PARALLELEPIPED

p

void Parallelepiped::init()
{
glm::vec3 pu = p + u;
glm::vec3 pv = p + v;
glm::vec3 pw = p + w;
glm::vec3 puv = p + u + v;
glm::vec3 pvw = p + v + w;
glm::vec3 puw = p + u + w;
glm::vec3 puvw = p + u + v + w;

// Front face
vbo.addData(&p[0], sizeof(glm::vec3));
vbo.addData(&pu[0], sizeof(glm::vec3));
vbo.addData(&puw[0], sizeof(glm::vec3));
vbo.addData(&p[0], sizeof(glm::vec3));
vbo.addData(&puw[0], sizeof(glm::vec3));
vbo.addData(&pw[0], sizeof(glm::vec3));

// Back face
vbo.addData(&puv[0], sizeof(glm::vec3));
vbo.addData(&pv[0], sizeof(glm::vec3));
vbo.addData(&pvw[0], sizeof(glm::vec3));
vbo.addData(&puv[0], sizeof(glm::vec3));
vbo.addData(&pvw[0], sizeof(glm::vec3));
vbo.addData(&puvw[0], sizeof(glm::vec3));

 

// Left face
vbo.addData(&pv[0], sizeof(glm::vec3));
vbo.addData(&p[0], sizeof(glm::vec3));
vbo.addData(&pw[0], sizeof(glm::vec3));
vbo.addData(&pv[0], sizeof(glm::vec3));
vbo.addData(&pw[0], sizeof(glm::vec3));
vbo.addData(&pvw[0], sizeof(glm::vec3));

 

// Right face
vbo.addData(&pu[0], sizeof(glm::vec3));
vbo.addData(&puv[0], sizeof(glm::vec3));
vbo.addData(&puvw[0], sizeof(glm::vec3));
vbo.addData(&pu[0], sizeof(glm::vec3));
vbo.addData(&puvw[0], sizeof(glm::vec3));
vbo.addData(&puw[0], sizeof(glm::vec3));

 

// Top face
vbo.addData(&pw[0], sizeof(glm::vec3));
vbo.addData(&puw[0], sizeof(glm::vec3));
vbo.addData(&puvw[0], sizeof(glm::vec3));
vbo.addData(&pw[0], sizeof(glm::vec3));
vbo.addData(&puvw[0], sizeof(glm::vec3));
vbo.addData(&pvw[0], sizeof(glm::vec3));

 

// Bottom face
vbo.addData(&puv[0], sizeof(glm::vec3));
vbo.addData(&pu[0], sizeof(glm::vec3));
vbo.addData(&p[0], sizeof(glm::vec3));
vbo.addData(&puv[0], sizeof(glm::vec3));
vbo.addData(&p[0], sizeof(glm::vec3));
vbo.addData(&pv[0], sizeof(glm::vec3));

 

numVertices = 36;

 

// create VBO
vbo.createVBO();
vbo.bindVBO();
vbo.uploadDataToGPU(GL_STATIC_DRAW);

 

// create a VAO
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

 

isLoaded = true;
}