Created
February 3, 2017 05:09
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void DoDisplay() | |
{ | |
float jump = 0.25f; | |
Vec3f vertex; | |
vector<GLubyte> indices; | |
Vec3f texture; | |
#ifdef AUTO_CALC | |
for (GLfloat y = size; y >= -size; y -= jump){ | |
for (GLfloat x = -size; x <= size; x += jump){ | |
vertex.push(x, y); | |
GLfloat i = (x + 1.0) / 2; | |
GLfloat j = (y + 1.0) / 2; | |
texture.push(i, j); | |
} | |
} | |
int w = 2.0 * size / jump + 1; | |
int n = w - 1; | |
int h = w; | |
int m = h - 1; | |
for (int j = 0; j < m; j++){ | |
for (int i = 0; i < n; i++){ | |
int index = w * j + i; | |
indices.push_back(index); | |
indices.push_back(index + w); | |
indices.push_back(index + 1); | |
indices.push_back(index + w); | |
indices.push_back(index + 1); | |
indices.push_back(index + w + 1); | |
} | |
} | |
#else | |
vertex.push_back(-1); vertex.push_back(1); | |
vertex.push_back(-1); vertex.push_back(-1); | |
vertex.push_back(1); vertex.push_back(1); | |
vertex.push_back(1); vertex.push_back(-1); | |
texture.push_back(0); texture.push_back(1); | |
texture.push_back(0); texture.push_back(0); | |
texture.push_back(1); texture.push_back(1); | |
texture.push_back(1); texture.push_back(0); | |
#endif // AUTO_CALC | |
load_texture(); | |
// 텍스처 환경 설정 | |
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, EnvMode); | |
// 텍스처 필터 설정 | |
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter); | |
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glPushMatrix(); | |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
/* | |
glMatrixMode(GL_TEXTURE); | |
glLoadIdentity(); | |
glScalef(1.0f, -1.0f, 1.0f); | |
*/ | |
glMatrixMode(GL_MODELVIEW); | |
glRotatef(xAngle, 1.0f, 0.0f, 0.0f); | |
glRotatef(yAngle, 0.0f, 1.0f, 0.0f); | |
glRotatef(zAngle, 0.0f, 0.0f, 1.0f); | |
glEnable(GL_TEXTURE_2D); | |
glEnableClientState(GL_VERTEX_ARRAY); | |
glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
glVertexPointer(VERTEX_NUM, GL_FLOAT, 0, &vertex[0]); | |
glTexCoordPointer(VERTEX_NUM, GL_FLOAT, 0, &texture[0]); | |
glBindTexture(GL_TEXTURE_2D, g_texid); | |
#ifdef AUTO_CALC | |
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_BYTE, &indices[0]); | |
#else | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertex.size() / VERTEX_NUM); | |
#endif // AUTO_CALC | |
//glDisable(GL_TEXTURE_2D); | |
glPopMatrix(); | |
glFlush(); | |
} |
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