X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=helper.c;h=ab96c884b582b1995ef2e2bfcd1e9af3e33d018e;hp=b80a513ea35dd8d76d7b69dc5ef06f0a3be238af;hb=464a73902a3b41c529b43a93bc3ce73741c7ff44;hpb=a73bfc78d5ebac0c1cb851ed8b619fbd13acea9c diff --git a/helper.c b/helper.c index b80a513..ab96c88 100644 --- a/helper.c +++ b/helper.c @@ -207,60 +207,59 @@ 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) { - if ( drawFloorRecurse != recurseLevel ) { - // Calculate middle points - float xm = (x1 + x2) / 2.0; - float zm = (z1 + z2) / 2.0; +void drawFloor() { + if ( currentGroundTexture == 0 ) { + getTexture(1); + glBindTexture(GL_TEXTURE_2D, 1); + } else { + getTexture(currentGroundTexture); + glBindTexture(GL_TEXTURE_2D, currentGroundTexture); + } - // Increment recursion level - int rnew = recurseLevel + 1; + glBegin(GL_QUADS); - // 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); + for ( int x = -floorSize; x < floorSize; x++ ) { + for ( int z = -floorSize; z < floorSize; z++ ) { + glColor3f( 1.0, 1.0, 1.0 ); - } 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(); - } -} + glNormal3i( 0, 1, 0 ); + glTexCoord2f( 1.0, 1.0 ); + glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize ); -/** - * Draw a floor by calling the drawSquare recursion - */ -void drawFloor() { - drawSquare(0, -floorSize, -floorSize, floorSize, floorSize); + 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 ) { + glBindTexture(GL_TEXTURE_2D, 0); + } } /** * 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 = 1.0; @@ -272,14 +271,49 @@ void drawLine() { // x arrowheads glVertex3i( lineLength, 0.0, 0.0 ); - glVertex3i( lineLength - arrowLength, 0.0, arrowLength ); + 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 ); + 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); 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; } \ No newline at end of file