/*#include #include #include #include #include #include #include "setupogl.h" #define MAP_SIZEX 100 #define MAP_SIZEY 100 int frames = 0; float cam_x=0, cam_y=0, cam_z=0; float scrollx = 0, scrolly = 0; float ClipX1 = 0, ClipX2 = 0; float ClipY1 = 0, ClipY2 = 0; GLuint texture[2]; float x=0, y=0; //float spd = 0.07; float spd = 0.05; char map[100][100] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} }; //BMP Loader AUX_RGBImageRec *loadbmp(char *filename) { FILE *file = NULL; if (!filename) return NULL; file = fopen(filename, "r"); if (file) { fclose(file); return auxDIBImageLoad(filename); } return NULL; } void LoadTextures() { //Converting to OpenGL textures AUX_RGBImageRec *TextureImage[2]; memset(TextureImage,0,sizeof(void *)*1); TextureImage[0] = loadbmp("grass.bmp"); TextureImage[1] = loadbmp("bricks.bmp"); glGenTextures(2, &texture[0]); // We are generating two textures glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //Mipmapping code gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); //End Mipmapping //glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, //TextureImage[0]->sizeY, 0, GL_RGB, //GL_UNSIGNED_BYTE, TextureImage[0]->data); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data); //Mipmapping code gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data); //End Mipmapping for (int t = 0; t < 2; t++) { if (TextureImage[t]) { if (TextureImage[t]->data) { free(TextureImage[t]->data); } free(TextureImage[t]); } } } void Init(void) { glClearColor(0.0,0.0,0.0,0.0); glClearColor(0.0f ,0.0f ,0.0f ,0.0f); glColor3f(1.0f,1.0f,1.0f); //glShadeModel(GL_SMOOTH); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.0f,(GLfloat)1024/(GLfloat)768,0.1f,50.0f); //////////////(FOV, Ratio, near, far)////////////////////// cam_z = 15; gluLookAt(cam_x, cam_y, cam_z, cam_x, cam_y, 0, 0.0f, 1.0f, 0.0f); //gluLookAt(10.0f, 0.0f, 15.0f, 10.0f, 0.0f, 15.0f, 0.0f, 1.0f, 0.0f); //gluLookAt(0.0f, -16.0f, 15.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glTranslatef(-8.5f,-6.0f,0.0f); LoadTextures(); //LoadObjects(); } int Display(GLvoid) { Idle(); frames++; glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); //int tile; ClipX1 = (scrollx)-1; ClipX2 = ClipX1 + 17 + 2; ClipY1 = (scrolly)-1; ClipY2 = ClipY1 + 10 + 4; for(y=ClipY1;y