\r
void idle() {\r
angle = (int)(angle + 10) % 360;\r
- //angle2 = (int)(angle2 + 10) % 360;\r
- printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
- sleep(2);\r
- glutPostRedisplay();\r
+ //angle2 = (int)(angle2 + 10) % 360;\r
+ printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
+ sleep(1);\r
+ glutPostRedisplay();\r
+}\r
+\r
+\r
+int drawFloorRecurse = 5;\r
+\r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
+\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ float xm = (x1 + x2) / 2.0;\r
+ float ym = (y1 + y2) / 2.0;\r
+ int rnew = recurseLevel + 1;\r
+\r
+ // Split into four sub-quads\r
+ drawSquare(rnew, x1, y1, xm, ym);\r
+ drawSquare(rnew, x1, ym, xm, y2);\r
+ drawSquare(rnew, xm, ym, x2, y2);\r
+ drawSquare(rnew, xm, y1, x2, ym);\r
+\r
+ } else {\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(x1, 0.0, y1);\r
+ glVertex3f(x1, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y1);\r
+ glEnd();\r
+ }\r
+\r
}\r
\r
/**\r
* Draw a floor.\r
*/\r
void drawFloor() {\r
- glDisable(GL_LIGHTING);\r
-\r
- //if (useTexture) {\r
- // glEnable(GL_TEXTURE_2D);\r
- //}\r
-\r
- glBegin(GL_QUADS);\r
- glTexCoord2f(0.0, 0.0);\r
- glVertex3fv(floorVertices[0]);\r
- glTexCoord2f(0.0, 16.0);\r
- glVertex3fv(floorVertices[1]);\r
- glTexCoord2f(16.0, 16.0);\r
- glVertex3fv(floorVertices[2]);\r
- glTexCoord2f(16.0, 0.0);\r
- glVertex3fv(floorVertices[3]);\r
- glEnd();\r
+ \r
+drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0);\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
}*/\r
\r
- glEnable(GL_LIGHTING);\r
}\r
\r
+/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
+ drawSquare(0, x1, y1, x2, y2);\r
+}*/\r
+\r
/**\r
* Display function\r
*/\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 0.0, 60.0, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
glPushMatrix();\r
/* Perform scene rotations based on user mouse input. */\r
glRotatef(angle2, 1.0, 0.0, 0.0);\r
- glRotatef(angle, 0.0, 1.0, 0.0);\r
+ //glRotatef(angle, 0.0, 1.0, 0.0);\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r