void EventSelect::loop(float timeStep) { set_gl_options( GUI ); drawSnow(timeStep); ppogl::UIManager::getInstance().draw(resolution); reshape(resolution); }
void Configuration::loop(float timeStep) { set_gl_options( GUI ); drawSnow(timeStep); // draw ui ppogl::UIManager::getInstance().draw(resolution); reshape(resolution); }
// Draw Particles void drawScene( ) { int i, j; float x, y, z; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(pan, 0.0, 1.0, 0.0); glRotatef(tilt, 1.0, 0.0, 0.0); // GROUND?! glColor3f(r, g, b); glBegin(GL_QUADS); // along z - y const for (i = -10; i+1 < 11; i++) { // along x - y const for (j = -10; j+1 < 11; j++) { glColor3fv(ground_colors[i+10][j+10]); glVertex3f(ground_points[j+10][i+10][0], ground_points[j+10][i+10][1], ground_points[j+10][i+10][2] + zoom); glColor3fv(ground_colors[i+10][j+1+10]); glVertex3f(ground_points[j+1+10][i+10][0], ground_points[j+1+10][i+10][1], ground_points[j+1+10][i+10][2] + zoom); glColor3fv(ground_colors[i+1+10][j+1+10]); glVertex3f(ground_points[j+1+10][i+1+10][0], ground_points[j+1+10][i+1+10][1], ground_points[j+1+10][i+1+10][2] + zoom); glColor3fv(ground_colors[i+1+10][j+10]); glVertex3f(ground_points[j+10][i+1+10][0], ground_points[j+10][i+1+10][1], ground_points[j+10][i+1+10][2] + zoom); } } glEnd(); // Which Particles if (fall == RAIN) { drawRain(); }else if (fall == HAIL) { drawHail(); }else if (fall == SNOW) { drawSnow(); } glutSwapBuffers(); }