Es++ Class: OpenGLTexturedCylinder

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Source code

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 *  OpenGLTexturedCylinder.h
 *
 *****************************************************************************/

//2017/02/20 Updated.

#pragma once
#include <es++/opengl/OpenGLQuadric.h>
#include <es++/opengl/OpenGLTexture2D.h>
#include <es++/opengl/OpenGLCylinder.h>
#include <math.h>

namespace Es {

class OpenGLTexturedCylinder :public OpenGLTexture2D {
private:
  SmartPtr<OpenGLQuadric> quadric;
  SmartPtr<OpenGLCylinder>  cylinder;
public:
  OpenGLTexturedCylinder(const char* filename)
  :OpenGLTexture2D()
  {
    quadric = new OpenGLQuadric();
    cylinder = new OpenGLCylinder(quadric);
    
    quadric->texture(1);
    load(filename);
    drawStyle(GLU_FILL);
  } 

public:
  OpenGLTexturedCylinder(const char* filename, 
      GLdouble b,  GLdouble t, GLdouble h,  
      GLint    sl, GLint    st)
  :OpenGLTexture2D()
  {
    quadric = new OpenGLQuadric();
    cylinder = new OpenGLCylinder(quadric, b, t, h, sl, st);
    quadric->texture(1);
    load(filename);
    drawStyle(GLU_FILL);
  } 

public:
  OpenGLTexturedCylinder(OpenGLImageInfo& imageInfo,
      GLdouble b,  GLdouble t, GLdouble h,
      GLint    sl, GLint    st)
  :OpenGLTexture2D()
  {
    quadric = new OpenGLQuadric();
    cylinder = new OpenGLCylinder(quadric, b, t, h, sl, st);
    quadric->texture(1);
    setImageInfo(imageInfo);
    drawStyle(GLU_FILL);
  }

public:
  OpenGLTexturedCylinder(const char* filename, OpenGLMateria& materia, 
      GLdouble b,  GLdouble t, GLdouble h,  
      GLint    sl, GLint    st)
  :OpenGLTexture2D()
  {
    quadric = new OpenGLQuadric();
    cylinder = new OpenGLCylinder(quadric, materia, b, t, h, sl, st);
    quadric->texture(1);
    load(filename);
    drawStyle(GLU_FILL);
  } 

  ~OpenGLTexturedCylinder()
  {
  }

  void drawStyle(GLenum style)
  {
    //style will take GLU_FILL, GLU_LINE, GLU_SILHOUETTE, and GLU_POINT. 
    quadric->drawStyle(style);    
  }
  
  void orientation(GLenum orientation)
  {
    //orientation will take GLU_OUTSIDE, and GLU_INSIDE
    quadric->orientation(orientation);
  }
 
  void normals(GLenum normal)
  {
    //normal will take GLU_NONE, GLU_FLAT, and GLU_SMOOTH
    quadric->normals(normal);
  }
  
  virtual void load(const char* filename)
  {
    bind();

    pixelStore(GL_UNPACK_ALIGNMENT, 4);
    
    parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    //env(GL_TEXTURE_ENV_MODE, GL_MODULATE);
  
   // generate(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
   // generate(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);

    parameter(GL_TEXTURE_WRAP_S, GL_REPEAT);
    parameter(GL_TEXTURE_WRAP_T, GL_REPEAT);
 
    try {
      imageFromFile(filename);
    } catch (Exception& ex) {
      ex.display();
    }
    
    unbind();
  }
    
  virtual void setImageInfo(OpenGLImageInfo& imageInfo)
  {
    bind();

    pixelStore(GL_UNPACK_ALIGNMENT, 4);
   
    parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    //env(GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
   // generate(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
   // generate(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);

    parameter(GL_TEXTURE_WRAP_S, GL_REPEAT);
    parameter(GL_TEXTURE_WRAP_T, GL_REPEAT);

    try {
      image(imageInfo);
    } catch (Exception& ex) {
      ex.display();
    }
   
    unbind();
  }

  void draw(GLdouble base, GLdouble top, GLdouble height,  
          GLint slices, GLint stacks) 
  {
    bind();
    cylinder->draw();
    gluCylinder(quadric->getQuadric(), base, top, height,
                        slices, stacks);
    unbind();
  }

  void draw(OpenGLGC* gc)  
  {
    if (gc) {      
      gc->enable(GL_NORMALIZE);
      gc->enable(GL_COLOR_MATERIAL);
      bind();
      cylinder->draw(gc, 0.0, 0.0, 0.0);
      unbind();
    }
  }

  void draw(OpenGLGC* gc, GLfloat x, GLfloat y, GLfloat z)  
  {
    if (gc) {
      gc->enable(GL_NORMALIZE);
      gc->enable(GL_COLOR_MATERIAL);
      bind();
      cylinder->draw(gc, x, y, z );
      unbind();
    }
  }

};

}


Last modified: 4 Apr 2019

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