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46 lines
1.7 KiB
46 lines
1.7 KiB
#include "ground.h"
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void Ground::Init() {
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mVertexBuffer = new VertexBuffer;//创建顶点数据和vbo
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mVertexBuffer->SetSize(1600);
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for (int z = 0; z < 20; ++z) {
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float zStart = 100.0f - z*10.0f;
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for (int x = 0; x < 20; ++x) {
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int offset = (x + z * 20) * 4;
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float xStart = x*10.0f - 100.0f;
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mVertexBuffer->SetPosition(offset, xStart, -1.0f, zStart);
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mVertexBuffer->SetPosition(offset + 1, xStart + 10.0f, -1.0f, zStart);
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mVertexBuffer->SetPosition(offset + 2, xStart, -1.0f, zStart - 10.0f);
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mVertexBuffer->SetPosition(offset + 3, xStart + 10.0f, -1.0f, zStart - 10.0f);
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mVertexBuffer->SetNormal(offset, 0.0f, 1.0f, 0.0f);
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mVertexBuffer->SetNormal(offset + 1, 0.0f, 1.0f, 0.0f);
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mVertexBuffer->SetNormal(offset + 2, 0.0f, 1.0f, 0.0f);
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mVertexBuffer->SetNormal(offset + 3, 0.0f, 1.0f, 0.0f);
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if ((z % 2) ^ (x % 2)) {
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mVertexBuffer->SetColor(offset, 0.1f, 0.1f, 0.1f);
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mVertexBuffer->SetColor(offset + 1, 0.1f, 0.1f, 0.1f);
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mVertexBuffer->SetColor(offset + 2, 0.1f, 0.1f, 0.1f);
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mVertexBuffer->SetColor(offset + 3, 0.1f, 0.1f, 0.1f);
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}
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else {
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mVertexBuffer->SetColor(offset, 0.8f, 0.8f, 0.8f);
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mVertexBuffer->SetColor(offset + 1, 0.8f, 0.8f, 0.8f);
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mVertexBuffer->SetColor(offset + 2, 0.8f, 0.8f, 0.8f);
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mVertexBuffer->SetColor(offset + 3, 0.8f, 0.8f, 0.8f);
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}
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}
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}
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/*编译和链接shader*/
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mShader = new Shader;
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mShader->Init("Res/ground.vs", "Res/ground.fs");
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}
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void Ground::Draw(glm::mat4 & viewMatrix, glm::mat4 & projectionMatrix) {
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glEnable(GL_DEPTH_TEST);
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mVertexBuffer->Bind();
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mShader->Bind(glm::value_ptr(mModelMatrix), glm::value_ptr(viewMatrix), glm::value_ptr(projectionMatrix));
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for (int i = 0; i < 400; i++) {
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glDrawArrays(GL_TRIANGLE_STRIP, i * 4, 4);
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}
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mVertexBuffer->Unbind();
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}
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