void DrawUpperArm(MatrixStack &modelToCameraStack) { modelToCameraStack.Push(); modelToCameraStack.RotateX(angUpperArm); { modelToCameraStack.Push(); modelToCameraStack.Translate(glm::vec3(0.0f, 0.0f, (sizeUpperArm / 2.0f) - 1.0f)); modelToCameraStack.Scale(glm::vec3(1.0f, 1.0f, sizeUpperArm / 2.0f)); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelToCameraStack.Top())); glDrawElements(GL_TRIANGLES, ARRAY_COUNT(indexData), GL_UNSIGNED_SHORT, 0); modelToCameraStack.Pop(); } DrawLowerArm(modelToCameraStack); modelToCameraStack.Pop(); }
// ************************************************************************** // // ****************************** Manipulators ****************************** // // ************************************************************************** // void Decepticon :: Draw() { glPushMatrix(); glTranslatef(0, transform_position, 0); glRotatef(-bend_angle, -1, 0, 0); glPushMatrix(); glTranslatef(0, -torso_length, 0); DrawBody(); // draw body glPushMatrix(); glTranslatef(0, 10, 20); glPushMatrix(); glTranslatef(0, 10, -20); if (display_mode == GL_POLYGON) { GLfloat mat_ambient[] = {1.0, 0.0, 1.0, 1.0}; GLfloat mat_diffuse[] = {1.0, 0.0, 1.0, 1.0}; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glutSolidTeapot(15); mat_ambient[0] = 0.0; mat_ambient[1] = 0.0; mat_ambient[2] = 1.0; mat_diffuse[0] = 0.0; mat_diffuse[1] = 0.0; mat_diffuse[2] = 0.8; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); } // if statement glPopMatrix(); glRotatef(window_angle, 1, 0, 0); DrawWindow(); // draw window glPopMatrix(); glPushMatrix(); glTranslatef(50, 47.5, 15); glRotatef(left_shoulder_forward_angle, -1, 0, 0); glRotatef(left_shoulder_outward_angle, 0, 0, 1); glTranslatef(0, 0, left_shoulder_back); glRotatef(left_shoulder_rotate, 0, 1, 0); DrawShoulder(); // draw left shoulder glPushMatrix(); glTranslatef(0, 10, 0); glRotatef(left_shoulder_twist_angle, 0, 1, 0); DrawUpperArm(); // draw left upper arm glPushMatrix(); glTranslatef(9, -40, 0); glRotatef(left_elbow_forward_angle, -1, 0, 0); glTranslatef(0, left_lower_arm_retract, 0); DrawLowerArm(); // draw left lower arm glPopMatrix(); glPopMatrix(); glPopMatrix(); glPushMatrix(); glTranslatef(-50, 47.5, 15); glScalef(-1, 1, 1); glRotatef(right_shoulder_forward_angle, 1, 0, 0); glRotatef(right_shoulder_outward_angle, 0, 0, 1); glTranslatef(0, 0, right_shoulder_back); glRotatef(right_shoulder_rotate, 0, 1, 0); DrawShoulder(); // draw right shoulder glPushMatrix(); glTranslatef(0, 10, 0); glRotatef(right_shoulder_twist_angle, 0, 1, 0); DrawUpperArm(); // draw right upper arm glPushMatrix(); glTranslatef(9, -40, 0); glRotatef(right_elbow_forward_angle, 1, 0, 0); glTranslatef(0, right_lower_arm_retract, 0); DrawLowerArm(); // draw right lower arm glPopMatrix(); glPopMatrix(); glPopMatrix(); glTranslatef(0, torso_length, 0); DrawTorso(); // draw torso glPushMatrix(); glTranslatef(0, -15, 0); glRotatef(bend_angle, -1, 0, 0); glRotatef(hips_angle, -1, 0, 0); DrawHips(); // draw hips glPushMatrix(); glTranslatef(0, -12.5, 15); DrawRewind(); DrawFastForward(); DrawPlay(); DrawStop(); DrawPause(); glPushMatrix(); glTranslatef(22.5, -5, -15); glTranslatef(0, left_leg_drop, 0); glRotatef(left_leg_twist_angle, 0, 1, 0); glRotatef(left_leg_forward_angle, -1, 0, 0); glRotatef(left_leg_outward_angle, 0, 0, 1); glTranslatef(0, left_upper_leg_length, 0); DrawUpperLeg(); // draw left upper leg glPushMatrix(); glTranslatef(0, -65, 0); glTranslatef(0, left_lower_leg_length, 0); glRotatef(left_knee_angle, 1, 0, 0); DrawLowerLeg(); // draw left lower leg glTranslatef(0, -70, 5); glRotatef(left_foot_angle, 1, 0, 0); glTranslatef(0, 0, left_foot_retract); DrawFoot(); // draw left foot glPopMatrix(); glPopMatrix(); glPushMatrix(); glTranslatef(-22.5, -5, -15); glTranslatef(0, right_leg_drop, 0); glRotatef(right_leg_twist_angle, 0, -1, 0); glRotatef(right_leg_forward_angle, -1, 0, 0); glRotatef(right_leg_outward_angle, 0, 0, -1); glTranslatef(0, right_upper_leg_length, 0); DrawUpperLeg(); // draw right upper leg glPushMatrix(); glTranslatef(0, -65, 0); glScalef(-1, 1, 1); glTranslatef(0, right_lower_leg_length, 0); glRotatef(right_knee_angle, 1, 0, 0); DrawLowerLeg(); // draw right lower leg glTranslatef(0, -70, 5); glRotatef(right_foot_angle, 1, 0, 0); glTranslatef(0, 0, right_foot_retract); DrawFoot(); // draw right foot glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); } // DrawSoundwave