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block.cpp
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block.cpp
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#include "block.h"
#include <iostream>
using namespace std;
Block::Block(int XX, int ZZ, int wt){
//cout <<"Costruito blocco in "<<X << " " <<Z <<endl;
X = XX;
Z = ZZ;
wallTexture = wt;
}
void Block::draw() {
//cout << "Drawing " <<X <<" " <<Z <<endl;
GLfloat ambient[4] = { 0.2f, 0.2f, 0.2f, 1 };
GLfloat diffuse[4] = { 0.7f, 0.7f, 0.7f, 1 };
GLfloat specular[4] = { 0.1f, 0.1f, 0.1f, 1 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glBindTexture(GL_TEXTURE_2D, wallTexture);
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2f(1, 1);
glVertex3f(X+HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z+HALF_BLOCK_SIZE);
glTexCoord2f(0, 1);
glVertex3f(X-HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z+HALF_BLOCK_SIZE);
glTexCoord2f(0, 0);
glVertex3f(X-HALF_BLOCK_SIZE, 0, Z+HALF_BLOCK_SIZE);
glTexCoord2f(1, 0);
glVertex3f(X+HALF_BLOCK_SIZE, 0, Z+HALF_BLOCK_SIZE);
glNormal3f(0, 0, -1);
glTexCoord2f(1, 1);
glVertex3f(X-HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 1);
glVertex3f(X+HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 0);
glVertex3f(X+HALF_BLOCK_SIZE, 0, Z-HALF_BLOCK_SIZE);
glTexCoord2f(1, 0);
glVertex3f(X-HALF_BLOCK_SIZE, 0, Z-HALF_BLOCK_SIZE);
glNormal3f(1, 0, 0);
glTexCoord2f(1, 1);
glVertex3f(X+HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 1);
glVertex3f(X+HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z+HALF_BLOCK_SIZE);
glTexCoord2f(0, 0);
glVertex3f(X+HALF_BLOCK_SIZE, 0, Z+HALF_BLOCK_SIZE);
glTexCoord2f(1, 0);
glVertex3f(X+HALF_BLOCK_SIZE, 0, Z-HALF_BLOCK_SIZE);
glNormal3f(-1, 0, 0);
glTexCoord2f(1, 1);
glVertex3f(X-HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z+HALF_BLOCK_SIZE);
glTexCoord2f(0, 1);
glVertex3f(X-HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 0);
glVertex3f(X-HALF_BLOCK_SIZE, 0, Z-HALF_BLOCK_SIZE);
glTexCoord2f(1, 0);
glVertex3f(X-HALF_BLOCK_SIZE, 0, Z+HALF_BLOCK_SIZE);
// Faccia sopra
glNormal3f(0, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(X+HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 1);
glVertex3f(X-HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 0);
glVertex3f(X-HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z+HALF_BLOCK_SIZE);
glTexCoord2f(1, 0);
glVertex3f(X+HALF_BLOCK_SIZE, 2*HALF_BLOCK_SIZE, Z+HALF_BLOCK_SIZE);
//Faccia sotto
glNormal3f(0, -1, 0);
glTexCoord2f(1, 1);
glVertex3f(X-HALF_BLOCK_SIZE, 0, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 1);
glVertex3f(X+HALF_BLOCK_SIZE, 0, Z-HALF_BLOCK_SIZE);
glTexCoord2f(0, 0);
glVertex3f(X+HALF_BLOCK_SIZE, 0, Z+HALF_BLOCK_SIZE);
glTexCoord2f(1, 0);
glVertex3f(X-HALF_BLOCK_SIZE, 0, Z+HALF_BLOCK_SIZE);
glEnd();
}