void Ex58AdvancedCollisionsApp::draw() {
    gl::clear( Color( 0.888f, 0.888f, 0.888f ) );
    for ( auto&  s : squares ) {
        s->draw();
    }
    
    for ( auto& t : triangles ) {
        t->draw();
    }
    
    for ( auto& c : circles ) {
        c->draw();
    }
    
    floor->draw();
}
void Ex59AdvancedJointsApp::draw() {
    gl::clear( Color( 0.666, 0.666, 0.666 ) );
    arm->draw();
    floor->draw();
}
Esempio n. 3
0
void renderScene()
{
    float setArr[3] = {0.0};
    int i, j, count = 0;
    glClearColor(0.0, 0.7, 1.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    switch(F.cameraType)
    {
        case 1: V1.view();
                break;
        case 2: V2.view();
                break;
        case 3: V3.view();
                break;
        case 4: V4.view();
                break;
        case 5: cam.view();
                break;
    }
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluOrtho2D(0.0, 800, 0.0, 400);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    scoreDraw();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    
    B.draw();
    for(i = 0; i < 3; i++)
        M[i].draw();
    V.draw();
/*    glPushMatrix();
    glTranslatef(0.0, 0.0, 0.0);
    for(i = 0; i < 6; i++)
    {
        for(j = 0; j < 6; j++)
        {
            setArr[0] = (0.9)*j; setArr[1] = (0.9)*i; setArr[2] = 0.0;
            C1[6*count + j].set(0.4, 0.5, setArr);
            C1[6*count + j].draw();
        }
        count++;
    }
    glPopMatrix();
    count = 0;
    glPushMatrix();
    glTranslatef(-25.0, -25.0, 0.0);
    for(i = 0; i < 6; i++)
    {
        for(j = 0; j < 6; j++)
        {
            setArr[0] = (0.9)*j; setArr[1] = (0.9)*i; setArr[2] = 0.0;
            C2[6*count + j].set(0.4, 0.7, setArr);
            C2[6*count + j].draw();
        }
        count++;
    }
    glPopMatrix();*/
    P.draw();
    if(F.release == 1)
        T.draw();
    Hit.draw();
    if(F.release == 0)
        SET.draw();
    glutSwapBuffers();
}