X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=helper.c;h=167d42cbbaf1fe60bcf8dd7013638a7789b80aaf;hp=460c44a59a8ee32f5730dca4909b32098821fcf5;hb=35fb03fca913e98a903e9dc5b179e941505235ee;hpb=2d7a16e7d0297d354fcc98be4626ec8a8331fb0d diff --git a/helper.c b/helper.c index 460c44a..167d42c 100644 --- a/helper.c +++ b/helper.c @@ -207,48 +207,30 @@ int makeSubmenuFromArray( const char *menuEntries[], unsigned int menuEntriesSiz } /** - * 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 + * Draw a floor by looping over the floorSize and squareSize variables */ void drawFloor() { - drawSquare(0, -floorSize, -floorSize, floorSize, floorSize); + getTexture(2); + glBegin(GL_QUADS); + for ( int x = -floorSize; x < floorSize; x++ ) { + for ( int z = -floorSize; z < floorSize; z++ ) { + glColor3f( 1.0, 1.0, 1.0 ); + glNormal3d(0, 0, 1); + + glTexCoord2f( (x+1)*squareSize, (z+1)*squareSize ); + glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize ); + + glTexCoord2f( (x+1)*squareSize, z*squareSize ); + glVertex3f ( (x+1)*squareSize, 0.0, z*squareSize ); + + glTexCoord2f( x*squareSize, z*squareSize ); + glVertex3f ( x*squareSize, 0.0, z*squareSize ); + + glTexCoord2f( x*squareSize, (z+1)*squareSize ); + glVertex3f ( x*squareSize, 0.0, (z+1)*squareSize ); + } + } + glEnd(); } /**