(no commit message)
[atyndall/cits2231.git] / helper.c
index 20ce8b5..b13e8f9 100644 (file)
--- a/helper.c
+++ b/helper.c
@@ -207,100 +207,118 @@ int makeSubmenuFromArray( const char *menuEntries[], unsigned int menuEntriesSiz
 }
 
 /**
- * Recursive function to draw a square by drawing smaller and smaller
- * divisions of the square, determined by drawFloorRecurse.
- * @param recurseLevel Current level of recursion, only pass 0
- * @param x1 top-left x
- * @param z1 top-left z
- * @param x2 bottom-left x
- * @param z2 bottom-left z
+ * Draw a floor by looping over the floorSize and squareSize variables
  */
-void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {
+void drawFloor() {
+  if ( currentGroundTexture == 0 ) {
+    getTexture(1);
+    glBindTexture(GL_TEXTURE_2D, 1);
+  } else {
+    getTexture(currentGroundTexture);
+    glBindTexture(GL_TEXTURE_2D, currentGroundTexture);
+  }
+
+       glBegin(GL_QUADS);  
+
+
+  // **NOTE: Code under development to solve the texture-is-larger-than-square problem
 /*
-  if ( drawFloorRecurse != recurseLevel ) {
-    // Calculate middle points
-    float xm = (x1 + x2) / 2.0;
-    float zm = (z1 + z2) / 2.0;
+  int textureTileSize = 50;
+  int divisions = 2;
 
-    // Increment recursion level
-    int rnew = recurseLevel + 1;
+  for ( int tx = -floorSize; tx <= floorSize; tx += textureTileSize ) {
+    for ( int tz = -floorSize; tz <= floorSize; tz += textureTileSize ) {
+      int subTileWidth = textureTileSize / divisions;
+      for ( int x = 0; x <= divisions * 2; x++ ) {
+        for ( int z = 0; z <= divisions * 2; z++ ) {
+          glColor3f( 1.0, 1.0, 1.0 );
 
-    // Split into four sub-quads
-    drawSquare(rnew, x1, z1, xm, zm);
-    drawSquare(rnew, x1, zm, xm, z2);
-    drawSquare(rnew, xm, zm, x2, z2);
-    drawSquare(rnew, xm, z1, x2, zm);
+          printf("Creating a subtile.\n");
+          printf("Texture box is: (%d, %d), (%d, %d), (%d, %d), (%d, %d)\n",tx+textureTileSize, tz+textureTileSize,tx+textureTileSize, tz,tx, tz, tx, tz+textureTileSize );
+          printf("Polygon box is: (%d, %d), (%d, %d), (%d, %d), (%d, %d)\n",(x+1)*subTileWidth+tx, (z+1)*subTileWidth+tz ,(x+1)*subTileWidth+tx, z*subTileWidth+tz, x*subTileWidth+tx, z*subTileWidth+tz, x*subTileWidth+tx, (z+1)*subTileWidth+tz);
 
-  } else {
-    // Draw square.
-    // **NOTE: Is the polygon facing in the right direction?
-
-    float xm = (x1 + x2) / 2.0;
-    drawSquare(recurseLevel, )
-
-    glBegin(GL_QUADS);
-      glNormal3f(0,1,0);
-      glVertex3f(x1, 0.0, z1);
-      glVertex3f(x1, 0.0, z2);
-      glVertex3f(x2, 0.0, z2);
-      glVertex3f(x2, 0.0, z1);
-    glEnd();
-  }*/
-
- unsigned int GridSizeX = 100;
-       unsigned int GridSizeY = 100;
-       unsigned int SizeX = 2;
-       unsigned int SizeY = 2;
-
-  
-       for (unsigned int x =0;x<GridSizeX;++x)
-               for (unsigned int y =0;y<GridSizeY;++y)
-               {
-                       if ((x+y)%2) //modulo 2
-                               glColor3f(1.0f,1.0f,1.0f); //white
-                       else
-                               glColor3f(0.0f,0.0f,0.0f); //black
-glBegin(GL_QUADS);
-                       
-                       glVertex3f((x+1)*SizeX,0.0, (y+1)*SizeY);
-                       glVertex3f(    x*SizeX,0.0, (y+1)*SizeY);
-      glVertex3f(    x*SizeX,0.0,     y*SizeY);
-                       glVertex3f((x+1)*SizeX,0.0,     y*SizeY);
-glEnd();
-               }
-       
+          glTexCoord2f( tx+textureTileSize, tz+textureTileSize );
+          glVertex3f  ( (x+1)*subTileWidth+tx, 0.0, (z+1)*subTileWidth+tz );
 
-}
+          glTexCoord2f( tx+textureTileSize, tz );
+          glVertex3f  ( (x+1)*subTileWidth+tx, 0.0,     z*subTileWidth+tz );
 
-/**
- * Draw a floor by calling the drawSquare recursion
- */
-void drawFloor() {
-  drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);
+          glTexCoord2f( tx, tz );
+          glVertex3f  (     x*subTileWidth+tx, 0.0,     z*subTileWidth+tz );
+
+          glTexCoord2f( tx, tz+textureTileSize );
+          glVertex3f  (     x*subTileWidth+tx, 0.0, (z+1)*subTileWidth+tz );
+        }
+      }
+    }
+  }
+*/
+
+    for ( int x = -floorSize; x < floorSize; x++ ) {
+      for ( int z = -floorSize; z < floorSize; z++ ) {
+        glColor3f( 1.0, 1.0, 1.0 );
+        
+        glTexCoord2f( 1.0, 1.0 );
+        glVertex3f  ( (x+1)*squareSize, 0.0, (z+1)*squareSize );
+
+        glTexCoord2f( 1.0, 0.0 );
+        glVertex3f  ( (x+1)*squareSize, 0.0,     z*squareSize );
+
+        glTexCoord2f( 0.0, 0.0 );
+        glVertex3f  (     x*squareSize, 0.0,     z*squareSize );
+
+        glTexCoord2f( 0.0, 1.0 );
+        glVertex3f  (     x*squareSize, 0.0, (z+1)*squareSize );
+      }
+    }
+
+       glEnd();
+
+  if ( currentGroundTexture != 0 ) {
+    glBindTexture(GL_TEXTURE_2D, 0);
+  }
 }
 
 /**
  * Draw x, z axis on floor
  */
-void drawLine() {
-    // **NOTE: fix function
-    glDisable(GL_TEXTURE_2D);
-    glDisable(GL_LIGHTING);
-    //glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    glColor3f( 0.0, 0.0, 0.0 );
-
-    glBegin(GL_LINES);
+void drawAxisLines() {
+  // **NOTE: Function does not currently draw arrow-heads
+
+  glDisable(GL_TEXTURE_2D);
+  glDisable(GL_LIGHTING);
+  glEnable(GL_BLEND);
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+  glEnable(GL_LINE_SMOOTH);
+  glColor3f( 0.0, 0.0, 0.0 );
+
+  float arrowLength = 1.0;
+
+  glBegin(GL_LINES);
+    // x arrow
     glVertex3i(  lineLength, 0.0, 0.0 );
     glVertex3i( -lineLength, 0.0, 0.0 );
-    glEnd();
+    
+    // x arrowheads
+    glVertex3i(  lineLength, 0.0, 0.0 );
+    glVertex3i(  lineLength - arrowLength, 0.0,  1.0 );
+
+    glVertex3i(  lineLength, 0.0, 0.0 );
+    glVertex3i(  lineLength - arrowLength, 0.0, -1.0 );
+
+    // z arrow
+    glVertex3i(  0.0, 0.0,  lineLength );
+    glVertex3i(  0.0, 0.0, -lineLength );
+
+    // z arrowheads
+    glVertex3i(  0.0, 0.0,  lineLength );
+    glVertex3i(  1.0, 0.0,  lineLength - arrowLength );
 
-    glBegin(GL_LINES);
-    glVertex3i( 0.0, 0.0,  lineLength );
-    glVertex3i( 0.0, 0.0, -lineLength );
-    glEnd();
+    glVertex3i(  0.0, 0.0,  lineLength );
+    glVertex3i( -1.0, 0.0,  lineLength - arrowLength );
+  glEnd();
 
-    //glDisable(GL_BLEND);
-    glEnable(GL_LIGHTING);
-    glEnable(GL_TEXTURE_2D);
+  glDisable(GL_BLEND);
+  glEnable(GL_LIGHTING);
+  glEnable(GL_TEXTURE_2D);
 }
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