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drawShapes.c
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drawShapes.c
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#include "drawShapes.h"
extern unsigned int skyTexture;
void drawGround() {
glColor3f(0.24, 0.4, 0.12);
glBegin(GL_QUADS);
glVertex3f(-4.0, 0.0, -4.0);
glVertex3f(-4.0, 0.0, 4.0);
glVertex3f( 4.0, 0.0, 4.0);
glVertex3f( 4.0, 0.0, -4.0);
glEnd();
}
void drawBox() {
glColor3f(0.4, 0.29, 0.12);
glutSolidCube(0.98);
glColor3f(0.07, 0.06, 0.04);
glLineWidth(2.0);
glutWireCube(0.99);
}
void drawTeapot() {
glLineWidth(1.0);
glColor3f(0.45, 0.46, 0.39);
glutSolidTeapot(1.0);
glColor3f(0.25, 0.26, 0.19);
glutWireTeapot(1.001);
}
void drawBall() {
glColor3f(0.73, 0.22, 0.11);
glutSolidSphere(0.495, 10, 8);
glColor3f(0.26, 0.09, 0.05);
glLineWidth(2.0);
glutWireSphere(0.5, 10, 8);
}
void drawEmpty() {
}
void drawCoordinateSystem() {
float size = 1.0;
float offset = 0.001;
glLineWidth(3.0);
glBegin(GL_LINES);
/* X arrow line */
glColor3f( 0.4, 0.0, 0.0);
glVertex3f(0.0, offset, 0.0);
glVertex3f(size, offset, 0.0);
/* Y arrow line */
glColor3f( 0.0, 0.4, 0.0);
glVertex3f(0.0, offset, 0.0);
glVertex3f(0.0, size + offset, 0.0);
/* Z arrow line */
glColor3f( 0.0, 0.0, 0.4);
glVertex3f(0.0, offset, 0.0);
glVertex3f(0.0, offset, size);
glEnd();
glLineWidth(1.0);
/* X arrow head */
glColor3f(0.4, 0.0, 0.0);
glPushMatrix();
glTranslatef(size*0.7, 0, 0);
glRotatef(90, 0, 1, 0);
glutSolidCone(size*0.05, size*0.3, 3, 1);
glPopMatrix();
/* Y arrow head */
glColor3f(0.0, 0.4, 0.0);
glPushMatrix();
glTranslatef(0, size*0.7, 0);
glRotatef(-90, 1, 0, 0);
glutSolidCone(size*0.05, size*0.3, 3, 1);
glPopMatrix();
/* Z arrow head */
glColor3f(0.0, 0.0, 0.4);
glPushMatrix();
glTranslatef(0, 0, size*0.7);
glRotatef(90, 0, 0, 1);
glutSolidCone(size*0.05, size*0.3, 3, 1);
glPopMatrix();
}
void drawSkySphere() {
//glColor3f(0.08, 0.35, 0.71);
glColor3f(1, 1, 1);
glPushMatrix();
glRotatef(90, 0, 1, 0);
glScalef(10.0, 5.0, 10.0);
//glLineWidth(1.0);
//glutSolidSphere(10, 20, 10);
drawRawModel(skySphere, FULL);
glPopMatrix();
}
void drawGridCell(Cell cell) {
float offset = 0.02;
float coord = 0.5 - offset;
/* Select cell quad color */
switch (cell) {
case unusedCell:
/* Don't draw an unusedCell */
return;
case emptyCell:
/* Green cell quad */
glColor3f(0.35, 0.9, 0.2);
break;
case blockedCell:
/* Red cell quad */
glColor3f(0.7, 0.15, 0.1);
break;
case unknownCell:
/* Gray cell quad */
glColor3f(0.6, 0.6, 0.6);
break;
}
/* Draw cell quad */
glBegin(GL_QUADS);
glVertex3f(-coord, 0.04, -coord);
glVertex3f(-coord, 0.04, coord);
glVertex3f( coord, 0.04, coord);
glVertex3f( coord, 0.04, -coord);
glEnd();
// /* Select cell outline color */
// switch (cell) {
// case unusedCell:
// /* Don't draw an unusedCell */
// break;
// case emptyCell:
// /* Dark green cell outline */
// glColor3f(0.1, 0.3, 0.05);
// break;
// case blockedCell:
// /* Dark red cell outline */
// glColor3f(0.3, 0.0, 0.0);
// break;
// case unknownCell:
// /* Dark gray cell outline */
// glColor3f(0.15, 0.15, 0.15);
// break;
// }
//
// /* Draw cell outline */
// glLineWidth(3.0);
// glBegin(GL_LINE_STRIP);
// glVertex3f(-coord, 0.05, -coord);
// glVertex3f(-coord, 0.05, coord);
// glVertex3f( coord, 0.05, coord);
// glVertex3f( coord, 0.05, -coord);
// glEnd();
}
void drawLevelGrid(Grid* grid) {
int startX = - grid->width / 2;
int startZ = - grid->height / 2;
int light = glIsEnabled(GL_LIGHTING);
int blend = glIsEnabled(GL_BLEND);
int texture = glIsEnabled(GL_TEXTURE);
if (light)
glDisable(GL_LIGHTING);
if (blend)
glDisable(GL_BLEND);
if (texture) {
glDisable(GL_TEXTURE);
glDisable(GL_TEXTURE_2D);
}
for (int i = 0; i < grid->height; i++) {
for (int j = 0; j < grid->width; j++) {
float offsetX;
float offsetZ;
if (camera.position.x > 0)
offsetX = 0.5;
else
offsetX = -0.5;
if (camera.position.z > 0)
offsetZ = -0.5;
else
offsetZ = 0.5;
int distanceX = abs(j + startX - (int)(camera.position.x + offsetX));
int distanceZ = abs(i + startZ - (int)(camera.position.z - offsetZ));
if (sqrt(distanceX*distanceX + distanceZ*distanceZ) > 8)
continue;
/* Draw grid squares */
glPushMatrix();
glTranslatef(startX + j, 0, startZ + i);
/* Blocked square */
if ((grid->data)[i][j] == blockedCell) {
drawGridCell(blockedCell);
}
/* Empty square */
else if ((grid->data)[i][j] == emptyCell) {
drawGridCell(emptyCell);
}
/* Unused square */
else if ((grid->data)[i][j] == unusedCell) {
drawGridCell(unusedCell);
}
/* Unknown square (debug) */
else {
drawGridCell(unknownCell);
}
// float numberSpace = 0.05;
// glTranslatef(0, 0.5, 0);
// glTranslatef(-numberSpace, 0, -numberSpace);
// glColor3f(0.0, 0.0, 0.0);
// drawNumber(i);
// glTranslatef(2*numberSpace, 0, 2*numberSpace);
// glColor3f(0.4, 0.4, 0.4);
// drawNumber(j);
glPopMatrix();
}
}
if (light)
glEnable(GL_LIGHTING);
if (blend)
glEnable(GL_BLEND);
if (texture) {
glEnable(GL_TEXTURE);
glEnable(GL_TEXTURE_2D);
}
}
// TODO: Make a debug graph draw function
// void drawLevelGraph(Graph* graph, Grid* grid) {
//
// }