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void CTerrain::Init()
{
//Init Display list
MapList=glGenLists(1);
glNewList(MapList,GL_COMPILE);
// On configure la texture principale
glActiveTextureARB( GL_TEXTURE0_ARB );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[1]);
// On configure la texture de détail
glActiveTextureARB( GL_TEXTURE1_ARB );
glEnable (GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, texture[0]);
// On dessine la scene
glPushMatrix();
glTranslated(posX,posY,posZ);
int xx,yy;
for (int mapX = 0; mapX < taille/hprecision; mapX++)
{
for (int mapZ = 0; mapZ < taille/hprecision; mapZ++)
{
if (mapX>0 && mapZ>0)
{
glBegin(GL_TRIANGLE_STRIP);
glMultiTexCoord2fARB( GL_TEXTURE1_ARB,double(mapX/reptexture),double(mapZ/reptexture));
glMultiTexCoord2fARB( GL_TEXTURE0_ARB,double(mapX/(taille/hprecision)),double(mapZ/(taille/hprecision)));
glVertex3f((mapX*hprecision*size),hmap[mapX][mapZ]/hautmap*size,(mapZ*hprecision*size));
glMultiTexCoord2fARB( GL_TEXTURE1_ARB,double(mapX/reptexture),double(mapZ/reptexture-1/reptexture));
glMultiTexCoord2fARB( GL_TEXTURE0_ARB,double(mapX/(taille/hprecision)),double(mapZ/(taille/hprecision)+1/(taille/hprecision)));
glVertex3f(float(mapX*hprecision*size),hmap[mapX][mapZ+1]/hautmap*size,((mapZ+1)*hprecision*size));
glMultiTexCoord2fARB( GL_TEXTURE1_ARB,double(mapX/reptexture+1/reptexture),double(mapZ/reptexture));
glMultiTexCoord2fARB( GL_TEXTURE0_ARB,double(mapX/(taille/hprecision)+1/(taille/hprecision)),double(mapZ/(taille/hprecision)));
glVertex3f(float((mapX+1)*hprecision*size),hmap[mapX+1][mapZ]/hautmap*size,(mapZ*hprecision*size));
glMultiTexCoord2fARB( GL_TEXTURE1_ARB,double(mapX/reptexture+1/reptexture),double(mapZ/reptexture-1/reptexture));
glMultiTexCoord2fARB( GL_TEXTURE0_ARB,double(mapX/(taille/hprecision)+1/(taille/hprecision)),double(mapZ/(taille/hprecision)+1/(taille/hprecision)));
glVertex3f(float((mapX+1)*hprecision*size),hmap[mapX+1][mapZ+1]/hautmap*size,((mapZ+1)*hprecision*size));
glEnd();
}
}
}
glPopMatrix();
glActiveTextureARB( GL_TEXTURE1_ARB );
glDisable(GL_TEXTURE_2D);
glActiveTextureARB( GL_TEXTURE0_ARB );
glDisable(GL_TEXTURE_2D);
glEndList();
}
void CTerrain::Look()
{
glCallList(MapList);
} |
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