X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=helper.c;h=441b3c9b22bb4b75bde312ae57a0d321a34c1270;hp=aed5e9a818ccafb7500d712ce07032ae2e7491c7;hb=821c28d874f5560d63a57ed73bc77b11337c3280;hpb=b3a3d7099dce9e51d7163d724106e2e2fd8d9973 diff --git a/helper.c b/helper.c index aed5e9a..441b3c9 100644 --- a/helper.c +++ b/helper.c @@ -210,78 +210,38 @@ int makeSubmenuFromArray( const char *menuEntries[], unsigned int menuEntriesSiz * Draw a floor by looping over the floorSize and squareSize variables */ void drawFloor() { - if ( currentGroundTexture != 0 ) { + if ( currentGroundTexture == 0 ) { + getTexture(1); + glBindTexture(GL_TEXTURE_2D, 1); + } else { getTexture(currentGroundTexture); glBindTexture(GL_TEXTURE_2D, currentGroundTexture); } - glBegin(GL_QUADS); - - int textureTileSize = 50; - int divisions = 2; - - 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 <= textureTileSize; x += subTileWidth ) { - for ( int z = 0; z <= textureTileSize; z += subTileWidth ) { - glColor3f( 1.0, 1.0, 1.0 ); - - glTexCoord2f( tx+textureTileSize, tz+textureTileSize ); - glVertex3f ( (x+1)*subTileWidth, 0.0, (z+1)*subTileWidth ); - - glTexCoord2f( tx+textureTileSize, tz ); - glVertex3f ( (x+1)*subTileWidth, 0.0, z*subTileWidth ); - - glTexCoord2f( tx, tz ); - glVertex3f ( x*subTileWidth, 0.0, z*subTileWidth ); - - glTexCoord2f( tx, tz+textureTileSize ); - glVertex3f ( x*subTileWidth, 0.0, (z+1)*subTileWidth ); - } - } - } - } - - - - - - - - - - - - - - - - - - - - + glBegin(GL_QUADS); - - /* for ( int x = -floorSize; x < floorSize; x++ ) { for ( int z = -floorSize; z < floorSize; z++ ) { glColor3f( 1.0, 1.0, 1.0 ); - + + glNormal3i( 0, 1, 0 ); glTexCoord2f( 1.0, 1.0 ); glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize ); + glNormal3i( 0, 1, 0 ); glTexCoord2f( 1.0, 0.0 ); glVertex3f ( (x+1)*squareSize, 0.0, z*squareSize ); + glNormal3i( 0, 1, 0 ); glTexCoord2f( 0.0, 0.0 ); glVertex3f ( x*squareSize, 0.0, z*squareSize ); + glNormal3i( 0, 1, 0 ); glTexCoord2f( 0.0, 1.0 ); glVertex3f ( x*squareSize, 0.0, (z+1)*squareSize ); } - }*/ + } + glEnd(); if ( currentGroundTexture != 0 ) { @@ -331,4 +291,76 @@ void drawAxisLines() { glDisable(GL_BLEND); glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); +} + +int addSceneObject(int id) { + // **NOTE: Currently only adds the teapot + + curObject = nObjects; + + sceneObjs[nObjects].mesh = -1; // Teapot is -1 mesh + sceneObjs[nObjects].texture.id = -1; // No texture + sceneObjs[nObjects].texture.scale = 1; + sceneObjs[nObjects].x = 0; + sceneObjs[nObjects].y = 0; + sceneObjs[nObjects].z = 0; + + sceneObjs[nObjects].scale[0] = 1; + sceneObjs[nObjects].scale[1] = 1; + sceneObjs[nObjects].scale[2] = 1; + + sceneObjs[nObjects].rotation.x = 0; + sceneObjs[nObjects].rotation.y = 0; + sceneObjs[nObjects].rotation.z = 0; + + nObjects += 1; // New object in scene + + return nObjects; +} + +void initializeLights() { + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightGlobalModel); + glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); + + for ( int i = 0; i < LIGHTS; i++ ) { + + memcpy( lightObjs[i].position, defaultPosition, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].ambient, defaultAmbient, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].diffuse, defaultDiffuse, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].specular, defaultSpecular, sizeof(GLfloat) * 4 ); + memcpy( lightObjs[i].direction, defaultDirection, sizeof(GLfloat) * 3 ); + + lightObjs[i].cutoff = defaultCutoff; + lightObjs[i].exponent = defaultExponent; + } + +} + +void updateLights() { + glDisable(GL_LIGHTING); + + for ( int i = 0; i < LIGHTS; i++ ) { + glDisable(GL_LIGHT0 + i); + + glLightfv(GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position); + glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient); + glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse); + glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular); + glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction); + + glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff); + glLighti(GL_LIGHT0 + i, GL_SPOT_EXPONENT, (int)lightObjs[i].exponent ); + + glEnable(GL_LIGHT0 + i); + + // Draw light ball for light + glPushMatrix(); + glColor3f(1.0, 1.0, 1.0); + glTranslatef(lightObjs[i].position[0], lightObjs[i].position[1], lightObjs[i].position[2]); + glutSolidSphere(lightBallSize, 20, 20); + glPopMatrix(); + + } + + glEnable(GL_LIGHTING); } \ No newline at end of file