/* Recursion level for floor drawing */
int drawFloorRecurse = 8;
-/* Size of floor, from -n to n */
-int floorSize = 200;
+/* Size of floor, from -n to n, floorSize must be divisible by squareSize */
+int floorSize = 150;
+float squareSize = 0.5;
/* Current camera x, y, z coords */
GLfloat camx = 0.0, camy = 0.0, camz = 0.0, keyrot = 0.0;
return mainMenu;
}
-/**
- * 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
- */
-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;
-
- // 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);
-
- } 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();
- }
-}
-
/**
* Draw a floor by calling the drawSquare recursion
*/
void drawFloor() {
- drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);
+ glBegin(GL_QUADS);
+ for ( int x = -floorSize; x < floorSize; x++ ) {
+ for ( int y = -floorSize; y < floorSize; y++ ) {
+ glColor3f( 1.0, 1.0, 1.0 );
+ glVertex2f( x*squareSize, y*squareSize );
+ glVertex2f( (x+1)*squareSize, y*squareSize );
+ glVertex2f( (x+1)*squareSize, (y+1)*squareSize );
+ glVertex2f( x*squareSize, (y+1)*squareSize );
+
+ }
+ }
+ glEnd();
}
/**