198 lines
4.2 KiB
C
198 lines
4.2 KiB
C
#include <SDL/SDL.h>
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#include <GL/glew.h>
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#include <GL/glu.h>
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#include "roam.h"
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int initWindow();
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int mainLoop();
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void renderScene();
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void displayTree(Triangle *t);
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void displayTree2();
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void Draw_Axes ();
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Triangle *t;
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int *vertices;
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int windowWidth = 1024;
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int nbVertex = 0;
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int windowHeight = 768;
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int xCamera = 1024;
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int yCamera = -800;
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int zCamera = 600;
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int xSight = 1024;
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int ySight = 512;
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int zSight = 0;
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int moveDist = 64;
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int initWindow() {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_WM_SetCaption("Sortie terrain OpenGL",NULL);
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SDL_SetVideoMode(windowWidth, windowHeight, 32, SDL_OPENGL);
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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gluPerspective(70,(double)windowWidth/windowHeight,1,10000);
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glEnable(GL_DEPTH_TEST);
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glewInit();
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return 0;
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}
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int mainLoop() {
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short continuer = 1;
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SDL_Event event;
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while (continuer) {
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SDL_WaitEvent(&event);
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switch(event.type) {
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case SDL_QUIT:
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continuer = 0;
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case SDL_KEYDOWN:
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switch(event.key.keysym.sym) {
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case SDLK_DOWN:
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yCamera-=moveDist;
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ySight-=moveDist;
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break;
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case SDLK_UP:
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yCamera+=moveDist;
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ySight+=moveDist;
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break;
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case SDLK_LEFT:
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xCamera-=moveDist;
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xSight-=moveDist;
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break;
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case SDLK_RIGHT:
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xCamera+=moveDist;
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xSight+=moveDist;
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break;
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default:
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break;
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}
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}
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renderScene();
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}
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SDL_Quit();
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return 0;
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}
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void drawAxes() {
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_LINES);
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glColor3ub(255,0,0);
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glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
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glVertex3f(2500.0f, 0.0f, 0.0f); // ending point of the line
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glEnd( );
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glBegin(GL_LINES);
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glColor3ub(0,255,0);
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glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
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glVertex3f(0.0f, 2500.0f, 0.0f); // ending point of the line
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glEnd( );
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glBegin(GL_LINES);
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glColor3ub(0,0,255);
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glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
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glVertex3f(0.0f, 0.0f, -2500.0f); // ending point of the line
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glEnd( );
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}
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void renderScene() {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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//gluLookAt(1024,512,1356,1024,512,0,0,1,0);
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gluLookAt(xCamera,yCamera,zCamera,xSight,ySight,zSight,0,1,0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
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drawAxes();
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displayTree2(t,vertices,0);
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//displayTree(t);
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glFlush();
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SDL_GL_SwapBuffers();
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}
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int nbTriangles(Triangle *t) {
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int sum = 0;
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if(t->tLeftChild == NULL) {
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return 1;
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}
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else {
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sum += nbTriangles(t->tLeftChild);
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sum += nbTriangles(t->tRightChild);
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}
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return sum;
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}
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void insertValues(Triangle *t,int *vertices) {
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if(t->tLeftChild == NULL) {
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vertices[9*nbVertex] = t->vLeft->x;
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vertices[9*nbVertex+1] = t->vLeft->y;
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vertices[9*nbVertex+2] = t->vLeft->z;
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vertices[9*nbVertex+3] = t->vApex->x;
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vertices[9*nbVertex+4] = t->vApex->y;
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vertices[9*nbVertex+5] = t->vApex->z;
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vertices[9*nbVertex+6] = t->vRight->x;
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vertices[9*nbVertex+7] = t->vRight->y;
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vertices[9*nbVertex+8] = t->vRight->z;
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nbVertex++;
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}
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else {
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insertValues(t->tLeftChild,vertices);
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insertValues(t->tRightChild,vertices);
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}
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}
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void displayTree2() {
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glVertexAttribPointer(0, 3, GL_INT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(0);
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glColor3ub(255,255,255);
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glDrawArrays(GL_LINE_LOOP,0, nbVertex*3);
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}
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void displayTree(Triangle *t) {
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if(t->tLeftChild == NULL) {
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glBegin(GL_LINE_LOOP);
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glColor3ub(255,255,255);
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glVertex3d(t->vLeft->x,t->vLeft->y,t->vLeft->z);
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glVertex3d(t->vApex->x,t->vApex->y,t->vApex->z);
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glVertex3d(t->vRight->x,t->vRight->y,t->vRight->z);
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glEnd();
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}
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else {
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displayTree(t->tLeftChild);
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displayTree(t->tRightChild);
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}
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}
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int main() {
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initWindow();
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t = initDefaultExample();
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vertices = (int*) malloc(sizeof(int) * nbTriangles(t)*9+1);
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insertValues(t,vertices);
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printf("nombre de triangles : %d\n",nbVertex);
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mainLoop();
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// Pour afficher le terrain :
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/* int x; */
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/* int y; */
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/* #define SIZE 1024 */
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/* printf("P5 %d %d 255\n", SIZE, SIZE); */
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/* for (y = 0; y < SIZE; y++) { */
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/* for (x = 0; x < SIZE; x++) { */
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/* //int bit = y / (SIZE/32); */
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/* //int h = hash2(x, 300+y); */
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/* //if (y % (SIZE/32) == 0) h = 0; */
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/* //printf("%c", ((h >> (31-bit)) & 1) * 255); */
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/* //printf("%c", interpolation(256+x, 256+y, 256, 256, 512, 512, 0, 255, 255, 255)); */
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/* printf("%c", get_z(x,y)); */
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/* } */
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/* } */
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return 0;
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}
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