void DebugCLI::list(const char* line) { int currentLine = (core->callStack) ? core->callStack->linenum() : 0; int linenum = (line) ? atoi(line) : currentLine; displayLines(linenum, 10); }
void DebugCLI::printIP() { int line = (core->callStack) ? core->callStack->linenum() : 0; displayLines(line, 1); }
void TriangleWindow::render() { glClear(GL_COLOR_BUFFER_BIT); GLfloat LightAmbient[] = { 0.6f, 0.6f, 0.6f, 1.0f }; GLfloat LightAmbientSummer[] = { 0.6f, 0.6f, 0.3f, 1.0f }; GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightDiffuseSummer[] = { 0.8f, 0.8f, 0.8f, 1.0f }; GLfloat LightPosition[] = { 0.4f, 0.4f, 0.4f, 1.0f }; glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); if(allSeasons[currentSeason] == "SUMMER") { glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbientSummer); glLightfv(GL_LIGHT1, GL_AMBIENT, LightDiffuseSummer); } glEnable( GL_LIGHTING ); glEnable(GL_LIGHT1); glEnable(GL_COLOR_MATERIAL); glLoadIdentity(); glScalef(c->ss,c->ss,c->ss); glRotatef(c->rotX,1.0f,0.0f,0.0f); if(c->anim == 0.0f) { glRotatef(c->rotY,0.0f,0.0f,1.0f); } else { glRotatef(c->anim,0.0f,0.0f,1.0f); if(master) c->anim +=0.05f; } switch(c->etat) { case 0: displayTrianglesTexture(); if(allSeasons[currentSeason] == "WINTER") for(int i = 0; i < nbTree; i++) drawModel(winterTree, 0.05, posTrees[i], QColor(255, 255, 255)); else if(allSeasons[currentSeason] == "SPRING") for(int i = 0; i < nbTree; i++) drawModel(springTree, 0.05, posTrees[i], QColor(0, 255, 0)); else if(allSeasons[currentSeason] == "SUMMER") for(int i = 0; i < nbTree; i++) drawModel(summerTree, 0.05, posTrees[i], QColor(0, 255, 0)); else if(allSeasons[currentSeason] == "AUTUMN") for(int i = 0; i < nbTree; i++) drawModel(autumnTree, 0.05, posTrees[i], QColor(0, 255, 0)); break; case 1: displayLines(); break; case 2: displayPoints(); break; case 3: displayTrianglesC(); break; case 4: displayTrianglesTexture(); break; case 5: displayTriangles(); displayLines(); break; default: displayPoints(); break; } drawParticules(); Point centre; centre.x = -0.6; centre.y = -0.4; centre.z = 0.6; glColor3f(1, 1, 0); if(allSeasons[currentSeason] == "SUMMER") facettisationSphere(0.1, 30, 30, centre); ++m_frame; }