Example #1
0
// Display callback
void myDraw(void)
{
  // Clear the screen
  glClearColor( 0.0, 0.0, 0.0, 1.0);
  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

  // Apply shader program
  glUseProgram( shaderProgram1 );

//  glColor3f(1.0, 0.5, 0.25);
//  cout << dr->getX() << endl;
//  cout << dr->getY() << endl;

  // Draw polygon with data dimensions
  glUseProgram( shaderProgram1 );
  glBegin( GL_POLYGON );
	switch(axis)
	{
		case 2:	// view yz plane (move along x)
			glTexCoord3f( tx, 0.0, 0.0 );
			glVertex3f( tx, 0.0, 0.0 );
			glTexCoord3f( tx, 1.0, 0.0 );
			glVertex3f( tx, 1.0, 0.0 );
			glTexCoord3f( tx, 1.0, 1.0 );
			glVertex3f( tx, 1.0, 1.0 );
			glTexCoord3f( tx, 0.0, 1.0 );
			glVertex3f( tx, 0.0, 1.0 );
		break;
		case 1:	// view xz plane (move along y)
			glTexCoord3f( 0.0, ty, 0.0 );
			glVertex3f( 0.0, ty, 0.0 );
			glTexCoord3f( 1.0, ty, 0.0 );
			glVertex3f( 1.0, ty, 0.0 );
			glTexCoord3f( 1.0, ty, 1.0 );
			glVertex3f( 1.0, ty, 1.0 );
			glTexCoord3f( 0.0, ty, 1.0 );
			glVertex3f( 0.0, ty, 1.0 );
		break;
		case 0:	// view xy plane (move along z)
			glTexCoord3f( 0.0, 0.0, tz );
			glVertex3f( 0.0, 0.0, tz );
			glTexCoord3f( 1.0, 0.0, tz );
			glVertex3f( 1.0, 0.0, tz );
			glTexCoord3f( 1.0, 1.0, tz );
			glVertex3f( 1.0, 1.0, tz );
			glTexCoord3f( 0.0, 1.0, tz );
			glVertex3f( 0.0, 1.0, tz );
		break;
	}
  glEnd();

  drawCage();

  // Swap buffers
  glutSwapBuffers();
}
/*
 화면그림
 */
void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	glMatrixMode(GL_MODELVIEW);
	
	drawCage();
	
	for (int i = 0; i < 5; i++) {
		drawObject(stObj[i]);
	}
	
	//여기서부터 팔 그림
	
	drawArmBand();
	glTranslatef(armData.x, (LARGE_CUBE_SIZE /2)+0.5, armData.z);
	renderArm(&band);
	glRotatef(45,0,1,0);
	renderArm(&hand);
	
	glPushMatrix();
		renderArm(&claw1);
		renderArm(&claw5);
	glPopMatrix();
	
	glPushMatrix();
		renderArm(&claw2);
		renderArm(&claw6);
	glPopMatrix();
	
	glPushMatrix();
		renderArm(&claw3);
		renderArm(&claw7);
	glPopMatrix();
	
	glPushMatrix();
		renderArm(&claw4);
		renderArm(&claw8);
	glPopMatrix();
	
	
	if (armData.visible == VISIBLE) {
		glTranslatef(0,-0.5,0);
		glRotatef(-45,0,1,0);
		renderArm(&hanggedObject);
	}
	//glutPostRedisplay();
	glutSwapBuffers();
	
}
void display(void)
{
    glViewport(0,0,(GLsizei)WINDOW_WIDTH,(GLsizei)WINDOW_HEIGHT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40,(GLfloat)WINDOW_WIDTH/(GLfloat)WINDOW_HEIGHT, 1, 100);
    gluLookAt(0,15, 20, 0, 0, 0, 0, 1, 0);

    int i;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);

    init_light();
    drawCage();

    for (i = 0; i < 5; i++) {
        drawObject(stObj[i]);
    }

    drawArmBand();
    glLoadIdentity();
    glTranslatef(armData.x, (LARGE_CUBE_SIZE /2)+0.5, armData.z);
    renderArm(&band);
    glRotatef(45,0,1,0);
    renderArm(&hand);

    glPushMatrix();
    renderArm(&claw1);
    renderArm(&claw5);
    glPopMatrix();

    glPushMatrix();
    renderArm(&claw2);
    renderArm(&claw6);
    glPopMatrix();

    glPushMatrix();
    renderArm(&claw3);
    renderArm(&claw7);
    glPopMatrix();

    glPushMatrix();
    renderArm(&claw4);
    renderArm(&claw8);
    glPopMatrix();


    if (armData.visible == VISIBLE) {
        glTranslatef(0,-0.5,0);
        glRotatef(-45,0,1,0);
        renderArm(&hanggedObject);
    }

    glPushAttrib(GL_TRANSFORM_BIT // to backup & restore "current matrix mode"
                 | GL_ENABLE_BIT);	// to backup & restore "depth test" and "lighting" status
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();	// not to mess up the projection matrix...
    glLoadIdentity();
    glOrtho(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();	// not to mess up the modelview matrix...
    glLoadIdentity();
    {
        char	buf[128];
        int		i;
        sprintf(buf, "claw position: (%f, %f, %f)", armData.x, armData.y ,armData.z);
        glColor3f(1,1,1);
        glRasterPos3f(10, 10, 0);
        for(i = 0 ; i < strlen(buf) ; i++)
        {
            glutBitmapCharacter(GLUT_BITMAP_9_BY_15, buf[i]);
        }
    }
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glPopAttrib();


    glViewport(638,0,150,150);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40,150/150,1, 100);
    //glOrtho(, 2.0, -2, 2, 1, 10);
    gluLookAt(armData.x,armData.y,armData.z, armData.x,-6,armData.z, 0, 0, -1);

    glMatrixMode(GL_MODELVIEW);

    init_light();
    drawCage();

    for (i = 0; i < 5; i++) {
        drawObject(stObj[i]);
    }

    drawArmBand();
    glLoadIdentity();
    glTranslatef(armData.x, (LARGE_CUBE_SIZE /2)+0.5, armData.z);
    renderArm(&band);
    glRotatef(45,0,1,0);
    renderArm(&hand);

    glPushMatrix();
    renderArm(&claw1);
    renderArm(&claw5);
    glPopMatrix();

    glPushMatrix();
    renderArm(&claw2);
    renderArm(&claw6);
    glPopMatrix();

    glPushMatrix();
    renderArm(&claw3);
    renderArm(&claw7);
    glPopMatrix();

    glPushMatrix();
    renderArm(&claw4);
    renderArm(&claw8);
    glPopMatrix();


    if (armData.visible == VISIBLE) {
        glTranslatef(0,-0.5,0);
        glRotatef(-45,0,1,0);
        renderArm(&hanggedObject);
    }


    glutSwapBuffers();

}