Example #1
0
/** The rendering routine, a.k.a., glutDisplayFunc() */
void eqHello::Channel::frameDraw( const eq::uint128_t& spin )
{
    // setup OpenGL State
    eq::Channel::frameDraw( spin );
    
    const float lightPos[] = { 0.0f, 0.0f, 1.0f, 0.0f };
    glLightfv( GL_LIGHT0, GL_POSITION, lightPos );

    const float lightAmbient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    glLightfv( GL_LIGHT0, GL_AMBIENT, lightAmbient );

    // rotate scene around the origin
    glRotatef( static_cast< float >( spin.low( )) * 0.1f, 1.0f, 0.5f, 0.25f );

    // render six axis-aligned colored quads around the origin
    for( int i = 0; i < 6; i++ )
    {
        glColor3f( (i&1) ? 0.5f:1.0f, (i&2) ? 1.0f:0.5f, (i&4) ? 1.0f:0.5f );

        glNormal3f( 0.0f, 0.0f, 1.0f );
        glBegin( GL_TRIANGLE_STRIP );
            glVertex3f(  .7f,  .7f, -1.0f );
            glVertex3f( -.7f,  .7f, -1.0f );
            glVertex3f(  .7f, -.7f, -1.0f );
            glVertex3f( -.7f, -.7f, -1.0f );
        glEnd();

        if( i < 3 )
            glRotatef(  90.0f, 0.0f, 1.0f, 0.0f );
        else if( i == 3 )
            glRotatef(  90.0f, 1.0f, 0.0f, 0.0f );
        else
            glRotatef( 180.0f, 1.0f, 0.0f, 0.0f );
    }
}
Example #2
0
void Channel::_draw( const eq::uint128_t& spin )
{
    glPushAttrib( GL_ALL_ATTRIB_BITS );

    eq::Channel::frameDraw( spin );

    glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
    glEnable( GL_DEPTH_TEST );

#if 0
    setNearFar( 0.5f, 5.0f );
    const GLfloat lightPosition[]    = {5.0f, 0.0f, 5.0f, 0.0f};
    const GLfloat lightDiffuse[]     = {0.8f, 0.8f, 0.8f, 1.0f};

    const GLfloat materialDiffuse[]  = {0.8f, 0.8f, 0.8f, 1.0f};

    glLightfv( GL_LIGHT0, GL_POSITION, lightPosition );
    glLightfv( GL_LIGHT0, GL_DIFFUSE,  lightDiffuse  );

    glMaterialfv( GL_FRONT, GL_DIFFUSE,   materialDiffuse );

    eq::Matrix4f rotation;
    eq::Vector3f translation;

    translation   = eq::Vector3f::ZERO;
    translation.z = -2.f;
    rotation = eq::Matrix4f::IDENTITY;
    rotation.rotate_x( static_cast<float>( -M_PI_2 ));
    rotation.rotate_y( static_cast<float>( -M_PI_2 ));

    glTranslatef( translation.x, translation.y, translation.z );
    glMultMatrixf( rotation.ml );

    glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    glColor3f( 1.f, 1.f, 0.f );
    glNormal3f( 1.f, -1.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
        glVertex3f(  1.f, 10.f,  2.5f );
        glVertex3f( -1.f, 10.f,  2.5f );
        glVertex3f(  1.f,-10.f, -2.5f );
        glVertex3f( -1.f,-10.f, -2.5f );
    glEnd();

#else

    const float lightPos[] = { 0.0f, 0.0f, 1.0f, 0.0f };
    glLightfv( GL_LIGHT0, GL_POSITION, lightPos );

    const float lightAmbient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    glLightfv( GL_LIGHT0, GL_AMBIENT, lightAmbient );

    // rotate scene around the origin
    glRotatef( static_cast< float >( spin.low() + 3 ) * 10, 1.0f, 0.5f, 0.25f );

    // render six axis-aligned colored quads around the origin
    //  front
    glColor3f( 1.0f, 0.5f, 0.5f );
    glNormal3f( 0.0f, 0.0f, 1.0f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f,  .7f, -1.0f );
    glVertex3f( -.7f,  .7f, -1.0f );
    glVertex3f(  .7f, -.7f, -1.0f );
    glVertex3f( -.7f, -.7f, -1.0f );
    glEnd();

    //  bottom
    glColor3f( 0.5f, 1.0f, 0.5f );
    glNormal3f( 0.0f, 1.0f, 0.0f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f, -1.0f,  .7f );
    glVertex3f( -.7f, -1.0f,  .7f );
    glVertex3f(  .7f, -1.0f, -.7f );
    glVertex3f( -.7f, -1.0f, -.7f );
    glEnd();

    //  back
    glColor3f( 0.5f, 0.5f, 1.0f );
    glNormal3f( 0.0f, 0.0f, -1.0f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f,  .7f, 1.0f );
    glVertex3f( -.7f,  .7f, 1.0f );
    glVertex3f(  .7f, -.7f, 1.0f );
    glVertex3f( -.7f, -.7f, 1.0f );
    glEnd();

    //  top
    glColor3f( 1.0f, 1.0f, 0.5f );
    glNormal3f( 0.f, -1.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f, 1.0f,  .7f );
    glVertex3f( -.7f, 1.0f,  .7f );
    glVertex3f(  .7f, 1.0f, -.7f );
    glVertex3f( -.7f, 1.0f, -.7f );
    glEnd();

    //  right
    glColor3f( 1.0f, 0.5f, 1.0f );
    glNormal3f( -1.f, 0.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f( 1.0f,  .7f,  .7f );
    glVertex3f( 1.0f, -.7f,  .7f );
    glVertex3f( 1.0f,  .7f, -.7f );
    glVertex3f( 1.0f, -.7f, -.7f );
    glEnd();

    //  left
    glColor3f( 0.5f, 1.0f, 1.0f );
    glNormal3f( 1.f, 0.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f( -1.0f,  .7f,  .7f );
    glVertex3f( -1.0f, -.7f,  .7f );
    glVertex3f( -1.0f,  .7f, -.7f );
    glVertex3f( -1.0f, -.7f, -.7f );
    glEnd();

#endif

    glPopAttrib( );
}
Example #3
0
void Channel::_draw( const eq::uint128_t& spin )
{
    bindFrameBuffer();
    EQ_GL_CALL( glPushAttrib( GL_ALL_ATTRIB_BITS ));

    eq::Channel::frameDraw( spin );
    EQ_GL_CALL( glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ));
    EQ_GL_CALL( glEnable( GL_DEPTH_TEST ));

    const float lightPos[] = { 0.0f, 0.0f, 1.0f, 0.0f };
    glLightfv( GL_LIGHT0, GL_POSITION, lightPos );

    const float lightAmbient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    glLightfv( GL_LIGHT0, GL_AMBIENT, lightAmbient );

    // rotate scene around the origin
    glRotatef( static_cast< float >( spin.low() + 3 ) * 10, 1.0f, 0.5f, 0.25f );

    // render six axis-aligned colored quads around the origin
    //  front
    glColor3f( 1.0f, 0.5f, 0.5f );
    glNormal3f( 0.0f, 0.0f, 1.0f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f,  .7f, -1.0f );
    glVertex3f( -.7f,  .7f, -1.0f );
    glVertex3f(  .7f, -.7f, -1.0f );
    glVertex3f( -.7f, -.7f, -1.0f );
    glEnd();

    //  bottom
    glColor3f( 0.5f, 1.0f, 0.5f );
    glNormal3f( 0.0f, 1.0f, 0.0f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f, -1.0f,  .7f );
    glVertex3f( -.7f, -1.0f,  .7f );
    glVertex3f(  .7f, -1.0f, -.7f );
    glVertex3f( -.7f, -1.0f, -.7f );
    glEnd();

    //  back
    glColor3f( 0.5f, 0.5f, 1.0f );
    glNormal3f( 0.0f, 0.0f, -1.0f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f,  .7f, 1.0f );
    glVertex3f( -.7f,  .7f, 1.0f );
    glVertex3f(  .7f, -.7f, 1.0f );
    glVertex3f( -.7f, -.7f, 1.0f );
    glEnd();

    //  top
    glColor3f( 1.0f, 1.0f, 0.5f );
    glNormal3f( 0.f, -1.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f(  .7f, 1.0f,  .7f );
    glVertex3f( -.7f, 1.0f,  .7f );
    glVertex3f(  .7f, 1.0f, -.7f );
    glVertex3f( -.7f, 1.0f, -.7f );
    glEnd();

    //  right
    glColor3f( 1.0f, 0.5f, 1.0f );
    glNormal3f( -1.f, 0.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f( 1.0f,  .7f,  .7f );
    glVertex3f( 1.0f, -.7f,  .7f );
    glVertex3f( 1.0f,  .7f, -.7f );
    glVertex3f( 1.0f, -.7f, -.7f );
    glEnd();

    //  left
    glColor3f( 0.5f, 1.0f, 1.0f );
    glNormal3f( 1.f, 0.f, 0.f );
    glBegin( GL_TRIANGLE_STRIP );
    glVertex3f( -1.0f,  .7f,  .7f );
    glVertex3f( -1.0f, -.7f,  .7f );
    glVertex3f( -1.0f,  .7f, -.7f );
    glVertex3f( -1.0f, -.7f, -.7f );
    glEnd();

    EQ_GL_CALL( glPopAttrib( ));
}