_shader->use(&m_position, &m_color);
103     }
104 
105     // draw
106     glEnableVertexAttribArray(0);
107     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, m_vertex);
108     glDrawElements(GL_TRIANGLES, 3 * sizeof(m_index)/sizeof(m_index[0]), GL_UNSIGNED_SHORT, m_index);
109 }
110 
update(int currentTimeInMs,int lastFrameTime)111 void Street::update(int currentTimeInMs, int lastFrameTime)
112 {
113     (void)currentTimeInMs; //prevent warning
114     m_position.z += 0.0005 * lastFrameTime;
115 
116     if (m_position.z > 3.0)
117     {
118         m_position.z -= 2.0;
119     }
120 }
121