3D Underwater World (using OpenGL and SDL)

Copyright Tristan Aubrey-Jones January 2008.

This is an example OpenGL SDL application which creates an animated 3D underwater world (screenshot), with "Thunderbird 4" with headlights moving on a spline path, a randomly generated sand terrain, sunken ship/submarine/treasure chest models, and swaying fish and seaweed. It is designed to demonstrate basic OpenGL features, and the structure is as follows:


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#ifndef PRIMITIVES_H_INCLUDED #define PRIMITIVES_H_INCLUDED #include "global.h" #include "textures.h" #include "vectors.h" /* FaceInfo class Holds the details of a texture mapping Onto a quad */ class FaceInfo { public: // constructors FaceInfo(): cr(1.0), cg(1.0), cb(1.0), t(NULL), tl(0.0), tr(1.0), tt(0.0), tb(1.0) {} FaceInfo(float r, float g, float b): cr(r), cg(g), cb(b), t(NULL), tl(0.0), tr(1.0), tt(0.0), tb(1.0) {} FaceInfo(Texture* tex): t(tex), cr(1.0), cg(1.0), cb(1.0), tl(0.0), tr(1.0), tt(0.0), tb(1.0) {} FaceInfo(Texture* tex, float tl, float tr, float tt, float tb): t(tex), cr(1.0), cg(1.0), cb(1.0), tl(tl), tr(tr), tt(tt), tb(tb) {} // colour float cr, cg, cb; // texture image Texture* t; // texture positions float tl, tr, tt, tb; // start and stop face void Begin(); void Vertex(int i); void End(); // init an array all ready static void initBox(FaceInfo* array, float r, float g, float b); static void initBox(FaceInfo* array, Texture* tex); }; /** * Primitives class * contains methods for drawing primitive objects. */ class Primitives { public: // draw a unit square in the // x,y plane static void drawSquare(); // draw sphere static void drawSphere(); // draw a cylinder static void drawCylinder(); // draw a disk static void drawDisk(); // draws a box // vertices - an array of 8 vertices static void drawBox(Vec3 vertices[], Vec3 normals[]); static void drawBox(Vec3 vertices[], Vec3 normals[], FaceInfo faces[]); // initializes an array of vertices to // those for a 1x1 cube static void initBox(Vec3 vertices[]); // calculate the normals for each box vertex static void boxNormals(Vec3 vertices[], Vec3 normals[]); }; #endif