1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133
|
#include <stdio.h>
#include <sys/types.h>
#include <math.h>
#ifdef __MSW__
# include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include "gw.h"
#include "sarreality.h"
#include "obj.h"
#include "objutils.h"
#include "sfm.h"
#include "sar.h"
#include "sardraw.h"
#include "sardrawpm.h"
#include "sardrawdefs.h"
void SARDrawPremodeledTower(SAR_DRAW_PREMODELED_PROTOTYPE);
/*
* Draws a premodeled tower.
*/
void SARDrawPremodeledTower(SAR_DRAW_PREMODELED_PROTOTYPE)
{
gw_display_struct *display = dc->display;
GLenum shade_model_mode = display->state_gl.shade_model_mode;
float sx, sy, sz; /* Scale. */
/* All hard coded coordinates will produce an object of 100 unit
* size (height = 100.0). So the sx, sy, and sz scale coefficients
* will simply multiply each point / 100.0.
*/
/* Calculate scales, all based on height. */
sx = sy = sz = obj_premodeled_ptr->height / 100.0f;
/* Set up gl states. */
StateGLShadeModel(&display->state_gl, GL_FLAT);
glColor4f(0.45f, 0.45f, 0.45f, 1.0f);
/* Draw close range model? */
if(camera_dist < 2000.0f)
{
/* Guy wires. */
glBegin(GL_LINES);
{
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(-29.0f * sx, 0.0f * sz, -(-29.0f * sy));
glVertex3f( 0.0f * sx, 75.0f * sz, -( 0.0f * sy));
glVertex3f( 29.0f * sx, 0.0f * sz, -(-29.0f * sy));
glVertex3f( 0.0f * sx, 75.0f * sz, -( 0.0f * sy));
glVertex3f( 0.0f * sx, 0.0f * sz, -( 40.0f * sy));
glVertex3f( 0.0f * sx, 75.0f * sz, -( 0.0f * sy));
}
glEnd();
sx = sy = 1.0f;
glBegin(GL_LINE_STRIP);
{
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f( 3.0f * sx, 0.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 0.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 100.0f * sz, -( 0.0f * sy));
glVertex3f( 3.0f * sx, 90.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 80.0f * sz, -( 0.0f * sy));
glVertex3f( 3.0f * sx, 70.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 60.0f * sz, -( 0.0f * sy));
glVertex3f( 3.0f * sx, 50.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 40.0f * sz, -( 0.0f * sy));
glVertex3f( 3.0f * sx, 30.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 20.0f * sz, -( 0.0f * sy));
glVertex3f( 3.0f * sx, 10.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 0.0f * sz, -( 0.0f * sy));
glVertex3f( -3.0f * sx, 0.0f * sz, -(-0.2f * sy));
glVertex3f( 0.0f * sx, 0.0f * sz, -( 5.0f * sy));
glVertex3f( 0.0f * sx, 100.0f * sz, -( 5.0f * sy));
glVertex3f( -3.0f * sx, 90.0f * sz, -(-0.2f * sy));
glVertex3f( 0.0f * sx, 80.0f * sz, -( 5.0f * sy));
glVertex3f( -3.0f * sx, 70.0f * sz, -(-0.2f * sy));
glVertex3f( 0.0f * sx, 60.0f * sz, -( 5.0f * sy));
glVertex3f( -3.0f * sx, 50.0f * sz, -(-0.2f * sy));
glVertex3f( 0.0f * sx, 40.0f * sz, -( 5.0f * sy));
glVertex3f( -3.0f * sx, 30.0f * sz, -(-0.2f * sy));
glVertex3f( 0.0f * sx, 20.0f * sz, -( 5.0f * sy));
glVertex3f( -3.0f * sx, 10.0f * sz, -(-0.2f * sy));
glVertex3f( 0.0f * sx, 0.0f * sz, -( 5.0f * sy));
glVertex3f( 0.0f * sx, 0.0f * sz, -( 5.2f * sy));
glVertex3f( 3.0f * sx, 0.0f * sz, -( 0.0f * sy));
glVertex3f( 3.0f * sx, 100.0f * sz, -( 0.0f * sy));
glVertex3f( 0.0f * sx, 90.0f * sz, -( 5.2f * sy));
glVertex3f( 3.0f * sx, 80.0f * sz, -( 0.0f * sy));
glVertex3f( 0.0f * sx, 70.0f * sz, -( 5.2f * sy));
glVertex3f( 3.0f * sx, 60.0f * sz, -( 0.0f * sy));
glVertex3f( 0.0f * sx, 50.0f * sz, -( 5.2f * sy));
glVertex3f( 3.0f * sx, 40.0f * sz, -( 0.0f * sy));
glVertex3f( 0.0f * sx, 30.0f * sz, -( 5.2f * sy));
glVertex3f( 3.0f * sx, 20.0f * sz, -( 0.0f * sy));
glVertex3f( 0.0f * sx, 10.0f * sz, -( 5.2f * sy));
glVertex3f( 3.0f * sx, 0.0f * sz, -( 0.0f * sy));
}
glEnd();
}
else
{
/* Draw far model. */
glBegin(GL_LINES);
{
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f * sx, 0.0f * sz, -(0.0f * sy));
glVertex3f(0.0f * sx, 100.0f * sz, -(0.0f * sy));
}
glEnd();
}
/* Restore gl states. */
StateGLShadeModel(&display->state_gl, shade_model_mode);
}
|