Example #1
0
void Frog::drawLimb(float * begin, float * length) {
   Sphere joint;
   Cylinder limb;

   float end[3] = {begin[0] + length[0], begin[1] + length[1], begin[2] + length[2]};
   float mag = sqrt(length[0]*length[0] + length[1]*length[1] + length[2]*length[2]);
   float norm[3] = {length[0]/mag, length[1]/mag, length[2]/mag};
   float cross[3] = {norm[2], 0, -1*norm[0]};
   float angle = acos(norm[1]) * 180 / 3.14159f;

   glColor3f(color[0], color[1], color[2]);
   glPushMatrix();
   glTranslatef(begin[0], begin[1], begin[2]);
   glRotatef(angle, cross[0], cross[1], cross[2]);
   glScalef(.1, mag, .1);
   limb.draw();
   glPopMatrix();

   glColor3f(color[0], color[1], color[2]);
   glPushMatrix();
   glTranslatef(begin[0], begin[1], begin[2]);
   glScalef(.1, .1, .1);
   joint.draw();
   glPopMatrix();

   glPushMatrix();
   glTranslatef(end[0], end[1], end[2]);
   glScalef(.1, .1, .1);
   joint.draw();
   glPopMatrix();
}
Example #2
0
// draws solid Cylinder and wire Cylinder together. The wire color is always black
//pre scene camera and an instance of Cylinder class exists
//post Cylinder is drawn
//usage myCylinder.drawCylinder(color);
void drawCylinder(vec4 color)
{
    glUniform4fv( model_color, 1,color );
    myCylinder.draw();
    glUniform4fv( model_color, 1,vec4(0,0,0,1) );
    myWireCylinder.draw();
}
static void draw		(void)
{
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();

	if(bRendered)	glEnable(GL_TEXTURE_2D);
	else			glDisable(GL_TEXTURE_2D);

	if(bWireframe)
	{
		glLineWidth( 2.0 );
		glPolygonMode(GL_FRONT, GL_LINE);
	}
	else
		glPolygonMode(GL_FRONT, GL_FILL);

	glRotatef(5, 1,0,0);
	camera.transform(sky);
	sun.transform();

	if(bDrawGrid) draw_axis();
	
	glColor3f(0.9,0.9,0.9);

	// Cylinder building
	glPushMatrix();
	glTranslatef(0, 0, -100);
	glRotatef(40, 0, 1, 0);
	spLight.transform();	// Update spot light
	cylinder.draw();
	step1.draw();
	step2.draw();
	glPopMatrix();

	// Right cuboid building
	glPushMatrix();
	glTranslatef(100, 25, 25);
	build_right.draw();
	glTranslatef(-75, 0, 150);
	glRotatef( 90, 0, 1, 0 );
	build_right.draw();
	glPopMatrix();

	// Front timber building
	glPushMatrix();
	glTranslatef(20, 15, 0);
	build_front.draw();
	glPopMatrix();

	// Foundations
	glPushMatrix();
	glTranslatef(0, -15, 0);
	foundation.draw();
	glTranslatef(-325, 0, 0);
	foundation.draw();
	glPopMatrix();

	// Water
	glPushMatrix();
	glTranslatef(-160,-10,0);
	water.draw();
	glPopMatrix();

	glPopMatrix();
	glutSwapBuffers();
	Sleep(1);	// Frame limiter
}