Beispiel #1
0
/*TODO: expand according to assignment 2 specs*/
void draw_object(int shape) {

    switch(shape) {
    case HOUSE:
        draw_house();
        break;
    case CUBE:
        draw_cube_brute();
        break;
    case CYLINDER:
        draw_cylinder(crt_rs, crt_vs);
        break;
    case SPHERE:
        draw_sphere(crt_rs, crt_vs);
        break;
    case TORUS: /*TODO EC: call your function here*/
        ;
        break;
    case MESH: /*TODO EC: call your function here*/
        ;
        break;

    default:
        break;
    }

}
Beispiel #2
0
/*TODO: expand according to assignment 2 specs*/
void draw_object(int shape) {

  switch(shape){
  case HOUSE: draw_house(); break;
  case CUBE: draw_cube_brute(); break; 
  case CYLINDER: 
  case SPHERE: 
  case CONE: 
  case TORUS: draw(crt_rs,crt_vs) ; break;
  

  default: break;
  }

}
Beispiel #3
0
/*TODO: expand according to assignment 3 specs*/
void draw_object(int shape) {

  switch(shape){
  case HOUSE: draw_house(); break;
  case CUBE: break;
  case CYLINDER: break;
  case SPHERE: break;
  case TORUS: ; break;
  case MESH: ; break;
    //case CONE: ; break;

  default: break;
  }

}
Beispiel #4
0
/*
 *  OpenGL (GLUT) calls this routine to display the scene
 */
void display(){
	float cylinder_color_a[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
	float cylinder_color_b[3][3] = {{252.0/255.0, 141.0/255.0, 89/255.0},
		{1, 1, 191/255.0}, {145/255.0, 207/255.0, 96/255.0}};

	//  Erase the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	//  Enable Z-buffering in OpenGL
	glEnable(GL_DEPTH_TEST);
	//  Undo previous transformations
	glLoadIdentity();
	//  Set view angle

	// MAKE the projection transformations after loading the identity matrix
	if (mode){
		double Ex = -2*dim*Sin(th)*Cos(ph);
		double Ey = +2*dim        *Sin(ph);
		double Ez = +2*dim*Cos(th)*Cos(ph);
		gluLookAt(Ex,Ey,Ez , 0,0,0 , 0,Cos(ph),0);
	}
	//  Orthogonal - set world orientation
	else{
		glRotatef(ph,1,0,0);
		glRotatef(th,0,1,0);
	}

	// cylinder one
	glPushMatrix();
	glRotatef(cylinder_rotation, 1, 0, 0);
	glRotatef(cylinder_rotation/0.5, 0, 1, 0);
	glScaled(0.9, 0.78, 0.4);
	draw_cylinder(0, 0, 0, 500, cylinder_color_a);
	glPopMatrix();

	// cylinder two
	glPushMatrix();
	glScaled(0.5, 0.5, 0.5);
	draw_cylinder(2, 2, 2, 500, cylinder_color_b);
	glPopMatrix();

	// house one
	glPushMatrix();
	draw_house(-2, -2, -2, cylinder_color_b);
	glPopMatrix();

	// house two
	glPushMatrix();
	draw_house(0.5, -.8, -2, cylinder_color_b);
	glPopMatrix();

	// house 3
	glPushMatrix();
	draw_house(house_x, house_y, house_z, cylinder_color_a);
	glPopMatrix();

	//  White
	glColor3f(1,1,1);
	//  Draw axes
	if (axes){
		glBegin(GL_LINES);
		glVertex3d(0.0,0.0,0.0);
		glVertex3d(dim-0.5,0.0,0.0);
		glVertex3d(0.0,0.0,0.0);
		glVertex3d(0.0,dim-0.5,0.0);
		glVertex3d(0.0,0.0,0.0);
		glVertex3d(0.0,0.0,dim-0.5);
		glEnd();
		//  Label axes
		glRasterPos3d(dim-0.5,0.0,0.0);
		Print("X");
		glRasterPos3d(0.0,dim-0.5,0.0);
		Print("Y");
		glRasterPos3d(0.0,0.0,dim-0.5);
		Print("Z");
	}

	//  Five pixels from the lower left corner of the window
	glWindowPos2i(5,5);
	//  Print the text string
	Print("Angle=%d,%d  Dim=%.1f FOV=%d Projection=%s",th,ph,dim,fov,mode?"Perpective":"Orthogonal");
	//  Render the scene
	glFlush();
	//  Make the rendered scene visible
	glutSwapBuffers();
}
Beispiel #5
0
/*
 *  OpenGL (GLUT) calls this routine to display the scene
 */
void display(){
	const double len=4.5;  //  Length of axes

	float cylinder_color_a[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
	float cylinder_color_b[3][3] = {{252.0/255.0, 141.0/255.0, 89/255.0},
		{1, 1, 191/255.0}, {145/255.0, 207/255.0, 96/255.0}};


	//  Erase the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	//  Enable Z-buffering in OpenGL
	glEnable(GL_DEPTH_TEST);
	//  Undo previous transformations
	glLoadIdentity();
	//  Set view angle
	glRotatef(ph,1,0,0);
	glRotatef(th,0,1,0);

	// cylinder one
	glPushMatrix();
	glRotatef(cylinder_rotation, 1, 0, 0);
	glRotatef(cylinder_rotation/0.5, 0, 1, 0);
	glScaled(0.9, 0.78, 0.4);
	draw_cylinder(0, 0, 0, 500, cylinder_color_a);
	glPopMatrix();

	// cylinder two
	glPushMatrix();
	glScaled(0.5, 0.5, 0.5);
	draw_cylinder(2, 2, 2, 500, cylinder_color_b);
	glPopMatrix();

	// house one
	glPushMatrix();
	draw_house(-2, -2, -2, cylinder_color_b);
	glPopMatrix();

	// house two
	glPushMatrix();
	draw_house(0.5, -.8, -2, cylinder_color_b);
	glPopMatrix();


	glPushMatrix();
	draw_house(house_x, house_y, house_z, cylinder_color_a);
	glPopMatrix();

	//  White
	glColor3f(1,1,1);
	//  Draw axes
	if (axes)
	{
		glBegin(GL_LINES);
		glVertex3d(0.0,0.0,0.0);
		glVertex3d(len,0.0,0.0);
		glVertex3d(0.0,0.0,0.0);
		glVertex3d(0.0,len,0.0);
		glVertex3d(0.0,0.0,0.0);
		glVertex3d(0.0,0.0,len);
		glEnd();
		//  Label axes
		glRasterPos3d(len,0.0,0.0);
		Print("X");
		glRasterPos3d(0.0,len,0.0);
		Print("Y");
		glRasterPos3d(0.0,0.0,len);
		Print("Z");
	}
	//  Five pixels from the lower left corner of the window
	glWindowPos2i(5,5);
	//  Print the text string
	Print("Angle=%d,%d",th,ph);
	//  Render the scene
	glFlush();
	//  Make the rendered scene visible
	glutSwapBuffers();
}