* 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);
+ 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 ) {
+ for ( int x = 0; x <= divisions * 2; x++ ) {
+ for ( int z = 0; z <= divisions * 2; z++ ) {
glColor3f( 1.0, 1.0, 1.0 );
+ printf("Creating a subtile.\n");
+ printf("Texture box is: (%d, %d), (%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), (%d, %d)\n",(x+1)*subTileWidth+tx, (z+1)*subTileWidth+tz ,(x+1)*subTileWidth+tx, z*subTileWidth+tz, x*subTileWidth+tx, z*subTileWidth+tz, x*subTileWidth+tx, (z+1)*subTileWidth+tz);
+
glTexCoord2f( tx+textureTileSize, tz+textureTileSize );
- glVertex3f ( (x+1)*subTileWidth, 0.0, (z+1)*subTileWidth );
+ glVertex3f ( (x+1)*subTileWidth+tx, 0.0, (z+1)*subTileWidth+tz );
glTexCoord2f( tx+textureTileSize, tz );
- glVertex3f ( (x+1)*subTileWidth, 0.0, z*subTileWidth );
+ glVertex3f ( (x+1)*subTileWidth+tx, 0.0, z*subTileWidth+tz );
glTexCoord2f( tx, tz );
- glVertex3f ( x*subTileWidth, 0.0, z*subTileWidth );
+ glVertex3f ( x*subTileWidth+tx, 0.0, z*subTileWidth+tz );
glTexCoord2f( tx, tz+textureTileSize );
- glVertex3f ( x*subTileWidth, 0.0, (z+1)*subTileWidth );
+ glVertex3f ( x*subTileWidth+tx, 0.0, (z+1)*subTileWidth+tz );
}
}
}
}
+*/
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- /*
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 ) {
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
+}
+
+void addSceneObject(int id) {
+ // **NOTE: Currently only adds the teapot
+
+ nObjects += 1; // New object in scene
+
+ sceneObjs[nObjects].mesh = -1;
+ sceneObjs[nObjects].texture = -1;
+ sceneObjs[nObjects].x = 0;
+ sceneObjs[nObjects].y = 0;
+ sceneObjs[nObjects].z = 0;
+
+ sceneObjs[nObjects].scale = (vector*)calloc( 3, sizeof(vector[0]) );
+
+ sceneObjs[nObjects].rotation.parameter = 0;
+ sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
}
\ No newline at end of file