* 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);
-
- // **NOTE: Code under development to solve the texture-is-larger than square problem
-
- 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 );
-
- printf("Creating a subtile.\n");
- printf("Texture box is: (%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)\n",(x+1)*subTileWidth, (z+1)*subTileWidth ,(x+1)*subTileWidth, z*subTileWidth, x*subTileWidth, z*subTileWidth, x*subTileWidth, (z+1)*subTileWidth);
-
- 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 );
- }
- }
- }
- }
-
-/*
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();
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 = -1; // No texture
+ 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.amount = 0;
+ sceneObjs[nObjects].rotation.vector[0] = 0;
+ sceneObjs[nObjects].rotation.vector[1] = 0;
+ sceneObjs[nObjects].rotation.vector[2] = 0;
+
+ nObjects += 1; // New object in scene
+
+ return nObjects;
}
\ No newline at end of file