2011-m2s3-city-builder/display.c

198 lines
4.2 KiB
C

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