Beispiel #1
0
static void pinit(providencestruct *mp) 
{
  glClearDepth(1.0);

  mp->currenttime = 0.0;
  init_particles(mp);
  make_brick(mp);
  build_eye(mp);

  /* build pyramid list */
  mp->pyramidlist = glGenLists(1);
  glNewList(mp->pyramidlist, GL_COMPILE);
  draw_seal(mp);
  glEndList();
}
void run()
{
	int i, j;
	scanf( "%d%d", &n, &m );
	tm = 1<<m, tm2 = 1<<(2*m);

	rep(i,m)
	{
		b[i][0] = i + 2 <= m ? make_brick( 1, 1, 3, i ) : 0;
		b[i][1] = i - 1 >= 0 ? make_brick( 2, 2, 3, i - 1 ) : 0;
		b[i][2] = i + 3 <= m ? make_brick( 1, 7, 0, i ) : 0;
		b[i][3] = i - 2 >= 0 ? make_brick( 4, 7, 0, i - 2 ) : 0;
		b[i][4] = i + 2 <= m ? make_brick( 3, 1, 1, i ) : 0;
		b[i][5] = i + 2 <= m ? make_brick( 3, 2, 2, i ) : 0;
		b[i][6] = i + 3 <= m ? make_brick( 7, 1, 0, i ) : 0;
		b[i][7] = i + 3 <= m ? make_brick( 7, 4, 0, i ) : 0;
	}
Beispiel #3
0
static void pinit(providencestruct *mp) 
{
  glClearDepth(1.0);
  glClearColor(0.0, 0.0, 0.0, 1.0);
  
  /* setup twoside lighting */
  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient2);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, mp->position0);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);

  mp->currenttime = 0.0;
  init_particles(mp);
  make_brick(mp);
  build_eye(mp);

  glEnable(GL_NORMALIZE);
  glFrontFace(GL_CCW);
/*   glDisable(GL_CULL_FACE); */
  glEnable(GL_CULL_FACE);
  glCullFace(GL_BACK);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  glShadeModel(GL_SMOOTH);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  /* build pyramid list */
  mp->pyramidlist = glGenLists(1);
  glNewList(mp->pyramidlist, GL_COMPILE);
  draw_seal(mp);
  glEndList();
}
Beispiel #4
0
void poc() {
    auto&& b = make_brick(42);
    (void)b;
}