X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=helper.c;h=499b5c75c89587fa99abb9cf8409a1c517c10c86;hp=004da4330028af07ed20688baea05613d7947e7f;hb=4614b336e97233a3cea7ade9ac8c474bc46952e8;hpb=9265bbe175893ed49376b406b64e5b7ecbd9234e diff --git a/helper.c b/helper.c index 004da43..499b5c7 100644 --- a/helper.c +++ b/helper.c @@ -206,64 +206,37 @@ int makeSubmenuFromArray( const char *menuEntries[], unsigned int menuEntriesSiz return mainMenu; } -/** - * 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 - */ -void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) { - if ( drawFloorRecurse != recurseLevel ) { - // Calculate middle points - float xm = (x1 + x2) / 2.0; - float zm = (z1 + z2) / 2.0; - - // Increment recursion level - int rnew = recurseLevel + 1; - - // 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); - - } else { - // Draw square. - // **NOTE: We're drawing large strips, instead of squares, which might cause a lighting problem - glBegin(GL_QUADS); - //glNormal3f(0,1,0); - glColor3f(1.0, 1.0, 1.0); - glVertex3f(x1, 0.0, z1); - glVertex3f(x1, 0.0, z2); - glVertex3f(x2, 0.0, z2); - glVertex3f(x2, 0.0, z1); - glEnd(); - } -} - /** * Draw a floor by calling the drawSquare recursion */ void drawFloor() { - drawSquare(0, -floorSize, -floorSize, floorSize, floorSize); + glBegin(GL_QUADS); + for ( int x = -floorSize; x < floorSize; x++ ) { + for ( int y = -floorSize; y < floorSize; y++ ) { + glColor3f( 1.0, 1.0, 1.0 ); + glVertex3f( (x+1)*squareSize, 0.0, (y+1)*squareSize ); + glVertex3f( x*squareSize, 0.0, (y+1)*squareSize ); + glVertex3f( x*squareSize, 0.0, y*squareSize ); + glVertex3f( (x+1)*squareSize, 0.0, y*squareSize ); + } + } + glEnd(); } /** * Draw x, z axis on floor */ -void drawLine() { +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 = 0.5; + float arrowLength = 1.0; glBegin(GL_LINES); // x arrow @@ -272,17 +245,21 @@ void drawLine() { // x arrowheads glVertex3i( lineLength, 0.0, 0.0 ); - glVertex3i( lineLength - arrowLength, 0.0, 0.3 ); + glVertex3i( lineLength - arrowLength, 0.0, 1.0 ); glVertex3i( lineLength, 0.0, 0.0 ); - glVertex3i( lineLength - arrowLength, 0.0, -0.3 ); - - glVertex3i( -lineLength, 0.0, 0.0 ); - glVertex3i( -lineLength - arrowLength, 0.0, 0.3 ); + glVertex3i( lineLength - arrowLength, 0.0, -1.0 ); // z arrow - glVertex3i( 0.0, 0.0, lineLength ); - glVertex3i( 0.0, 0.0, -lineLength ); + 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 ); + + glVertex3i( 0.0, 0.0, lineLength ); + glVertex3i( -1.0, 0.0, lineLength - arrowLength ); glEnd(); glDisable(GL_BLEND);