2018-05-31 18:34:55 +00:00
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "gl.h"
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2019-03-24 14:09:52 +00:00
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#include "glext.h"
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2018-05-31 18:34:55 +00:00
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#include "glu.h"
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#include "glkos.h"
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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/* Image type - contains height, width, and data */
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typedef struct // Create A Structure
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{
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GLubyte *imageData; // Image Data (Up To 32 Bits)
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GLuint bpp; // Image Color Depth In Bits Per Pixel
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GLuint width; // Image Width
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GLuint height; // Image Height
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GLuint texID; // Texture ID Used To Select A Texture
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} TextureImage; // Structure Name
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TextureImage textures[3];
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TextureImage road;
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TextureImage lightmap;
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2018-05-31 18:34:55 +00:00
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GLboolean LoadTGA(TextureImage *texture, const char *filename) // Loads A TGA File Into Memory
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{
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GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
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GLubyte TGAcompare[12]; // Used To Compare TGA Header
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GLubyte header[6]; // First 6 Useful Bytes From The Header
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GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
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GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
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GLuint temp; // Temporary Variable
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GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)
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FILE *file = fopen(filename, "rb"); // Open The TGA File
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if( file==NULL || // Does File Even Exist?
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fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) || // Are There 12 Bytes To Read?
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memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does The Header Match What We Want?
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fread(header,1,sizeof(header),file)!=sizeof(header)) // If So Read Next 6 Header Bytes
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{
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if (file == NULL) { // Did The File Even Exist? *Added Jim Strong*
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fprintf(stderr, "Missing file\n");
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return GL_FALSE; // Return False
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} else
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{
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fprintf(stderr, "Invalid format\n");
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fclose(file); // If Anything Failed, Close The File
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return GL_FALSE; // Return False
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}
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}
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texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
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texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
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if( texture->width <=0 || // Is The Width Less Than Or Equal To Zero
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texture->height <=0 || // Is The Height Less Than Or Equal To Zero
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(header[4]!=24 && header[4]!=32)) // Is The TGA 24 or 32 Bit?
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{
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fprintf(stderr, "Wrong format\n");
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fclose(file); // If Anything Failed, Close The File
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return GL_FALSE; // Return False
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}
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texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
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bytesPerPixel = texture->bpp/8; // Divide By 8 To Get The Bytes Per Pixel
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imageSize = texture->width*texture->height*bytesPerPixel; // Calculate The Memory Required For The TGA Data
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texture->imageData=(GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data
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if( texture->imageData==NULL || // Does The Storage Memory Exist?
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fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does The Image Size Match The Memory Reserved?
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{
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if(texture->imageData!=NULL) // Was Image Data Loaded
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free(texture->imageData); // If So, Release The Image Data
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fclose(file); // Close The File
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return GL_FALSE; // Return False
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}
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GLuint i;
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for(i = 0; i < (int)imageSize; i += bytesPerPixel) // Loop Through The Image Data
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{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
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temp=texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
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texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
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texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
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}
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fclose (file); // Close The File
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// Build A Texture From The Data
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glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs
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glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtered
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if (texture[0].bpp==24) // Was The TGA 24 Bits
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{
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type=GL_RGB; // If So Set The 'type' To GL_RGB
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}
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glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
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return GL_TRUE; // Texture Building Went Ok, Return True
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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const char* filenames [] = {
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"/rd/facade00.tga",
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"/rd/facade01.tga",
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"/rd/facade02.tga"
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};
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GLubyte i;
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for(i = 0; i < 3; ++i) {
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LoadTGA(&textures[i], filenames[i]);
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}
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if(!LoadTGA(&road, "/rd/floor.tga")) {
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fprintf(stderr, "Error loading road texture");
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}
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if(!LoadTGA(&lightmap, "/rd/lightmap.tga")) {
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fprintf(stderr, "Error loading lightmap texture");
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}
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}
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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void RenderTower(counter) {
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counter = counter % 3;
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float height = (counter + 1) * 5.0f;
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float width = 3.5f;
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float v = 1.0f * (counter + 1);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, textures[counter].texID);
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, lightmap.texID);
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glBegin(GL_QUADS);
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glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
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glVertex3f(-width, 0,-width);
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glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
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glVertex3f(-width, 0, width);
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glMultiTexCoord2f(GL_TEXTURE0, 1, v);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
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glVertex3f(-width, height, width);
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glMultiTexCoord2f(GL_TEXTURE0, 0, v);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
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glVertex3f(-width, height,-width);
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glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
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glVertex3f(-width, 0, width);
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glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
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glVertex3f( width, 0, width);
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glMultiTexCoord2f(GL_TEXTURE0, 1, v);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
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glVertex3f( width, height, width);
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glMultiTexCoord2f(GL_TEXTURE0, 0, v);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
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glVertex3f(-width, height, width);
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glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
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glVertex3f(width, 0,width);
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glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
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glVertex3f(width, 0,-width);
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glMultiTexCoord2f(GL_TEXTURE0, 1, v);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
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glVertex3f(width, height,-width);
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glMultiTexCoord2f(GL_TEXTURE0, 0, v);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
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glVertex3f(width, height, width);
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glEnd();
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}
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void RenderFloor() {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, road.texID);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-100, 0, 0);
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glTexCoord2f(50.0f, 0.0f);
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glVertex3f( 100, 0, 0);
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glTexCoord2f(50.0f, 100.0f);
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glVertex3f( 100, 0, -200.0);
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glTexCoord2f(0.0f, 100.0f);
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glVertex3f(-100, 0, -200.0);
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glEnd();
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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static float z = 0.0f;
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static char increasing = 1;
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const float max = 50.0f;
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if(increasing) {
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z += 1.0f;
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} else {
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z -= 1.0f;
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}
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if(z > max) {
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increasing = !increasing;
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z = max;
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}
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if(z < 0.0f) {
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increasing = !increasing;
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z = 0.0f;
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(0, 0, z);
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GLubyte i = 0;
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glPushMatrix();
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glTranslatef(0.0f, -5.0f, 10.0f);
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RenderFloor();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-8.5f, -5.0f,-16.0f); // Move Left 1.5 Units And Into The Screen 6.0
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for(i = 0; i < 10; ++i) {
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RenderTower(i);
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glTranslatef(0, 0, -8.0f);
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}
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glPopMatrix();
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glPushMatrix();
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glTranslatef(8.5f, -5.0f,-16.0f); // Move Left 1.5 Units And Into The Screen 6.0
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for(i = 1; i < 11; ++i) {
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RenderTower(i);
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glTranslatef(0, 0, -8.0f);
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}
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glPopMatrix();
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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|
|
|
while(1) {
|
|
|
|
DrawGLScene();
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|