// Display 3D game void display3D(void) { // Set up OpenGL for 3D rendering setup3D(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, g_store.image_store.grass); glBegin(GL_QUADS); glColor3f(1.0f, 1.0f, 1.0f); for (int i = 0; i < g_store.maze_store.height*2+1; i++) { for (int j = 0; j < g_store.maze_store.width*2+1; j++) { glTexCoord2f(0.0f, 0.0f); glVertex3f((float)i, 0.0f, (float)j); glTexCoord2f(1.0f, 0.0f); glVertex3f((float)i+1, 0.0f, (float)j); glTexCoord2f(1.0f, 1.0f); glVertex3f((float)i+1, 0.0f, (float)j+1); glTexCoord2f(0.0f, 1.0f); glVertex3f((float)i, 0.0f, (float)j+1); } } glEnd(); glBindTexture(GL_TEXTURE_2D, g_store.image_store.crate); glBegin(GL_QUADS); glColor3f(1.0f, 1.0f, 1.0f); for (int i = 0; i < g_store.maze_store.numBoxes; i++) { CollisionObject box = g_store.maze_store.boxes[i]; drawTexturedBox(box.position, box.dimensions); } glEnd(); glDisable(GL_TEXTURE_2D); }
void GUITexturesHelper::drawTexturedBox(unsigned int which, SUMOReal size) { drawTexturedBox(which, size, size, -size, -size); }