}
/**
- * 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) {
+void drawFloor() {
+ if ( currentGroundTexture == 0 ) {
+ getTexture(1);
+ glBindTexture(GL_TEXTURE_2D, 1);
+ } else {
+ getTexture(currentGroundTexture);
+ glBindTexture(GL_TEXTURE_2D, currentGroundTexture);
+ }
- if ( drawFloorRecurse != recurseLevel ) {
- // Calculate middle points
- float xm = (x1 + x2) / 2.0;
- float zm = (z1 + z2) / 2.0;
+ glBegin(GL_QUADS);
- // 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);
+ // **NOTE: Code under development to solve the texture-is-larger-than-square problem
+/*
+ int textureTileSize = 50;
+ int divisions = 2;
- } else {
- // Draw square.
- // **NOTE: Is the polygon facing in the right direction?
- glBegin(GL_QUADS);
- glVertex3f(x1, 0.0, z1);
- glVertex3f(x1, 0.0, z2);
- glVertex3f(x2, 0.0, z2);
- glVertex3f(x2, 0.0, z1);
- glEnd();
+ 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 <= 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+tx, 0.0, (z+1)*subTileWidth+tz );
+
+ glTexCoord2f( tx+textureTileSize, tz );
+ glVertex3f ( (x+1)*subTileWidth+tx, 0.0, z*subTileWidth+tz );
+
+ glTexCoord2f( tx, tz );
+ glVertex3f ( x*subTileWidth+tx, 0.0, z*subTileWidth+tz );
+
+ glTexCoord2f( tx, tz+textureTileSize );
+ 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 );
+
+ 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);
+ 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);
- glVertex3i( lineLength, 1.0, 0.0 );
- glVertex3i( -lineLength, 1.0, 0.0 );
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3i( 0.0, 0.0, lineLength );
- glVertex3i( 0.0, 0.0, -lineLength );
- glEnd();
-
- glDisable(GL_BLEND);
- glEnable(GL_LIGHTING);
- glEnable(GL_TEXTURE_2D);
+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 );
+
+ // 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 );
+
+ glVertex3i( 0.0, 0.0, lineLength );
+ glVertex3i( -1.0, 0.0, lineLength - arrowLength );
+ glEnd();
+
+ glDisable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
}
\ No newline at end of file