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#ifndef _TRIANGLE_H_
#define _TRIANGLE_H_
#include "gl.h"
#include "Color.h"
#include "Vector.h"
#include "Vertex.h"
#include "Matrix.h"
class Triangle
{
public:
Triangle(const Vertex &v1, const Vertex &v2, const Vertex &v3, const Color &c0) : c(c0)
{
v[0] = v1;
v[1] = v2;
v[2] = v3;
}
const Vertex& getVertex(int i) const {return v[i];}
const Color& getColor() const {return c;}
Vertex getNormal() const {
Vector v1 = v[0]-v[2];
Vector v2 = v[0]-v[1];
return v1.cross(v2).normalize();
}
void render() const {
//glColor4f(c.getR(), c.getG(), c.getB(), c.getA());
float color[] = {c.getR(), c.getG(), c.getB(), c.getA()};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
for(int i = 0; i < 3; ++i) {
color[i] /= 2;
}
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
Vector normal = getNormal();
glNormal3f(normal.getX(), normal.getY(), normal.getZ());
for(int i = 0; i < 3; ++i)
{
glVertex3f(v[i].getX(), v[i].getY(), v[i].getZ());
}
}
void transform(const Matrix &m) {
for(int i = 0; i < 3; ++i)
{
v[i] = m*v[i];
}
}
Vertex getCenter() const {
return (Vector(v[0])+Vector(v[1])+Vector(v[2]))/3;
}
private:
Vertex v[3];
Color c;
};
#endif /*_TRIANGLE_H_*/
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