Beispiel #1
0
void drawLight(SceneLoader* scene){
	//Ligar as luzes
	glEnable(GL_COLOR_MATERIAL);
	vector<Light*> lights = scene->sceneManager->illumination->lights;
	vector<Light*>::iterator it= lights.begin();
	int counter = 0;
	for( ; it != lights.end(); it++){
		if((*it)->enabled == 1){ //Luz ligada
			glEnable(GL_LIGHT0+counter);
			// esfera que simboliza a LIGHT0+ counter
			glColor3f(1.0,1.0,0.0);		// cor amarela
			gluQuadricOrientation( glQ, GLU_INSIDE);
			glPushMatrix();
			glTranslated((*it)->position[0],(*it)->position[1],(*it)->position[2]);
			gluSphere(glQ, symb_light0_radius, symb_light0_slices, symb_light0_stacks);
			glPopMatrix();
			gluQuadricOrientation(glQ, GLU_OUTSIDE);
		}
		counter++;
	}
	glDisable(GL_COLOR_MATERIAL);
}
Beispiel #2
0
void GLCanvas::drawJoint(const JointConstraint &constraint, float radius) const
{
    // auto points = constraint.getAxisAngleToAngleKeyPoints();
    std::vector<Vector3> vectors = constraint.getKeyPointsInterpolated(radius, 2.0f);

    glBegin(GL_LINE_LOOP);
        glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
        for (size_t i = 0; i < vectors.size(); ++i)
        {
            glVertex3f(vectors[i].x(), vectors[i].y(), vectors[i].z());
        }
    glEnd();

    vectors = constraint.getKeyPoints(radius);

    glBegin(GL_LINE_LOOP);
        glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
        for (size_t i = 0; i < vectors.size(); ++i)
        {
            glVertex3f(vectors[i].x(), vectors[i].y(), vectors[i].z());
        }
    glEnd();

    glBegin(GL_LINE_LOOP);
        glColor4f(1.0f, 0, 0, 1.0f);
        for (size_t i = 0; i < 360; ++i)
        {
            float angle = constraint.getMaxAngleAt(i);
            glVertex3f(float(i)/60.0f - 2, angle/60.0f + 1.5, 1.0f);
        }
    glEnd();

    glRenderMode(GL_SMOOTH);
    glPolygonMode(GL_FRONT, GL_FILL);
    //glColor3f(0.5f, 0.5f, 0.5f);
    glColor4f(0.5f, 0.5f, 0.5f, 0.5f);

    gluSphere(_sphereQuad, radius, 10, 8);
}
Beispiel #3
0
void RenderWorld()
{
    // This function will draw our entire scene except for the light.
    // We could speed up our application by not using quadrics and using
    // display lists, but just to make things simple I chose to not add extras.

    // Draw our walls and move them back into the screen by 15
    glPushMatrix();
    glTranslatef(0, 0, -15);
    DrawWalls();
    glPopMatrix();

    // Color the tube green
    glColor4f(0.0f, 1.0f, 0.1f, 1.0);

    // Create a new quadric and render it normally
    GLUquadricObj *pObj = gluNewQuadric();
    gluQuadricDrawStyle(pObj, GLU_FILL);

    // Create an empty tube that spins around
    glPushMatrix();
    static float rotY = 0;
    glTranslatef(-2, 0, -10);
    glRotatef(rotY++, 0, 1, 0);
    gluCylinder(pObj, 0.5f, 0.5f, 2.0f, 25, 25);
    glPopMatrix();

    // Color the sphere yellow
    glColor4f(1.0f, 1.0f, 0.1f, 1.0);

    // Create the sphere and move it back and to the right of the tube
    glPushMatrix();
    glTranslatef(2, 0, -10);
    gluSphere(pObj, 0.5f, 25, 25);
    glPopMatrix();

    // Free the quadric object
    gluDeleteQuadric(pObj);
}
Beispiel #4
0
void
Shoulder(char solid)
{
  glNewList(SOLID_MECH_SHOULDER, GL_COMPILE);
#ifdef LIGHT
  SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
  glColor3f(1.0, 1.0, 0.0);
  Box(1.0, 0.5, 0.5, solid);
  glTranslatef(0.9, 0.0, 0.0);
#ifdef LIGHT
  SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
  glColor3f(0.5, 0.5, 0.5);
#ifdef SPHERE
  if (!solid)
    gluQuadricDrawStyle(qobj, GLU_LINE);
  gluSphere(qobj, 0.6, 16, 16);
#endif
  glTranslatef(-0.9, 0.0, 0.0);
  glEndList();
}
Beispiel #5
0
void SurfaceObj::drawEdgesAroundPoint(int idx)
{
	GLUquadricObj *qobj = 0;
	qobj = gluNewQuadric();

	glColor3f(1,0,0);
	glPushMatrix();
	glTranslatef(Point[idx][0],Point[idx][1],Point[idx][2]);
	gluSphere(qobj,1,20,20);
	glPopMatrix();

	std::vector<std::vector<int>>* edgesAroundPoint=Container->edgesAroundPoint();
	glLineWidth(2.0);
	glBegin(GL_LINES);
	for(int i=0;i<(*edgesAroundPoint)[idx].size();i++)
	{
		Vec2i edge=Edge[(*edgesAroundPoint)[idx][i]];
		glVertex3f(Point[edge[0]][0],Point[edge[0]][1],Point[edge[0]][2]);
		glVertex3f(Point[edge[1]][0],Point[edge[1]][1],Point[edge[1]][2]);
	}
	glEnd();
}
Beispiel #6
0
void cFileData::drawPoints(float radius) {

    cDataFieldT<vtkPoint>* df_p =
        static_cast<cDataFieldT<vtkPoint>*>(getDatafield("POINTS"));
    if (!df_p)
        return;
    cDataFieldT<float>* df_a =
        static_cast<cDataFieldT<float>*>(getDatafield("altitude"));
    if (!df_a)
        return;
    cDataFieldT<unsigned char>* df_d =
        static_cast<cDataFieldT<unsigned char>*>(getDatafield("detection"));
    if (!df_d)
        return;

    GLUquadricObj *gSphere = gluNewQuadric();
    gluQuadricNormals(gSphere, GLU_SMOOTH);
    float mat_emission_detection4[4] = {0.8f, 0.2f, 0.2f, 0.0f};
    float mat_emission[4] = {0.2f, 0.2f, 0.8f, 0.0f};
    float scaleFac = radius/EARTH_RADIUS;
    glEnable(GL_LIGHTING);
    for (int i=0; i < df_p->numEntries(); ++i) {
        vtkPoint p = df_p->getValueAt(i);
        float a = df_a->getValueAt(i)*scaleFac;
        if (df_d->getValueAt(i) == 4)
            glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_emission_detection4);
        else
            glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_emission);
        glPushMatrix();
        glTranslatef((radius+a)*sin(THETA(p.y))*sin(PHI(p.x)),
                     (radius+a)*cos(THETA(p.y)),
                     (radius+a)*sin(THETA(p.y))*cos(PHI(p.x)));
        gluSphere(gSphere, 0.1f, 6, 6);
        glPopMatrix();
    }
    glEnable(GL_LIGHTING);
    gluDeleteQuadric(gSphere);
}
void Skybox::draw() const
{
	if (m_fShow)
	{
		double planeEq[] = {0,1,0,0};
		glEnable(GL_CLIP_PLANE0);
		//glClipPlane(0, planeEq); 
		glEnable(GL_CULL_FACE);
		glCullFace(GL_FRONT_FACE);
		glPushMatrix();
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, m_textureId);
		glColor3f(255,255,255);
		glTranslatef(m_camera.position().X(), m_camera.position().Y(), m_camera.position().Z());
		glRotatef(90, 1, 0, 0);
		gluSphere(m_pQuadric,900,20,20);
		glPopMatrix();
		glBindTexture(GL_TEXTURE_2D, 0);
		glDisable(GL_TEXTURE_2D);
		glCullFace(GL_NONE);
		glDisable(GL_CULL_FACE);
		//glDisable(GL_CLIP_PLANE0);

		//TODO msati3: Replace this by a height map?
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, m_groundTexture);
		glColor3f(0,255,0);
		glBegin(GL_QUADS);
			glTexCoord2d(0,0); glVertex3f(-1000,0,1000);
			glTexCoord2d(1,0); glVertex3f(1000,0,1000);
			glTexCoord2d(1,1); glVertex3f(1000,0,-1000);
			glTexCoord2d(0,1); glVertex3f(-1000,0,-1000);
		glEnd();
	
		glBindTexture(GL_TEXTURE_2D, 0);
		glDisable(GL_TEXTURE_2D);
	}
}
Beispiel #8
0
void draw_scene(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();

	glRotatef(state.rot_y, 1.0, 0.0, 0.0);
	glRotatef(state.rot_x, 0.0, 1.0, 0.0);

	Vector pos_tmp;
	vector_copy(pos_tmp, state.pos);
	if(state.locked_planet >= 0)
		vector_add(pos_tmp, pos_tmp, state.sys->planets[state.locked_planet].position);

	glTranslatef(-pos_tmp[0], -pos_tmp[1], -pos_tmp[2]);
	glPushMatrix();
	for(int i = 0; i < state.sys->nplanets; i++)
	{
		glColor3fv(get_planet_color(i));
		Planet* planet = &state.sys->planets[i];
		glTranslatef(planet->position[0], planet->position[1], planet->position[2]);
		glScalef(state.scale, state.scale, state.scale);

		glDisable(GL_LIGHTING);
		glBegin(GL_POINTS);
		glVertex3f(0.0f, 0.0f, 0.0f);
		glEnd();

		glEnable(GL_LIGHTING);
		gluSphere(sphere, get_planet_radius(i), 32, 32);

		glPopMatrix();
		glPushMatrix();
	}
	glDisable(GL_LIGHTING);
	draw_grid();
	draw_trails();
	glPopMatrix();
}
Beispiel #9
0
void nehewidget::paintGL()
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();

	glTranslatef(0.0,0.0,zoom);
	glEnable(GL_TEXTURE_GEN_S);      // 自动生成s方向纹理坐标
	glEnable(GL_TEXTURE_GEN_T);      // 自动生成t方向纹理坐标
	glBindTexture(GL_TEXTURE_2D,texture[filter]);
	glPushMatrix();
	glRotatef(xrot,1.0,0.0,0.0);
	glRotatef(yrot,0.0,1.0,0.0);

	switch(object) {
	case 0:
		glDrawCube();
		break;
	case 1:
		glTranslatef(0.0f,0.0f,-1.5f);
		gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32);
		break;
	case 2:
		gluSphere(quadratic,1.3f,32,32);
		break;
	case 3:
		glTranslatef(0.0f,0.0f,-1.5f);
		gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32);
		break;
	default:
		break;
	}
	glPopMatrix();
	glDisable(GL_TEXTURE_GEN_S);      // 禁止自动生成纹理坐标
	glDisable(GL_TEXTURE_GEN_T);     

	xrot+=xspeed;
	yrot+=yspeed;
}
Beispiel #10
0
void desenharTerra(GLuint texture, GLUquadric *  Q, GLuint texture2, GLUquadric *  Q2)
{
	glPushMatrix();
	glRotatef(orbitalTiltTerra,0.0,0.0,1.0);
	angTerra += ((2*PI)/velTerra)*timeFactor;
	

	posicoes[4][0]=distFactor*distSolTerra*sin(angTerra+((2*PI)/velTerra)*timeFactor);
	posicoes[4][1]=distFactor*distSolTerra*sin(angTerra) * sin(orbitalTiltTerra*(PI/180)) ;
	posicoes[4][2]=distFactor*distSolTerra*cos(angTerra+((2*PI)/velTerra)*timeFactor);
	raios[4]=raioTerra*scale;

	//colisao planeta -> nave
	if((cameraMode==0 && haColisao(camZ,camX,camY,4)) || (cameraMode == 1 && haColisaoNave2(camZ,camX,camY,camlookZ,camlookX,camlookY,4)) )
		afastaCamara(4);

	glTranslatef(distFactor*distSolTerra*sin(angTerra), 0, distFactor*distSolTerra*cos(angTerra));

	//glColor3f(0,0,1);//azul
	//angRotTerra += ((0.25*360)/velRTerra)*timeFactor;
	angRotTerra += (360/velRTerra)*timeFactor;

	rotacao(angRotTerra,axisTiltTerra);
	glEnable (GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, texture);
	glRotatef(-90,1,0,0);
	
	if(sphereInFrustum(posicoes[4],raios[4]))
		gluSphere (Q,scale*raioTerra,calcularFatias(4),32);
	
	glDisable(GL_TEXTURE_2D);
	glRotatef(90,1,0,0);
	desenharLua(texture2, Q2);
	glPopMatrix();
	//glColor3f(0,0,1);//azul
	
	if(orbitas)draw_orbita(distFactor*distSolTerra,90,0.0,orbitalTiltTerra);
}
Beispiel #11
0
void render_world(void)
{
	 GLUquadricObj *obj;
	 int mode=GL_FRONT;
	 

	 obj=gluNewQuadric();
	 glMaterialfv(mode,GL_AMBIENT,ambient);
	 glMaterialfv(mode,GL_DIFFUSE,diffuse);
	 glMaterialfv(mode,GL_SPECULAR,specular);
	 glMaterialf(mode,GL_SHININESS,0.0);
	 glMaterialfv(mode,GL_EMISSION,emission);

	 glPushMatrix();
	 glTranslatef(0.0,0.0,0.0);
	 gluQuadricDrawStyle(obj,GLU_SMOOTH);
	 gluQuadricOrientation(obj,GLU_INSIDE);

	 gluSphere(obj,WORLD_SIZE,10,10);
	 glPopMatrix();

	 gluDeleteQuadric(obj);
}
Beispiel #12
0
// Render the void tile
void ThemeSimple::RenderItemPlayer(float X, float Y)
{
	static GLUquadricObj* PlayerSphere = gluNewQuadric();

	X = (X + 1.0f) * m_fTileOffsetGap;
	Y = (Y + 1.0f) * m_fTileOffsetGap;
	float Z = 0.5f;

	glEnable(GL_LIGHTING);

	glPushMatrix();
	glTranslatef(X, Z, Y);								//
	glColor3f(0.5f, 0.5f, 0.5f);						// light grey
	
	// Draw a sphere using GLU quadric object.	Radius = 0.85		Slices = 8		Stacks = 8
	gluSphere(PlayerSphere, 0.85, 8, 8);

	glPopMatrix();

	glDisable(GL_LIGHTING);


}
Beispiel #13
0
void draw_object()
{
	glPushMatrix();
	/*----Draw a white sphere to represent the original-----*/
	//glLoadIdentity();
	/*----position light1 (fixed) in eye coord sys ---*/
	glColor3f(0.9, 0.9, 0.9);
	glTranslatef(-30.0, 9.0, -30.0);
	gluSphere(sphere, 2.0,   /* radius=2.0 */
		12,            /* composing of 12 slices*/
		12);           /* composing of 8 stacks */
	glPopMatrix();

	glPushMatrix();
	glTranslatef(-30.0, -2.5, -30.0);
	glRotatef(-90.0, 1.0, 0.0, 0.0);  /*Rotate about x by -90', z becomes y */
	glColor3f(0.95, 0.0, 0.95);
	gluCylinder(cylind, 2.0, 0.5, /* radius of top and bottom circle */
		10.0,             /* height of the cylinder */
		12,               /* use 12-side polygon approximating circle*/
		3);               /* Divide it into 3 sections */
	glPopMatrix();
}
Beispiel #14
0
void Joint::drawPhysics(unsigned int flags) const
{
  glPushMatrix();
  glMultMatrixf(transformation);

  if(flags & SimRobotCore2::Renderer::showPhysics)
  {
    glBegin(GL_LINES);
      glNormal3f(0, 0, 1.f);
      glColor3f(std::abs(axis->x), std::abs(axis->y), std::abs(axis->z));
      glVertex3f(axis->x * -0.05f, axis->y * -0.05f, axis->z * -0.05f);
      glVertex3f(axis->x * 0.05f, axis->y * 0.05f, axis->z * 0.05f);
    glEnd();

    GLUquadricObj* q = gluNewQuadric();
    gluSphere(q, 0.002, 10, 10);
    gluDeleteQuadric(q);
  }

  PrimaryObject::drawPhysics(flags);

  glPopMatrix();
}
Beispiel #15
0
void Ball::draw() {
    glNewList(data, GL_COMPILE);
    int green = getCount() * 20;
    if (green > 255)
        green = 255;
    glColor3ub(55, 100, green);
    gluSphere(qobj, radius, 20, 20);

    if (!vel.isNull()) {
        glColor3ub(0, 255, 0);
        glRotatef(vel.angleXY(), 0, 0, 1);
        glBegin(GL_LINES);
        glVertex3f(0, 0, pos.z);
        glVertex3f(1, 0, pos.z);
        glEnd();

        glBegin(GL_POLYGON);
        glVertex3f(1, 0, pos.z);
        glVertex3f(0.9, -.1, pos.z);
        glVertex3f(0.9, .1, pos.z);
        glEnd();
    }
}
void sfBranch::_drawSubBranches()
{
	if( isActive() && _subBranches.size() > 0 )
	{
		// Draw any branches that branch off from this one.
		for( unsigned int i = 0; i < _subBranches.size(); i++ )
		{
			sfBranchPoint* vPoint = _subBranches.at( i );
			ofxVec3f vPointLoc = vPoint->getLoc();

			glPushMatrix();
			glTranslatef( vPointLoc.x, vPointLoc.y, vPointLoc.z );

			// Draw a dot a branch points.
			gluSphere( _quadric, _thickness * 6, 10, 10 );

			// Draw any branches at this branch point.
			vPoint->draw();

			glPopMatrix();
		}
	}
}
Beispiel #17
0
//--------------------------------------------------------------
void testApp::draw(){
    ofBackgroundGradient(ofColor::gray, ofColor::black);
    glEnable(GL_DEPTH_TEST);
    ofEnableLighting();
        directionalLight.enable();
    cam.begin();
    ofPushStyle();
    ofSetColor(255);
    ofSetLineWidth(5);
    glPushMatrix();
    glTranslatef(SIZE*-1.5,0, SIZE*-1.5);
    ofScale(1, -1);
    for(int i = 0 ; i < NUM_DEVICE ; i ++)
    {
        
        int x = SIZE*((i%3));
        int y = -SIZE;
        int z = SIZE*((i/3.0f));
        glPushMatrix();
        glTranslatef(x, y, z);
        ofLine(0, 0, 0, dataSet[i].length);
//        ofCircle(0,dataSet[i].length,50);
        glPushMatrix();
        glTranslatef(0,dataSet[i].length,0);

        gluSphere(quadric, 50, 64, 64);
        glPopMatrix();
        glPopMatrix();
    }
    glPopMatrix();
    ofPopStyle();
    cam.end();
        directionalLight.disable();
    ofDisableLighting();
        glDisable(GL_DEPTH_TEST);
    timeline.draw();
}
Beispiel #18
0
void draw_torus(GLdouble angle)
{
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
		  GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
		  GL_NEAREST);
  glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
  glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
  glEnable(GL_TEXTURE_GEN_S);
  glEnable(GL_TEXTURE_GEN_T);
  glEnable(GL_TEXTURE_2D);  
  glEnable(GL_CULL_FACE); 
  
  glPushMatrix();
  glTranslatef(0, 0, -3);
  glRotatef(angle, 1, 1, 0);
  
  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  
  if (drawTorus) {
    glutSolidTorus(.4, .75, 32, 32);
  } else {
    GLUquadricObj *sphere = gluNewQuadric();
    gluSphere(sphere, 1, 32, 32);
  }

  glDisable(GL_TEXTURE_2D);
  glDisable(GL_TEXTURE_GEN_S);
  glDisable(GL_TEXTURE_GEN_T);
  glEnable(GL_LIGHTING);
  glDisable(GL_CULL_FACE);

  glPopMatrix();
}
Beispiel #19
0
void displayBall(void){
	int i;	

	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, fire);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 100, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, fireTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
	for(i=0;i<numSpheres;i++){
		glPushMatrix();
		glTranslatef(spheres[i][0], spheres[i][1], spheres[i][2]);
		glScalef(10.0, 10.0, 10.0);
		glutSolidDodecahedron();
		//glutSolidSphere(spheres[i][3], 50, 50);
		//glutSolidCube(spheres[i][3]);
		glPopMatrix();
	}	
	glDisable(GL_TEXTURE_2D);
	

	glEnable(GL_BLEND);
    	glEnable(GL_COLOR_MATERIAL);      
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor4f(1.0, 0.0, 0.0, 0.2);
	for(i=0;i<numSpheres;i++){
		glPushMatrix();
		//glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
		glTranslatef(spheres[i][0], spheres[i][1], spheres[i][2]+5);
		gluSphere(qsphere,20, 50, 50);
		glPopMatrix();
	}
    	glDisable(GL_COLOR_MATERIAL);      
	glDisable(GL_BLEND);
}
Beispiel #20
0
void Sphere::draw(){
  glPushMatrix();

  glEnable(GL_TEXTURE_2D);

  glEnable(GL_BLEND);
  glBlendFunc(_sourceFactor, _destFactor);

  glMaterialfv (GL_FRONT, GL_AMBIENT, _matAmbient);
  glMaterialfv (GL_FRONT, GL_DIFFUSE, _matDiffuse);
  glMaterialfv (GL_FRONT, GL_SPECULAR, _matSpecular);
  glMaterialf (GL_FRONT, GL_SHININESS, HIGH_SHININESS);

  glColor4f(_arrayColor[0], _arrayColor[1], _arrayColor[2], _arrayColor[3]);


  glTranslatef(_posX, _posY, _posZ);


  glRotatef(_rotZ, 0.0, 0.0, 1.0);
  glRotatef(_rotX, 1.0, 0.0, 0.0);
  glRotatef(_rotY, 0.0, 1.0, 0.0);

  glScalef(_scaleX,_scaleY,_scaleZ);

  glBindTexture(GL_TEXTURE_2D, _texture);

  //glPolygonMode(GL_FRONT, GL_FILL);
  //glPolygonMode(GL_BACK, GL_FILL);

  gluSphere(_quad, _radius,_slices, _stacks);

  glDisable(GL_BLEND);

  glDisable(GL_TEXTURE_2D);
  glPopMatrix();
}
Beispiel #21
0
void drawSphere(double r)
{
    ModelerDrawState *mds = ModelerDrawState::Instance();

	_setupOpenGl();
    
    if (mds->m_rayFile)
    {
        _dump_current_modelview();
        fprintf(mds->m_rayFile, "scale(%f,%f,%f,sphere {\n", r, r, r );
        _dump_current_material();
        fprintf(mds->m_rayFile, "}))\n" );
    }
    else
    {
        int divisions; 
        GLUquadricObj* gluq;
        
        switch(mds->m_quality)
        {
        case HIGH: 
            divisions = 32; break;
        case MEDIUM: 
            divisions = 20; break;
        case LOW:
            divisions = 12; break;
        case POOR:
            divisions = 8; break;
        }
        
        gluq = gluNewQuadric();
        gluQuadricDrawStyle( gluq, GLU_FILL );
        gluQuadricTexture( gluq, GL_TRUE );
        gluSphere(gluq, r, divisions, divisions);
        gluDeleteQuadric( gluq );
    }
}
Beispiel #22
0
void
MechHip(char solid) {
	int i;
	GLUquadricObj *hip[2];

	glNewList(SOLID_MECH_HIP, GL_COMPILE);
#ifdef LIGHT
	SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
	glColor3f(1.0, 1.0, 0.0);
	Octagon(0.7, 0.5, solid);
#ifdef SPHERE

	for (i = 0; i < 2; i++) {
		if (i) {
			glScalef(-1.0, 1.0, 1.0);
		}

		glTranslatef(1.0, 0.0, 0.0);
		hip[i] = gluNewQuadric();
#ifdef LIGHT
		SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
		glColor3f(0.5, 0.5, 0.5);

		if (!solid) {
			gluQuadricDrawStyle(hip[i], GLU_LINE);
		}

		gluSphere(hip[0], 0.2, 16, 16);
		glTranslatef(-1.0, 0.0, 0.0);
	}

	glScalef(-1.0, 1.0, 1.0);
#endif
	glEndList();
}
Beispiel #23
0
void Ball::draw()
{
	if (displist == -1)
	{
		displist = glGenLists(1);
		glNewList(displist, GL_COMPILE);

		GLfloat mat_ambient[] = {0.22610818, 0.10305943, 0.0};
		GLfloat mat_diffuse[] = {0.90440222, 0.41225299, 0.0};
		GLfloat mat_specular[] = {0.09559777, 0.09559777, 0.09559777};
		GLfloat mat_emission[] = {0.0, 0.0, 0.0};
		GLfloat mat_shininess = 0.07812619;
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
		glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);

		if (quad == NULL) {
			quad = gluNewQuadric();
			gluQuadricNormals(quad, GLU_SMOOTH);
			//gluQuadricTexture(quad, GL_TRUE);
		}
		gluSphere(quad, radius, 32, 32);

		glEndList();
	}

	glPushMatrix();
	/* Move to position */
	glTranslatef(position.x, position.y, position.z);
	/* shrink/grow */
	glScalef(scale, scale, scale);

	glCallList(displist);
	glPopMatrix();
}
void lab2::draw(void)
{
    //draw f**k
    std::cout << "Draw object" << std::endl;
    //setup draw styles for objects
    gluQuadricDrawStyle (cylinder, GL_POLYGON);
    gluQuadricDrawStyle (sphere, GL_POLYGON);
    gluQuadricDrawStyle (conus, GL_POLYGON);
    //enable or disable texture on objects
    gluQuadricTexture(cylinder, GL_TRUE);
    gluQuadricTexture(sphere, GL_TRUE);
    gluQuadricTexture(conus, GL_TRUE);
	
    //draw cylinder
    std::cout << "Draw cylinder" << std::endl;
    glBindTexture(GL_TEXTURE_2D, _textureId[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);	
    glTranslatef(xCenterCylinder, yCenterCylinder, zCenterCylinder);
    gluCylinder(cylinder, baseRad, topRad, cyheight, slices, stacks);

    //draw sphere
    std::cout << "Draw sphere" << std::endl;
    glBindTexture(GL_TEXTURE_2D, _textureId[1]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);	
    glTranslatef(xCenterSphere, yCenterSphere, zCenterSphere);
    gluSphere(sphere, spRad, slices, stacks);

    //draw conus
    std::cout << "Draw conus" << std::endl;
    glBindTexture(GL_TEXTURE_2D, _textureId[2]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTranslatef(xCenterConus, yCenterConus, zCenterConus);
    gluCylinder(conus, conusRad, 0, coheight, slices, stacks);
}
Beispiel #25
0
void desenharMarte(GLuint texture, GLUquadric *  Q, GLuint texture2, GLUquadric *  Q2)
{
	glPushMatrix();
	glRotatef(orbitalTiltMarte,0.0,0.0,1.0);
	angMarte+= ((2*PI)/velMarte)*timeFactor;
	
	posicoes[7][0]=distFactor*distSolMarte*sin(angMarte);
	posicoes[7][1]=distFactor*distSolMarte*sin(angMarte) * sin(orbitalTiltMarte*(PI/180)) ;
	posicoes[7][2]=distFactor*distSolMarte*cos(angMarte);
	raios[7]=raioMarte*scale;

	//colisao planeta -> nave
	if((cameraMode==0 && haColisao(camZ,camX,camY,7)) || (cameraMode == 1 && haColisaoNave2(camZ,camX,camY,camlookZ,camlookX,camlookY,7)) )
		afastaCamara(7);

	glTranslatef(distFactor*distSolMarte*sin(angMarte), 0, distFactor*distSolMarte*cos(angMarte));

	desenharDeimos(texture2, Q2);
	desenharFobos(texture2, Q2);

	//glColor3f(1,0,0);//vermelho
	angRotMarte += (360/velRMarte)*timeFactor;
	rotacao(angRotMarte,axisTiltMarte);
	glEnable (GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, texture);
	glRotatef(-90,1,0,0);
	
	if(sphereInFrustum(posicoes[7],raios[7]))
		gluSphere (Q,scale*raioMarte,calcularFatias(7),32);
	
	glDisable(GL_TEXTURE_2D);
	
	glPopMatrix();
	
	if(orbitas)draw_orbita(distFactor*distSolMarte,90,0.0,orbitalTiltMarte);
}
Beispiel #26
0
void Shell::draw ()
{
    glPushMatrix();

    float m[16];
    d->trx.getOpenGLMatrix(m);
    glMultMatrixf(m);

    static GLuint dlist = 0;
    if (glIsList(dlist)) {
        glCallList(dlist);
    } else {
        dlist = glGenLists(1);
        glNewList(dlist, GL_COMPILE_AND_EXECUTE);

        GLUquadric* quadric = gluNewQuadric();
        gluSphere(quadric, d->radius, 3, 3);
        gluDeleteQuadric(quadric);

        glEndList();
    }

    glPopMatrix();
}
void drawTexturedSphere(jrPlanet *pPlanet) {

	GLUquadricObj* quadro = gluNewQuadric();							
	gluQuadricNormals(quadro, GLU_SMOOTH);		
	gluQuadricTexture(quadro, GL_TRUE);			
	glEnable(GL_TEXTURE_2D);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glPushMatrix();

	switch (pPlanet->iType) {

	case SUN: {
		glBindTexture(GL_TEXTURE_2D, g_uiTexture[0]);
		float af_SunEmissive[]={1.0f, 0.1f, 0.1f, 1.0f};
		glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, af_SunEmissive);
		break; }
	case EARTH:
		glBindTexture(GL_TEXTURE_2D, g_uiTexture[1]);
		break;
	case MOON:
		glBindTexture(GL_TEXTURE_2D, g_uiTexture[2]);
		break;
	case MARS:
		glBindTexture(GL_TEXTURE_2D, g_uiTexture[3]);
		break;
	case DEATH_STAR:
		glBindTexture(GL_TEXTURE_2D, g_uiTexture[4]);
		break;
	}

	gluSphere(quadro, pPlanet->fSize, pPlanet->iSlices, pPlanet->iSegments);
	glPopMatrix();
	glDisable(GL_TEXTURE_2D);
	gluDeleteQuadric(quadro);

}
Beispiel #28
0
void init_graphics(void)
{
    int width = 600;
    int height = 600;

    xmax = width;
    ymax = height;
    glDrawBuffer(GL_BACK);
    glEnable(GL_DEPTH_TEST);
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClearDepth(1.0);

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glViewport(0, 0, xmax, ymax);
    setPerspective(fovy, (float)xmax/(float)ymax, 0.01, farplane);
    quadObj = gluNewQuadric();
    gluQuadricNormals(quadObj, GLU_NONE);
    asphere = glGenLists(1);
    glNewList(asphere, GL_COMPILE);
    gluSphere(quadObj, 0.3, 12, 8);
    glEndList();
}
Beispiel #29
0
void cSphere::render(float rotAngle)
{
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();

	glEnable(GL_TEXTURE_2D);
	glEnable(GL_NORMALIZE);
	glEnable(GL_COLOR_MATERIAL);


	glBindTexture(GL_TEXTURE_2D, m_TextureID);

	glTranslatef(m_Position.x, m_Position.y, m_Position.z);
	glRotatef(90.0f, 1.0f, 0.0f, 0.0f); // Rotate Sphere to take account of gluSphere caps
	glRotatef(getRotAngle(), 0, 0, 1);	// Rotation is now on z rather than Y to make sphere spin

	gluSphere(quad, sRadius, sSlices, sStacks);

	glDisable(GL_NORMALIZE);
	glDisable(GL_COLOR_MATERIAL);
	glDisable(GL_TEXTURE_2D);

	glPopMatrix();
}
//==============================================================================
void cDrawSphere(const double& a_radius,
                 const unsigned int a_numSlices, 
                 const unsigned int a_numStacks)
{
#ifdef C_USE_OPENGL

    // allocate a new OpenGL quadric object for rendering a sphere
    GLUquadricObj *quadObj;
    quadObj = gluNewQuadric ();

    // set rendering style
    gluQuadricDrawStyle (quadObj, GLU_FILL);

    // set normal-rendering mode
    gluQuadricNormals (quadObj, GLU_SMOOTH);

    // render a sphere
    gluSphere(quadObj, a_radius, a_numSlices, a_numStacks);

    // delete our quadric object
    gluDeleteQuadric(quadObj);

#endif
}