//==========================================================================
void MyGlWindow::draw()
//==========================================================================
{

  glViewport(0,0,w(),h());

    // clear the window, be sure to clear the Z-Buffer too
  glClearColor(0.2f,0.2f,.2f,0);		// background should be blue


  glClearStencil(0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  glEnable(GL_DEPTH);
  glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
  
  // now draw the ground plane
  setProjection();
  setupFloor();

  glPushMatrix();
  drawFloor(50,32);
  glPopMatrix();

  // now to draw the shadows



  setupLight();


  // Add a sphere to the scene.
  glBegin(GL_LINES);
  glColor3f(1,0,0);
  glVertex3f(0,0,0);
  glVertex3f(0,100,0);
  glColor3f(0,1,0);
  glVertex3f(0,0,0);
  glVertex3f(100,0,0);
  glColor3f(0,0,1);
  glVertex3f(0,0,0);
  glVertex3f(0,0,100);
  glEnd();
  

  setupShadows();
  drawStuff();
  unsetupShadows();

  // Enable blending
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  drawStuff();


}
Exemple #2
0
// this is the code that actually draws the window
// it puts a lot of the work into other routines to simplify things
void TrainView::draw()
{

	glViewport(0,0,w(),h());

	// clear the window, be sure to clear the Z-Buffer too
	glClearColor(0,0,.3f,0);		// background should be blue
	// we need to clear out the stencil buffer since we'll use
	// it for shadows
	glClearStencil(0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glEnable(GL_DEPTH);

	// Blayne prefers GL_DIFFUSE
    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

	// prepare for projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	setProjection();		// put the code to set up matrices here

	// TODO: you might want to set the lighting up differently
	// if you do, 
	// we need to set up the lights AFTER setting up the projection

	// enable the lighting
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	// top view only needs one light
	if (tw->topCam->value()) {
		glDisable(GL_LIGHT1);
		glDisable(GL_LIGHT2);
	} else {
		glEnable(GL_LIGHT1);
		glEnable(GL_LIGHT2);
	}
	// set the light parameters
	GLfloat lightPosition1[] = {0,1,1,0}; // {50, 200.0, 50, 1.0};
	GLfloat lightPosition2[] = {1, 0, 0, 0};
	GLfloat lightPosition3[] = {0, -1, 0, 0};
	GLfloat yellowLight[] = {0.5f, 0.5f, .1f, 1.0};
	GLfloat whiteLight[] = {1.0f, 1.0f, 1.0f, 1.0};
	GLfloat blueLight[] = {.1f,.1f,.3f,1.0};
	GLfloat grayLight[] = {.3f, .3f, .3f, 1.0};

	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition1);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);
	glLightfv(GL_LIGHT0, GL_AMBIENT, grayLight);

	glLightfv(GL_LIGHT1, GL_POSITION, lightPosition2);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, yellowLight);

	glLightfv(GL_LIGHT2, GL_POSITION, lightPosition3);
	glLightfv(GL_LIGHT2, GL_DIFFUSE, blueLight);

	// now draw the ground plane
	setupFloor();
	glDisable(GL_LIGHTING);
	drawFloor(200,10);
	glEnable(GL_LIGHTING);
	setupObjects();

	// we draw everything twice - once for real, and then once for
	// shadows
	drawStuff();

	// this time drawing is for shadows (except for top view)
	if (!tw->topCam->value()) {
		setupShadows();
		drawStuff(true);
		unsetupShadows();
	}
	
}
// this is the code that actually draws the window
// it puts a lot of the work into other routines to simplify things
void TrainView::draw()
{

	glViewport(0,0,w(),h());

	// clear the window, be sure to clear the Z-Buffer too
	glClearColor(0,0,.3f,0);		// background should be blue
	// we need to clear out the stencil buffer since we'll use
	// it for shadows
	glClearStencil(0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glEnable(GL_DEPTH);

	// Blayne prefers GL_DIFFUSE
    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

	// prepare for projection
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	setProjection();		// put the code to set up matrices here

	// TODO: you might want to set the lighting up differently
	// if you do, 
	// we need to set up the lights AFTER setting up the projection

	// enable the lighting
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	// top view only needs one light
	if (tw->topCam->value()) {
		glDisable(GL_LIGHT1);
		glDisable(GL_LIGHT2);
	} else {
		glEnable(GL_LIGHT1);
		glEnable(GL_LIGHT2);
	}
	// set the light parameters
	GLfloat lightPosition1[] = {0,1,1,0}; // {50, 200.0, 50, 1.0};
	GLfloat lightPosition2[] = {1, 0, 0, 0};
	GLfloat lightPosition3[] = {0, -1, 0, 0};
	GLfloat yellowLight[] = {0.5f, 0.5f, .1f, 1.0};
	GLfloat whiteLight[] = {1.0f, 1.0f, 1.0f, 1.0};
	GLfloat blueLight[] = {.1f,.1f,.3f,1.0};
	GLfloat grayLight[] = {.3f, .3f, .3f, 1.0};

	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition1);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);
	glLightfv(GL_LIGHT0, GL_AMBIENT, grayLight);

	glLightfv(GL_LIGHT1, GL_POSITION, lightPosition2);
	glLightfv(GL_LIGHT1, GL_DIFFUSE, yellowLight);

	glLightfv(GL_LIGHT2, GL_POSITION, lightPosition3);
	glLightfv(GL_LIGHT2, GL_DIFFUSE, blueLight);

	// yk texture

	// Texture mapping setting for Microsoft's OpenGL implementation
	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);

	// Texture mapping parameters for filter and repeatance
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);  
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	// now draw the ground plane
	setupFloor();
	//glDisable(GL_LIGHTING);
	//drawFloor(200,10);
	glEnable(GL_LIGHTING);
	setupObjects();

	// we draw everything twice - once for real, and then once for
	// shadows
	drawStuff();
	// ground
	drawGround();

	// this time drawing is for shadows (except for top view)
	if (!tw->topCam->value()) {
		setupShadows();
		drawStuff(true);
		// ground
		drawGround();
		unsetupShadows();
	}

	float fogColor[] = {0.7, 0.7, 0.7, 0.1};
	glFogf(GL_FOG_MODE, GL_EXP);
	if (isFoggy == true) {
		//printf("fog on\n");
		glEnable(GL_FOG);
	} else {
		//printf("fog off\n");
		glDisable(GL_FOG);
	}
	glFogfv(GL_FOG_COLOR, fogColor);
	glFogf(GL_FOG_DENSITY, 0.02f);
	glFogf(GL_FOG_START, 20);
	glFogf(GL_FOG_END, 200);

		// yk running
		
		// angle 1
		if (rand() % 10 == 1)  angleFlag1 = !angleFlag1;
		if (angleFlag1 == 0)
		{
			angle1 += 0.1;
		}
		else
		{
			angle1 -= 0.1;
		}
		if (angle1 > 10 || angle1 < -10) angleFlag1 = !angleFlag1;

		// angle 2
		if (rand() % 10 == 1)  angleFlag2 = !angleFlag2;
		if (angleFlag2 == 0)
		{
			angle2 += 0.1;
		}
		else
		{
			angle2 -= 0.1;
		}
		if (angle2 > 10 || angle2 < -10) angleFlag2 = !angleFlag2;

		// angle3
		angle3 += 0.6;
		if (angle3 >= 360) angle3 = 0;

		glFlush();
}