Beispiel #1
0
void Camera::rotate(const quaternion& q)
{
    _modelViewMatrix *= q.toMatrix();
    modelViewUpdated();
}
Beispiel #2
0
void display() {
    // test the perlin noise
    glClear(GL_COLOR_BUFFER_BIT);
    
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    {
        float mat[16];
        cameraRotation.toMatrix(mat);
        glMultMatrixf(mat);
        
        if (display_vortons) {
            /*glEnable(GL_LIGHT0);
             glEnable(GL_LIGHTING);*/
            for (vorton &v : vortons) {
                //glBegin(GL_POINTS);
                //glVertex3f(v.mPos[0], v.mPos[1], v.mPos[2]);
                glColor3f(0.0,0.5,0.5);
                glPushMatrix();
                glTranslatef(v.mPos[0], v.mPos[1], v.mPos[2]);
                glutSolidSphere(.03, 8,8);
                glPopMatrix();
                glBegin(GL_LINES);
                {
                    glColor3f(1.0, 0.0, 0.0);
                    glVertex3f(v.mPos[0], v.mPos[1], v.mPos[2]);
                    glVertex3f(v.mPos[0]+v.mVel[0]*0.1,
                               v.mPos[1]+v.mVel[1]*0.1,
                               v.mPos[2]+v.mVel[2]*0.1);
                    glColor3f(0.0, 1.0, 0.0);
                    glVertex3f(v.mPos[0], v.mPos[1], v.mPos[2]);
                    glVertex3f(v.mPos[0]+v.mVorticity[0]*0.1,
                               v.mPos[1]+v.mVorticity[1]*0.1,
                               v.mPos[2]+v.mVorticity[2]*0.1);
                }
                glEnd();
            }
        }
        
        glDisable(GL_LIGHTING);
        glEnable(GL_POINT_SMOOTH);
        glEnable (GL_BLEND);
        glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glPointSize(3);
        for (particle &p : tracers) {
            float col = (200-p.mLife)/200.0;
            glColor4f(col, col, col, (1-col)*0.05);
            if (particle_lines) {
                glBegin(GL_LINES);
                glVertex3f(p.mPos[0], p.mPos[1], p.mPos[2]);
                glVertex3f(p.mPos[0]-p.mVel[0]*gTimeStep,
                           p.mPos[1]-p.mVel[1]*gTimeStep,
                           p.mPos[2]-p.mVel[2]*gTimeStep);
                glEnd();
            } else {
                glBegin(GL_POINTS);
                glVertex3f(p.mPos[0], p.mPos[1], p.mPos[2]);
                glEnd();
            }
        }
    }
    glPopMatrix();
    
    if (show_info)
        print_info();
    
    glutSwapBuffers();
}