}
/**
- * 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;
-
- // 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: Is the polygon facing in the right direction?
- srand ( time(NULL) + x1 );
- if ( rand() % 10 < 5 ) {
- //printf("Random don't draw\n");
- return;
- }
- //printf("Drawing square (%f, %f), (%f, %f), (%f, %f), (%f, %f)\n", x1, z1, x1, z2, x2, z2, x2, z1);
- 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();
+void drawFloor() {
+ if ( currentGroundTexture != 0 ) {
+ getTexture(currentGroundTexture);
+ glBindTexture(GL_TEXTURE_2D, currentGroundTexture);
}
-}
+ glBegin(GL_QUADS);
+ for ( int x = -floorSize; x < floorSize; x++ ) {
+ for ( int z = -floorSize; z < floorSize; z++ ) {
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ glTexCoord2f( 6.0, 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);
+ 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);
}
\ No newline at end of file