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winterj4 committed Nov 7, 2019
0 parents commit a7dc84b4d71c07160ebaa7de937d0ed2312283e1
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#include "GameObjects\Headers\Booster.h"

Booster::Booster(glm::vec3 position) : GameObject(position)
{
char filename[] = "SpaceCraft.obj";
obj2.LoadModel(filename);
}

Booster::~Booster()
{
}

void Booster::loadBoosterTexture()
{
// Local storage for bmp image data.
static BitMapFile *image[5];

// Load the textures.
image[4] = getbmp("UFO.bmp");

// Bind grass image.
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, texture[4]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image[4]->sizeX, image[4]->sizeY, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image[4]->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
BoosterTexLoc = glGetUniformLocation(GameEngine::programId, "spaceOneTex");
glUniform1i(BoosterTexLoc, 6);
}

void Booster::SetUpDrawing()
{
glGenTextures(5, texture);
//loadBoosterTexture();

glGenVertexArrays(1, vao);
glGenBuffers(1, buffer);

glBindVertexArray(vao[0]);
glBindBuffer(GL_ARRAY_BUFFER, buffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * obj2.numFaces * 3, obj2.verts, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); //layout(location=4) in vec4 fieldCoords;
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(sizeof(Vertex::coords) + sizeof(Vertex::normal))); //layout(location=4) in vec4 fieldCoords;
glEnableVertexAttribArray(1);
}

void Booster::DrawScene()
{

mat4 modelMat = mat4(1.0);
modelMat = translate(modelMat, this->position);

modelMat = rotate(modelMat, -glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
modelMat = scale(modelMat, vec3(400, 400, 400));

glUniformMatrix4fv(modelMatLoc, 1, GL_FALSE, value_ptr(modelMat)); //send to the shader
glUniform1ui(glGetUniformLocation(GameEngine::programId, "object"), 6);
glBindVertexArray(vao[0]);

glDrawArrays(GL_TRIANGLES, 0, obj2.numFaces * 3);
}

void Booster::Update(int deltaTime)
{
}

void Booster::collides(Collider* other)
{

}

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