}
/**
- * 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 = 0.5;
+ float arrowLength = 1.0;
glBegin(GL_LINES);
// x arrow
// x arrowheads
glVertex3i( lineLength, 0.0, 0.0 );
- glVertex3i( lineLength - arrowLength, 0.0, 0.5 );
+ glVertex3i( lineLength - arrowLength, 0.0, 1.0 );
glVertex3i( lineLength, 0.0, 0.0 );
glVertex3i( lineLength - arrowLength, 0.0, -1.0 );
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;
+}
+
+void initializeLights() {
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightGlobalModel);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ for ( int i = 0; i < LIGHTS; i++ ) {
+
+ memcpy( lightObjs[i].position, defaultPosition, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].ambient, defaultAmbient, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].diffuse, defaultDiffuse, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].specular, defaultSpecular, sizeof(GLfloat) * 4 );
+ memcpy( lightObjs[i].direction, defaultDirection, sizeof(GLfloat) * 3 );
+
+ lightObjs[i].cutoff = defaultCutoff;
+ lightObjs[i].exponent = defaultExponent;
+ }
+
+}
+
+void updateLights() {
+ glDisable(GL_LIGHTING);
+
+ for ( int i = 0; i < LIGHTS; i++ ) {
+ glDisable(GL_LIGHT0 + i);
+
+ glLightfv(GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position);
+ glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient);
+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse);
+ glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular);
+ glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction);
+
+ glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff);
+ glLighti(GL_LIGHT0 + i, GL_SPOT_EXPONENT, (int)lightObjs[i].exponent );
+
+ glEnable(GL_LIGHT0 + i);
+
+ // Draw light ball for light
+ glPushMatrix();
+ glColor3f(0.0, 1.0, 1.0);
+ glTranslatef(lightObjs[i].position[0], lightObjs[i].position[1], lightObjs[i].position[2]);
+ glutSolidSphere(lightBallSize, 20, 20);;
+ glPopMatrix();
+
+ }
+
+ glEnable(GL_LIGHTING);
}
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