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| procedure bloc (x1,x2,y1,y2,z1,z2 : GLFloat; TexID1, TexID2, TexID3 : GLUint);
begin
glBindTexture (GL_TEXTURE_2D, TexID1);
glBegin(GL_QUADS);
//gauche
glTexCoord2i (1, 0);glVertex3f( x2, y1, z1);
glTexCoord2i (0, 0);glVertex3f( x1, y1, z1);
glTexCoord2i (0, 1);glVertex3f( x1, y1, z2);
glTexCoord2i (1, 1);glVertex3f( x2, y1, z2);
//droite
glTexCoord2i (1, 1);glVertex3f( x2, y2, z2);
glTexCoord2i (0, 1);glVertex3f( x1, y2, z2);
glTexCoord2i (0, 0);glVertex3f( x1, y2, z1);
glTexCoord2i (1, 0);glVertex3f( x2, y2, z1);
glEnd();
glBindTexture (GL_TEXTURE_2D, TexID2);
glBegin(GL_QUADS);
//Derriere
glTexCoord2i (1, 0);glVertex3f( x2, y1, z2);
glTexCoord2i (0, 0);glVertex3f( x2, y2, z2);
glTexCoord2i (0, 1);glVertex3f( x2, y2, z1);
glTexCoord2i (1, 1);glVertex3f( x2, y1, z1);
//Face
glTexCoord2i (1, 0);glVertex3f( x1, y1, z1);
glTexCoord2i (0, 0);glVertex3f( x1, y2, z1);
glTexCoord2i (0, 1);glVertex3f( x1, y2, z2);
glTexCoord2i (1, 1);glVertex3f( x1, y1, z2);
glEnd;
glBindTexture (GL_TEXTURE_2D, TexID3);
glBegin(GL_QUADS);
//toit
glTexCoord2i (0, 1);glVertex3f( x1, y1, z2);
glTexCoord2i (1, 1);glVertex3f( x2, y1, z2);
glTexCoord2i (1, 0);glVertex3f( x2, y2, z2);
glTexCoord2i (0, 0);glVertex3f( x1, y2, z2);
glEnd();
///sol
glBegin(GL_QUADS);
glVertex3f( x1, y1, z1);
glVertex3f( x1, y2, z1);
glVertex3f( x2, y2, z1);
glVertex3f( x2, y1, z1);
glEnd;
end;
procedure blocD (x1,x2,y1,y2,z1,z2,h : GLFloat; TexID1, TexID2, TexID3 : GLUint);
begin
glBindTexture (GL_TEXTURE_2D, TexID1);
glBegin(GL_QUADS);
//gauche
glTexCoord2i (1, 0);glVertex3f( x2+h, y1, z1+h);
glTexCoord2i (0, 0);glVertex3f( x1, y1, z1);
glTexCoord2i (0, 1);glVertex3f( x1, y1, z2);
glTexCoord2i (1, 1);glVertex3f( x2+h, y1, z2+h);
//droite
glTexCoord2i (1, 1);glVertex3f( x2+h, y2, z2+h);
glTexCoord2i (0, 1);glVertex3f( x1, y2, z2);
glTexCoord2i (0, 0);glVertex3f( x1, y2, z1);
glTexCoord2i (1, 0);glVertex3f( x2+h, y2, z1+h);
glEnd();
glBindTexture (GL_TEXTURE_2D, TexID2);
glBegin(GL_QUADS);
//Derriere
glTexCoord2i (1, 0);glVertex3f( x2+h, y1, z2+h);
glTexCoord2i (0, 0);glVertex3f( x2+h, y2, z2+h);
glTexCoord2i (0, 1);glVertex3f( x2+h, y2, z1+h);
glTexCoord2i (1, 1);glVertex3f( x2+h, y1, z1+h);
//Face
glTexCoord2i (1, 0);glVertex3f( x1, y1, z1);
glTexCoord2i (0, 0);glVertex3f( x1, y2, z1);
glTexCoord2i (0, 1);glVertex3f( x1, y2, z2);
glTexCoord2i (1, 1);glVertex3f( x1, y1, z2);
glEnd;
glBindTexture (GL_TEXTURE_2D, TexID3);
glBegin(GL_QUADS);
//toit
glTexCoord2i (0, 1);glVertex3f( x1, y1, z2);
glTexCoord2i (1, 1);glVertex3f( x2+h, y1, z2+h);
glTexCoord2i (1, 0);glVertex3f( x2+h, y2, z2+h);
glTexCoord2i (0, 0);glVertex3f( x1, y2, z2);
glEnd();
///sol
glBegin(GL_QUADS);
glVertex3f( x1, y1, z1);
glVertex3f( x1, y2, z1);
glVertex3f( x2+h, y2, z1+h);
glVertex3f( x2+h, y1, z1+h);
glEnd;
end; |
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