1 | #include <qimage.h>
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2 | #include "gllandscape.h"
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3 |
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4 |
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5 | #include <math.h>
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6 |
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7 | #include "fbm.h"
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8 |
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9 | #ifndef PI
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10 | #define PI 3.14159
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11 | #endif
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12 |
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13 | #if defined(Q_CC_MSVC)
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14 | #pragma warning(disable:4305) // init: truncation from const double to float
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15 | #pragma warning(disable:4244) // init: truncation from const double to float
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16 | #endif
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17 |
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18 | GLLandscape::GLLandscape( QWidget * parent, const char * name )
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19 | : QGLWidget( parent, name )
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20 | {
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21 | mouseButtonDown = FALSE;
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22 | animationRunning = FALSE;
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23 | oldX = oldY = oldZ = 0.0;
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24 | landscape = 0;
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25 | vertexNormals = 0;
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26 | normals = 0;
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27 | wave = 0;
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28 | wt = 0;
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29 | cubeRot = 0;
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30 | createGrid( 50 );
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31 | setWireframe( 0 );
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32 | }
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33 |
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34 | GLLandscape::~GLLandscape()
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35 | {
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36 | destroyGrid();
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37 | }
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38 |
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39 | void GLLandscape::initializeGL()
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40 | {
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41 | glMatrixMode( GL_MODELVIEW );
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42 | glLoadIdentity();
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43 | glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) views[AxisView].model );
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44 |
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45 | glTranslatef( 0.0, 0.0, -50.0 );
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46 | glRotatef( -45, 1, 0, 0 );
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47 | glRotatef( -45, 0, 0, 1 );
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48 | glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) views[CurrentView].model );
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49 | glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) views[DefaultView].model );
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50 |
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51 | glMatrixMode( GL_PROJECTION );
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52 | glLoadIdentity();
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53 | /* Use GL utility library function to obtain desired view */
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54 | gluPerspective( 60, 1, 1, 250 );
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55 | glGetFloatv( GL_PROJECTION_MATRIX, (GLfloat *)views[CurrentView].projection );
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56 | glGetFloatv( GL_PROJECTION_MATRIX, (GLfloat *)views[DefaultView].projection );
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57 |
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58 | qglClearColor( black );
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59 | glDepthFunc( GL_LESS );
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60 | calculateVertexNormals();
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61 |
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62 | QImage tex;
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63 | tex.load("opengl/qtlogo.png");
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64 | tex = QGLWidget::convertToGLFormat(tex); // flipped 32bit RGBA
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65 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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66 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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67 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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68 | glTexImage2D(GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0,
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69 | GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
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70 | initDisplayLists();
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71 | }
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72 |
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73 | void GLLandscape::resizeGL( int width, int height )
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74 | {
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75 | glViewport( 0, 0, width, height );
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76 | }
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77 |
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78 | void GLLandscape::paintGL()
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79 | {
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80 | QString str;
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81 | GLboolean lighting;
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82 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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83 | switch ( mode ) {
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84 | case Wireframe:
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85 | drawWireframe();
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86 | str = tr( "Wireframe" );
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87 | break;
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88 | case Filled:
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89 | drawFilled();
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90 | str = tr( "Flat shaded" );
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91 | break;
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92 | case SmoothShaded:
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93 | str = tr( "Smooth shaded" );
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94 | drawSmoothShaded();
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95 | break;
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96 | case Landscape:
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97 | drawSmoothShaded();
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98 | str = tr( "Landscape" );
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99 | break;
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100 | }
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101 | glGetBooleanv( GL_LIGHTING, &lighting );
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102 | if ( lighting )
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103 | glDisable( GL_LIGHTING );
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104 | qglColor( white );
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105 | renderText(15, height() - 15, str);
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106 | drawAxis();
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107 | drawCube();
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108 | if ( lighting )
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109 | glEnable( GL_LIGHTING );
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110 | }
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111 |
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112 | void GLLandscape::drawAxis()
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113 | {
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114 | glPushAttrib(GL_ALL_ATTRIB_BITS);
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115 | glViewport(15, 20, 50, 50);
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116 | glMatrixMode(GL_PROJECTION);
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117 | glPushMatrix();
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118 | glLoadIdentity();
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119 | glOrtho(-1.1, 1.1, -1.1, 1.1, 0.1, 10);
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120 | glTranslatef(0, 0, -1.2);
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121 | glRotatef(-45, 1, 0, 0);
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122 | glRotatef(-45, 0, 0, 1);
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123 | glMatrixMode(GL_MODELVIEW);
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124 | glPushMatrix();
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125 | glLoadMatrixf((GLfloat *) views[AxisView].model);
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126 |
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127 | glCallList(axisList);
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128 | qglColor(white);
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129 | renderText(1.1f, 0, 0, "x");
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130 | renderText(0, 1.1f, 0, "y");
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131 | renderText(0, 0, 1.1f, "z");
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132 |
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133 | glPopMatrix();
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134 | glMatrixMode(GL_PROJECTION);
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135 | glPopMatrix();
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136 | glPopAttrib();
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137 | }
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138 |
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139 | void GLLandscape::drawCube()
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140 | {
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141 | glPushAttrib(GL_ALL_ATTRIB_BITS);
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142 | glViewport(width()-75, 0, 75, 75);
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143 | glMatrixMode( GL_PROJECTION );
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144 | glPushMatrix();
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145 | glLoadIdentity();
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146 | glOrtho(-1.1, 1.1, -1.1, 1.1, 0.1, 10);
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147 | glTranslatef(0, 0, -1.2);
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148 | glMatrixMode(GL_MODELVIEW);
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149 | glPushMatrix();
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150 | glLoadIdentity();
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151 | glRotatef(cubeRot, 1, 0, 0);
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152 | glRotatef(cubeRot, 0, 1, 0);
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153 | glRotatef(cubeRot, 0, 0, 1);
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154 | glTranslatef(-0.5, -0.5, -0.5);
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155 |
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156 | glCallList(cubeList);
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157 |
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158 | glPopMatrix();
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159 | glMatrixMode(GL_PROJECTION);
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160 | glPopMatrix();
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161 | glPopAttrib();
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162 | }
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163 |
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164 | void GLLandscape::drawWireframe()
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165 | {
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166 | qglColor( white );
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167 | glBegin( GL_LINES );
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168 | {
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169 | for ( int y = 0; y < (gridSize-1); y++ )
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170 | for ( int x = 0; x < (gridSize-1); x++) {
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171 | glVertex3f( x-gridHalf, y-gridHalf, landscape[x][y] );
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172 | glVertex3f( x+1-gridHalf, y-gridHalf, landscape[x+1][y] );
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173 | glVertex3f( x-gridHalf, y-gridHalf, landscape[x][y] );
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174 | glVertex3f( x+1-gridHalf, y+1-gridHalf, landscape[x+1][y+1] );
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175 |
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176 | glVertex3f( x-gridHalf, y-gridHalf, landscape[x][y] );
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177 | glVertex3f( x-gridHalf, y+1-gridHalf, landscape[x][y+1] );
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178 | }
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179 | }
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180 | glEnd();
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181 | glBegin( GL_LINE_STRIP );
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182 | {
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183 | for ( int x = 0; x < gridSize; x++ ) {
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184 | glVertex3f( x-gridHalf, gridHalf-1, landscape[x][gridSize-1] );
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185 | }
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186 | }
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187 | glEnd();
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188 | glBegin( GL_LINE_STRIP );
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189 | {
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190 | for ( int y = 0; y < gridSize; y++ ) {
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191 | glVertex3f( gridHalf-1, y-gridHalf, landscape[gridSize-1][y] );
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192 | }
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193 | }
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194 | glEnd();
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195 | }
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196 |
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197 | void GLLandscape::drawFilled()
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198 | {
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199 | for ( int y = 0; y < gridSize-1; y++ )
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200 | for ( int x = 0; x < gridSize-1; x++ ) {
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201 | qglColor( red );
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202 | glBegin( GL_TRIANGLE_STRIP );
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203 | {
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204 | glVertex3f(x-gridHalf,y-gridHalf, landscape[x][y]);
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205 | glVertex3f(x+1-gridHalf,y-gridHalf, landscape[x+1][y]);
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206 | glVertex3f(x-gridHalf,y+1-gridHalf, landscape[x][y+1]);
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207 | }
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208 | glEnd();
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209 | qglColor( white );
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210 | glBegin( GL_TRIANGLE_STRIP );
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211 | {
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212 | glVertex3f(x+1-gridHalf,y-gridHalf, landscape[x+1][y]);
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213 | glVertex3f(x+1-gridHalf,y+1-gridHalf, landscape[x+1][y+1]);
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214 | glVertex3f(x-gridHalf,y+1-gridHalf, landscape[x][y+1]);
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215 | }
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216 | glEnd();
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217 | }
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218 | }
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219 |
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220 | void GLLandscape::drawSmoothShaded()
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221 | {
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222 | if ( mode == SmoothShaded ) {
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223 | GLfloat materialAmbient[] = { 0.00, 0.00, 1.0, 0.0 };
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224 | GLfloat materialShininess[] = { 128.0 };
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225 | GLfloat materialSpecular[] = { 1.0, 1.0, 1.0, 0.0 };
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226 |
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227 | glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
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228 | glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
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229 | glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
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230 | } else {
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231 | GLfloat materialAmbient[] = { 0.20, 0.33, 0.20, 0.0 };
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232 | GLfloat materialShininess[] = { 1.0 };
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233 | GLfloat materialSpecular[] = { 0.1, 0.1, 0.1, 0.1 };
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234 |
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235 | glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
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236 | glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
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237 | glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
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238 | }
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239 |
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240 | for ( int y = 0; y < gridSize-1; y++ )
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241 | for ( int x = 0; x < gridSize-1; x++ ) {
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242 | glBegin( GL_POLYGON );
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243 | {
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244 | glNormal3dv(vertexNormals[x][y].n);
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245 | glVertex3f(x-gridHalf,y-gridHalf,landscape[x][y]);
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246 |
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247 | glNormal3dv(vertexNormals[x+1][y].n);
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248 | glVertex3f(x+1-gridHalf, y-gridHalf, landscape[x+1][y]);
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249 |
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250 | glNormal3dv(vertexNormals[x+1][y+1].n);
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251 | glVertex3f(x+1-gridHalf, y+1-gridHalf, landscape[x+1][y+1]);
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252 | }
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253 | glEnd();
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254 |
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255 | glBegin( GL_POLYGON );
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256 | {
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257 | glNormal3dv(vertexNormals[x][y].n);
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258 | glVertex3f(x-gridHalf,y-gridHalf, landscape[x][y]);
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259 |
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260 | glNormal3dv(vertexNormals[x+1][y+1].n);
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261 | glVertex3f(x+1-gridHalf,y+1-gridHalf, landscape[x+1][y+1]);
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262 |
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263 | glNormal3dv(vertexNormals[x][y+1].n);
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264 | glVertex3f(x-gridHalf,y+1-gridHalf, landscape[x][y+1]);
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265 | }
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266 | glEnd();
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267 | }
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268 |
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269 | // Draw water
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270 | if ( mode == Landscape ) {
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271 | GLfloat materialAmbient[] = { 0.00, 0.00, 1.0, 0.0 };
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272 | GLfloat materialShininess[] = { 128.0 };
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273 | GLfloat materialSpecular[] = { 1.0, 1.0, 1.0, 0.0 };
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274 |
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275 | glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
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276 | glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
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277 | glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
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278 |
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279 | glEnable( GL_BLEND );
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280 | glBegin( GL_POLYGON );
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281 | {
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282 | glNormal3f( 0, 0, 1 );
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283 | glVertex3f( -gridHalf, -gridHalf, .2 );
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284 | glNormal3f( 0, 0, 1 );
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285 | glVertex3f( -gridHalf, gridHalf, .2 );
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286 | glNormal3f( 0, 0, 1 );
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287 | glVertex3f( gridHalf, gridHalf, .2 );
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288 | glNormal3f( 0, 0, 1 );
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289 | glVertex3f( gridHalf, -gridHalf, .2 );
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290 |
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291 | }
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292 | glEnd();
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293 | glDisable( GL_BLEND );
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294 | }
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295 | }
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296 |
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297 | void GLLandscape::setGridSize( int size )
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298 | {
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299 | destroyGrid(); // destroy old grid
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300 | createGrid( size ); // create new grid
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301 | initializeGL();
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302 | updateGL();
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303 | }
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304 |
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305 | void GLLandscape::createGrid( int size )
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306 | {
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307 | if ( (size % 2) != 0 )
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308 | size++;
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309 | gridSize = size;
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310 | gridHalf = gridSize / 2;
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311 | initFractals = TRUE;
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312 | landscape = new double*[gridSize];
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313 | normals = new gridNormals*[gridSize];
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314 | vertexNormals = new avgNormals*[gridSize];
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315 | wt = new double*[gridSize];
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316 | wave = new double*[gridSize];
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317 | for ( int i = 0; i < gridSize; i++ ) {
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318 | landscape[i] = new double[gridSize];
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319 | normals[i] = new gridNormals[gridSize];
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320 | vertexNormals[i] = new avgNormals[gridSize];
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321 | wt[i] = new double[gridSize];
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322 | wave[i] = new double[gridSize];
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323 |
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324 | memset( landscape[i], 0, gridSize*sizeof(double) );
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325 | memset( normals[i], 0, gridSize*sizeof(gridNormals) );
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326 | memset( vertexNormals[i], 0, gridSize*sizeof(avgNormals) );
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327 | memset( wt[i], 0, gridSize*sizeof(double) );
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328 | memset( wave[i], 0, gridSize*sizeof(double) );
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329 | }
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330 | }
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331 |
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332 | void GLLandscape::destroyGrid()
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333 | {
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334 | if ( landscape != NULL ) {
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335 | for( int i = 0; i < gridSize; i++ ) {
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336 | delete[] landscape[i];
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337 | delete[] normals[i];
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338 | delete[] vertexNormals[i];
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339 | delete[] wt[i];
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340 | delete[] wave[i];
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341 | }
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342 | delete[] landscape;
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343 | delete[] normals;
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344 | delete[] vertexNormals;
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345 | delete[] wt;
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346 | delete[] wave;
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347 | }
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348 | landscape = 0;
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349 | }
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350 |
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351 | void GLLandscape::rotate( GLfloat deg, Axis axis )
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352 | {
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353 | makeCurrent();
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354 | glMatrixMode( GL_MODELVIEW );
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355 | for ( int i = DefaultView; i <= AxisView; i++ ) {
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356 | glLoadMatrixf((GLfloat *) views[i].model);
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357 | if ( axis == XAxis )
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358 | glRotatef( deg, 1, 0, 0 );
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359 | else if ( axis == YAxis )
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360 | glRotatef( deg, 0, 1, 0 );
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361 | else
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362 | glRotatef( deg, 0, 0, 1 );
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363 | glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) views[i].model);
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364 | }
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365 | glLoadMatrixf((GLfloat *) views[CurrentView].model);
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366 | }
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367 |
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368 | void GLLandscape::rotateX( int deg )
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369 | {
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370 | static int oldDeg = 0;
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371 |
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372 | rotate( deg-oldDeg, XAxis );
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373 | oldDeg = deg;
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374 | updateGL();
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375 | }
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376 |
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377 | void GLLandscape::rotateY( int deg )
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378 | {
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379 | static int oldDeg = 0;
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380 |
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381 | rotate( deg-oldDeg, YAxis );
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382 | oldDeg = deg;
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383 | updateGL();
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384 | }
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385 |
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386 | void GLLandscape::rotateZ( int deg )
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387 | {
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388 | static int oldDeg = 0;
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389 |
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390 | rotate( deg-oldDeg, ZAxis );
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391 | oldDeg = deg;
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392 | updateGL();
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393 | }
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394 |
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395 | void GLLandscape::zoom( int z )
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396 | {
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397 | float zoom;
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398 | if ( z < 100 ) {
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399 | zoom = 1 + 4.99 - (z*5.0 / 100.0);
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400 | } else {
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401 | z = 200 - z;
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402 | zoom = z / 100.0;
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403 | }
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404 | makeCurrent();
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405 | glMatrixMode( GL_MODELVIEW );
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406 | // Always scale the original model matrix
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407 | glLoadMatrixf((GLfloat *) views[DefaultView].model);
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408 | glScalef( zoom, zoom, zoom );
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409 | glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) views[CurrentView].model);
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410 | updateGL();
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411 | }
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412 |
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413 | void GLLandscape::resetGrid()
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414 | {
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415 | setGridSize( gridSize );
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416 | }
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417 |
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418 | void GLLandscape::fractalize()
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419 | {
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420 | Vector p;
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421 | double value;
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422 | double roughness = 0.5;
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423 | int frequency = 50;
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424 |
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425 | p.x = p.y = p.z = 0;
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426 | // Initialise fbm routine
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427 | if ( initFractals ) {
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428 | initFractals = FALSE;
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429 | value = fBm( p, roughness, 2.0, 8.0, 1 );
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430 | }
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431 |
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432 | // Fractalize grid
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433 | for ( int x = 0; x < gridSize; x++ ) {
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434 | for ( int y = 0; y < gridSize; y++ ) {
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435 | p.x = (double) x / (101 - frequency);
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436 | p.y = (double) y / (101 - frequency);
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437 | p.z = (double) landscape[x][y] / (101 - frequency);
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438 | value = fBm(p, roughness, 2.0, 8.0, 0);
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439 | landscape[x][y] += value;
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440 | }
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441 | }
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442 | calculateVertexNormals();
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443 | updateGL();
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444 | }
|
---|
445 |
|
---|
446 |
|
---|
447 | //
|
---|
448 | // Calculate the vector cross product of v and w, store result in n.
|
---|
449 | //
|
---|
450 | static void crossProduct( double v[3], double w[3], double n[3] )
|
---|
451 | {
|
---|
452 | n[0] = v[1]*w[2]-w[1]*v[2];
|
---|
453 | n[1] = w[0]*v[2]-v[0]*w[2];
|
---|
454 | n[2] = v[0]*w[1]-w[0]*v[1];
|
---|
455 | }
|
---|
456 |
|
---|
457 | void GLLandscape::calculateVertexNormals()
|
---|
458 | {
|
---|
459 | double len, v[3], v2[3], w[3], w2[3], n[3], n2[3];
|
---|
460 |
|
---|
461 | // Calculate the surface normals for all polygons in the
|
---|
462 | // height field
|
---|
463 | for ( int i = 0; i < (gridSize-1); i++ )
|
---|
464 | for ( int k = 0; k < (gridSize-1); k++ ) {
|
---|
465 | /* Lower poly normal */
|
---|
466 | v[0] = 1; // (i+1)-i
|
---|
467 | v[1] = 0; // k-k
|
---|
468 | v[2] = landscape[i+1][k]-landscape[i][k];
|
---|
469 | w[0] = 1; // (i+1)-i
|
---|
470 | w[1] = 1; // (k+1)-k
|
---|
471 | w[2] = landscape[i+1][k+1]-landscape[i][k];
|
---|
472 | crossProduct( v, w, n );
|
---|
473 | len = sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
|
---|
474 | normals[i][k].l[0] = n[0]/len;
|
---|
475 | normals[i][k].l[1] = n[1]/len;
|
---|
476 | normals[i][k].l[2] = n[2]/len;
|
---|
477 |
|
---|
478 | /* Upper poly normal */
|
---|
479 | v2[0] = -1.0; // i-(i+1);
|
---|
480 | v2[1] = 0.0; // (k+1)-(k+1);
|
---|
481 | v2[2] = landscape[i][k+1]-landscape[i+1][k+1];
|
---|
482 | w2[0] = -1.0; // i-(i+1);
|
---|
483 | w2[1] = -1.0; // k-(k+1);
|
---|
484 | w2[2] = landscape[i][k]-landscape[i+1][k+1];
|
---|
485 | crossProduct( v2, w2, n2 );
|
---|
486 | len = sqrt(n2[0]*n2[0]+n2[1]*n2[1]+n2[2]*n2[2]);
|
---|
487 | normals[i][k].u[0] = n2[0]/len;
|
---|
488 | normals[i][k].u[1] = n2[1]/len;
|
---|
489 | normals[i][k].u[2] = n2[2]/len;
|
---|
490 | }
|
---|
491 |
|
---|
492 | // Calculate proper vertex normals
|
---|
493 | averageNormals();
|
---|
494 | }
|
---|
495 |
|
---|
496 | void GLLandscape::averageNormals()
|
---|
497 | {
|
---|
498 | // Calculate the average surface normal for a vertex based on
|
---|
499 | // the normals of the surrounding polygons
|
---|
500 | for ( int i = 0; i < gridSize; i++ )
|
---|
501 | for ( int k = 0; k < gridSize; k++ ) {
|
---|
502 | if ( i > 0 && k > 0 && i < (gridSize-1) && k < (gridSize-1) ) {
|
---|
503 | // For vertices that are *not* on the edge of the height field
|
---|
504 | for ( int t = 0; t < 3; t++ ) // X, Y and Z components
|
---|
505 | vertexNormals[i][k].n[t] = ( normals[i][k].u[t] +
|
---|
506 | normals[i][k].l[t] +
|
---|
507 | normals[i][k-1].u[t] +
|
---|
508 | normals[i-1][k-1].u[t] +
|
---|
509 | normals[i-1][k-1].l[t] +
|
---|
510 | normals[i-1][k].l[t] )/6.0;
|
---|
511 | } else {
|
---|
512 | // Vertices that are on the edge of the height field require
|
---|
513 | // special attention..
|
---|
514 | if ( i == 0 && k == 0 ) {
|
---|
515 | for ( int t = 0; t < 3; t++ )
|
---|
516 | vertexNormals[i][k].n[t] = ( normals[i][k].u[t] +
|
---|
517 | normals[i][k].l[t] )/2.0;
|
---|
518 | } else if ( i == gridSize-1 && k == gridSize-1 ) {
|
---|
519 | for ( int t = 0; t < 3; t++ )
|
---|
520 | vertexNormals[i][k].n[t] = ( normals[i][k].u[t] +
|
---|
521 | normals[i][k].l[t] )/2.0;
|
---|
522 | } else if ( i == gridSize-1) {
|
---|
523 | for ( int t = 0; t < 3; t++ )
|
---|
524 | vertexNormals[i][k].n[t] = vertexNormals[i-1][k].n[t];
|
---|
525 | } else if ( k == gridSize-1 ) {
|
---|
526 | for ( int t = 0; t < 3; t++ )
|
---|
527 | vertexNormals[i][k].n[t] = vertexNormals[i][k-1].n[t];
|
---|
528 | } else if ( k > 0 ) {
|
---|
529 | for ( int t = 0; t < 3; t++ )
|
---|
530 | vertexNormals[i][k].n[t] = (normals[i][k].u[t] +
|
---|
531 | normals[i][k].l[t] +
|
---|
532 | normals[i][k-1].u[t])/3.0;
|
---|
533 | } else if ( i > 0 ) {
|
---|
534 | for ( int t = 0; t < 3; t++ )
|
---|
535 | vertexNormals[i][k].n[t] = (normals[i][k].u[t] +
|
---|
536 | normals[i][k].l[t] +
|
---|
537 | normals[i-1][k].l[t])/3.0;
|
---|
538 | }
|
---|
539 | }
|
---|
540 | }
|
---|
541 | }
|
---|
542 |
|
---|
543 | void GLLandscape::setWireframe( int state )
|
---|
544 | {
|
---|
545 | if ( state != 1 ) {
|
---|
546 | // Enable line antialiasing
|
---|
547 | makeCurrent();
|
---|
548 | glEnable( GL_LINE_SMOOTH );
|
---|
549 | glEnable( GL_BLEND );
|
---|
550 | glDisable( GL_DEPTH_TEST );
|
---|
551 | glDisable( GL_LIGHTING );
|
---|
552 | glDisable( GL_NORMALIZE );
|
---|
553 |
|
---|
554 | glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
---|
555 | glHint( GL_LINE_SMOOTH_HINT, GL_DONT_CARE );
|
---|
556 |
|
---|
557 | mode = Wireframe;
|
---|
558 | updateGL();
|
---|
559 | }
|
---|
560 | }
|
---|
561 |
|
---|
562 | void GLLandscape::setFilled( int state )
|
---|
563 | {
|
---|
564 | if ( state != 1 ) {
|
---|
565 | makeCurrent();
|
---|
566 | glEnable( GL_DEPTH_TEST );
|
---|
567 | glDisable( GL_LINE_SMOOTH );
|
---|
568 | glDisable( GL_BLEND );
|
---|
569 | glDisable( GL_LIGHTING );
|
---|
570 | glDisable( GL_NORMALIZE );
|
---|
571 |
|
---|
572 | mode = Filled;
|
---|
573 | updateGL();
|
---|
574 | }
|
---|
575 | }
|
---|
576 |
|
---|
577 | void GLLandscape::setSmoothShaded( int state )
|
---|
578 | {
|
---|
579 | if ( state != 1 ) {
|
---|
580 | makeCurrent();
|
---|
581 | glEnable( GL_DEPTH_TEST );
|
---|
582 | glEnable( GL_LIGHTING );
|
---|
583 | glEnable( GL_LIGHT0 );
|
---|
584 | glEnable( GL_NORMALIZE );
|
---|
585 | glDisable( GL_LINE_SMOOTH );
|
---|
586 | glDisable( GL_BLEND );
|
---|
587 |
|
---|
588 | glShadeModel( GL_SMOOTH );
|
---|
589 | glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
|
---|
590 |
|
---|
591 | // Setup lighting and material properties
|
---|
592 | GLfloat position[] = { 15.0, -15.0, 15.0, 0.0 };
|
---|
593 | GLfloat ambient[] = { 0.50, 0.50, 0.50, 0.0 };
|
---|
594 | GLfloat diffuse[] = { 1.00, 1.00, 1.00, 0.0 };
|
---|
595 | GLfloat specular[] = { 1.0, 1.0, 1.0, 0.0 };
|
---|
596 | GLfloat materialAmbient[] = { 0.00, 0.00, 1.0, 0.0 };
|
---|
597 | // GLfloat materialDiffuse[] = { 1.00, 1.00, 1.0, 0.0 };
|
---|
598 | GLfloat materialShininess[] = { 128.0 };
|
---|
599 | GLfloat materialSpecular[] = { 1.0, 1.0, 1.0, 0.0 };
|
---|
600 |
|
---|
601 | glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
|
---|
602 | // glMaterialfv( GL_FRONT, GL_DIFFUSE, materialDiffuse );
|
---|
603 | glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
|
---|
604 | glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
|
---|
605 |
|
---|
606 | glLightfv( GL_LIGHT0, GL_POSITION, position );
|
---|
607 | glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
|
---|
608 | glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
|
---|
609 | glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
|
---|
610 |
|
---|
611 | mode = SmoothShaded;
|
---|
612 | calculateVertexNormals();
|
---|
613 | updateGL();
|
---|
614 | }
|
---|
615 | }
|
---|
616 |
|
---|
617 | void GLLandscape::setLandscape( int state )
|
---|
618 | {
|
---|
619 | if ( state != 1 ) {
|
---|
620 | makeCurrent();
|
---|
621 | glEnable( GL_DEPTH_TEST );
|
---|
622 | glEnable( GL_LIGHTING );
|
---|
623 | glEnable( GL_LIGHT0 );
|
---|
624 | glEnable( GL_NORMALIZE );
|
---|
625 | glDisable( GL_LINE_SMOOTH );
|
---|
626 | glDisable( GL_BLEND );
|
---|
627 |
|
---|
628 | glShadeModel( GL_SMOOTH );
|
---|
629 | glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
|
---|
630 |
|
---|
631 | // Setup lighting and material properties
|
---|
632 | GLfloat position[] = { 15.0, -15.0, 15.0, 0.0 };
|
---|
633 | GLfloat ambient[] = { 0.50, 0.50, 0.50, 0.0 };
|
---|
634 | GLfloat diffuse[] = { 1.00, 1.00, 1.00, 0.0 };
|
---|
635 | GLfloat specular[] = { 1.0, 1.0, 1.0, 0.0 };
|
---|
636 |
|
---|
637 | glLightfv( GL_LIGHT0, GL_POSITION, position );
|
---|
638 | glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
|
---|
639 | glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
|
---|
640 | glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
|
---|
641 |
|
---|
642 | glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR );
|
---|
643 |
|
---|
644 | mode = Landscape;
|
---|
645 | calculateVertexNormals();
|
---|
646 | updateGL();
|
---|
647 | }
|
---|
648 | }
|
---|
649 |
|
---|
650 | void GLLandscape::mousePressEvent( QMouseEvent *e )
|
---|
651 | {
|
---|
652 | oldPos = e->pos();
|
---|
653 | mouseButtonDown = TRUE;
|
---|
654 | }
|
---|
655 |
|
---|
656 | void GLLandscape::mouseReleaseEvent( QMouseEvent *e )
|
---|
657 | {
|
---|
658 | oldPos = e->pos();
|
---|
659 | mouseButtonDown = FALSE;
|
---|
660 | }
|
---|
661 |
|
---|
662 | void GLLandscape::mouseMoveEvent( QMouseEvent *e )
|
---|
663 | {
|
---|
664 | GLfloat rx = (GLfloat) (e->x() - oldPos.x()) / width();
|
---|
665 | GLfloat ry = (GLfloat) (e->y() - oldPos.y()) / height();
|
---|
666 |
|
---|
667 | if ( e->state() == LeftButton ) {
|
---|
668 | // Left button down - rotate around X and Y axes
|
---|
669 | oldX = 180*ry;
|
---|
670 | oldY = 180*rx;
|
---|
671 | rotate( oldX, XAxis );
|
---|
672 | rotate( oldY, YAxis );
|
---|
673 | updateGL();
|
---|
674 | } else if ( e->state() == RightButton ) {
|
---|
675 | // Right button down - rotate around X and Z axes
|
---|
676 | oldX = 180*ry;
|
---|
677 | oldZ = 180*rx;
|
---|
678 | rotate( oldX, XAxis );
|
---|
679 | rotate( oldZ, ZAxis );
|
---|
680 | updateGL();
|
---|
681 | }
|
---|
682 | oldPos = e->pos();
|
---|
683 | }
|
---|
684 |
|
---|
685 | void GLLandscape::timerEvent( QTimerEvent *e )
|
---|
686 | {
|
---|
687 | if (e->timerId() == cubeTimer) {
|
---|
688 | cubeRot += 1;
|
---|
689 | if (!animationRunning)
|
---|
690 | updateGL();
|
---|
691 | return;
|
---|
692 | }
|
---|
693 |
|
---|
694 | int dx, dy; // disturbance point
|
---|
695 | float s, v, W, t;
|
---|
696 | int i, j;
|
---|
697 |
|
---|
698 | if ( mode == Landscape ) {
|
---|
699 | dx = dy = 0;
|
---|
700 | } else {
|
---|
701 | dx = dy = gridSize >> 1;
|
---|
702 | }
|
---|
703 | W = 0.3;
|
---|
704 | v = -4; // wave speed
|
---|
705 |
|
---|
706 | for ( i = 0; i < gridSize; i++ )
|
---|
707 | for ( j = 0; j < gridSize; j++ )
|
---|
708 | {
|
---|
709 | s = sqrt( (double) ( (j - dx) * (j - dx) + (i - dy) * (i - dy) ) );
|
---|
710 | wt[i][j] += 0.1;
|
---|
711 | t = s / v;
|
---|
712 |
|
---|
713 | if ( mode == Landscape ) {
|
---|
714 | if ( (landscape[i][j] + wave[i][j]) < 0 )
|
---|
715 | landscape[i][j] -= wave[i][j];
|
---|
716 | if ( (dy - j != 0) || (dx - i != 0) )
|
---|
717 | wave[i][j] = (3 * sin( 2 * PI * W * (wt[i][j] + t ))) /
|
---|
718 | (0.2*(sqrt( pow((double)(dx-i), 2) + pow((double)(dy-j), 2))+2));
|
---|
719 | else
|
---|
720 | wave[i][j] = ( 3 * sin( 2 * PI * W * ( wt[i][j] + t ) ) );
|
---|
721 | if ( landscape[i][j] + wave[i][j] < 0 )
|
---|
722 | landscape[i][j] += wave[i][j];
|
---|
723 |
|
---|
724 | } else {
|
---|
725 | landscape[i][j] -= wave[i][j];
|
---|
726 |
|
---|
727 | if ( s != 0 )
|
---|
728 | wave[i][j] = 2 * sin(2 * PI * W * ( wt[i][j] + t )) /
|
---|
729 | (0.2*(s + 2));
|
---|
730 | else
|
---|
731 | wave[i][j] = 2 * sin( 2 * PI * W * ( wt[i][j] + t ) );
|
---|
732 | landscape[i][j] += wave[i][j];
|
---|
733 | }
|
---|
734 |
|
---|
735 | }
|
---|
736 | if ( mode == SmoothShaded || mode == Landscape )
|
---|
737 | calculateVertexNormals();
|
---|
738 | updateGL();
|
---|
739 | }
|
---|
740 |
|
---|
741 | void GLLandscape::toggleWaveAnimation( bool state )
|
---|
742 | {
|
---|
743 | if (state) {
|
---|
744 | animTimer = startTimer(20);
|
---|
745 | animationRunning = TRUE;
|
---|
746 | } else {
|
---|
747 | killTimer(animTimer);
|
---|
748 | animationRunning = FALSE;
|
---|
749 | }
|
---|
750 | }
|
---|
751 |
|
---|
752 | void GLLandscape::showEvent( QShowEvent * )
|
---|
753 | {
|
---|
754 | if (animationRunning)
|
---|
755 | animTimer = startTimer(20);
|
---|
756 | cubeTimer = startTimer(50);
|
---|
757 | }
|
---|
758 |
|
---|
759 | void GLLandscape::hideEvent( QHideEvent * )
|
---|
760 | {
|
---|
761 | if (animationRunning)
|
---|
762 | killTimer(animTimer);
|
---|
763 | killTimer(cubeTimer);
|
---|
764 | }
|
---|
765 |
|
---|
766 | void GLLandscape::initDisplayLists()
|
---|
767 | {
|
---|
768 | // axisList
|
---|
769 | axisList = glGenLists(1);
|
---|
770 | glNewList(axisList, GL_COMPILE);
|
---|
771 |
|
---|
772 | glEnable(GL_LINE_SMOOTH);
|
---|
773 | glEnable(GL_BLEND);
|
---|
774 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
775 | glEnable(GL_DEPTH_TEST);
|
---|
776 | glColor3f(1.0, 0.0, 0.0);
|
---|
777 | glBegin(GL_LINES);
|
---|
778 | {
|
---|
779 | glColor3f(1.0, 0.0, 0.0);
|
---|
780 | glVertex3f(-1.0f, 0, 0); // x axis
|
---|
781 | glVertex3f(1.0f, 0, 0);
|
---|
782 |
|
---|
783 | glVertex3f(1.0f, 0, 0);
|
---|
784 | glVertex3f(0.8f, 0.2f, 0);
|
---|
785 | glVertex3f(1.0f, 0, 0);
|
---|
786 | glVertex3f(0.8f, -.2f, 0);
|
---|
787 |
|
---|
788 | glColor3f(0.0, 1.0, 0.0);
|
---|
789 | glVertex3f(0, -1.0f, 0); // y axis
|
---|
790 | glVertex3f(0, 1.0f, 0);
|
---|
791 |
|
---|
792 | glVertex3f(0, 1.0f, 0);
|
---|
793 | glVertex3f(0.2f, 0.8f, 0);
|
---|
794 | glVertex3f(0, 1.0f, 0);
|
---|
795 | glVertex3f(-0.2f, 0.8f, 0);
|
---|
796 |
|
---|
797 | glColor3f(0.5, 0.5, 1.0);
|
---|
798 | glVertex3f(0, 0, -1.0f); // z axis
|
---|
799 | glVertex3f(0, 0, 1.0f);
|
---|
800 |
|
---|
801 | glVertex3f(0, 0, 1.0f);
|
---|
802 | glVertex3f(0, 0.2f, 0.8f);
|
---|
803 | glVertex3f(0, 0, 1.0f);
|
---|
804 | glVertex3f(0,-0.2f, 0.8f);
|
---|
805 | }
|
---|
806 | glEnd();
|
---|
807 |
|
---|
808 | glEndList();
|
---|
809 |
|
---|
810 | // cubeList
|
---|
811 | cubeList = glGenLists(1);
|
---|
812 | glNewList(cubeList, GL_COMPILE);
|
---|
813 |
|
---|
814 | glEnable(GL_TEXTURE_2D);
|
---|
815 | glEnable(GL_DEPTH_TEST);
|
---|
816 | glEnable(GL_CULL_FACE);
|
---|
817 | glEnable(GL_BLEND);
|
---|
818 | glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR);
|
---|
819 |
|
---|
820 | glBegin( GL_QUADS );
|
---|
821 | {
|
---|
822 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
|
---|
823 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
|
---|
824 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
|
---|
825 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
|
---|
826 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
|
---|
827 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 0.0 );
|
---|
828 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 0.0 );
|
---|
829 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
|
---|
830 |
|
---|
831 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
|
---|
832 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
|
---|
833 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
|
---|
834 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
|
---|
835 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
|
---|
836 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
|
---|
837 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
|
---|
838 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
|
---|
839 |
|
---|
840 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
|
---|
841 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
|
---|
842 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
|
---|
843 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, 1.0 );
|
---|
844 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, 1.0 );
|
---|
845 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 0.0, 0.0 );
|
---|
846 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 0.0, 0.0 );
|
---|
847 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
|
---|
848 |
|
---|
849 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
|
---|
850 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 1.0, 0.0 );
|
---|
851 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 1.0, 0.0 );
|
---|
852 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
|
---|
853 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
|
---|
854 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
|
---|
855 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
|
---|
856 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
|
---|
857 |
|
---|
858 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
|
---|
859 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
|
---|
860 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
|
---|
861 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
|
---|
862 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
|
---|
863 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
|
---|
864 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
|
---|
865 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
|
---|
866 |
|
---|
867 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
|
---|
868 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
|
---|
869 | glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
|
---|
870 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
|
---|
871 | glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
|
---|
872 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 0.0, 1.0 );
|
---|
873 | glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 0.0, 1.0 );
|
---|
874 | glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
|
---|
875 | }
|
---|
876 | glEnd();
|
---|
877 | glDisable(GL_TEXTURE_2D);
|
---|
878 |
|
---|
879 | glEndList();
|
---|
880 | }
|
---|