void do_pieces(void) { int i,j; copper_texture(); for (i=0;i<10;i++) { for (j=0;j<10;j++) { if (board[i][j]&16 || !(board[i][j]&15)) continue; do_piece(board[i][j]&15, i, j, &stunt[i][j], &cycle[i][j], WIT); } } if ((piece&16) == WIT && piece > 0) { glPushMatrix(); glTranslatef(0.0, 0.2, 0.0); do_piece(piece&15, CX1, CY1, &stuntm, &cyclem, WIT); glPopMatrix(); } if ((piece2&16) == WIT && piece2 > 0) do_piece(piece2&15, CX2, CY1, &stunt2, &cycle2, WIT); dark_texture(); for (i=0;i<10;i++) { for (j=0;j<10;j++) { if (!(board[i][j]&16) || !board[i][j]) continue; do_piece(board[i][j]&15, i, j, &stunt[i][j], &cycle[i][j], ZWART); } } if ((piece&16) == ZWART && piece > 0) { glPushMatrix(); glTranslatef(0.0, 0.2, 0.0); do_piece(piece&15, CX1, CY1, &stuntm, &cyclem, ZWART); glPopMatrix(); } if ((piece2&16) == ZWART && piece2 > 0) do_piece(piece2&15, CX2, CY2, &stunt2, &cycle2, ZWART); }
void do_one_wheel(void) { float a,p,q; int i; copper_texture(); glBegin(GL_QUAD_STRIP); for (i=0;i<=ACC;i++) { a = i*M_PI*2/ACC; p = cos(a); q = sin(a); glNormal3f(p, q, 0.4); glVertex3f(0.7*p, 0.7*q, 0.8); glNormal3f(0.0, 0.0, 1.0); glVertex3f(0.8*p, 0.8*q, 0.7); } glEnd(); glBegin(GL_QUAD_STRIP); for (i=0;i<=ACC;i++) { a = i*M_PI*2/ACC; p = cos(a); q = sin(a); glNormal3f(0.0, 0.0, 1.0); glVertex3f(0.7*p, 0.7*q, 0.8); glVertex3f(0.6*p, 0.6*q, 0.8); } glEnd(); glBegin(GL_QUAD_STRIP); for (i=0;i<=ACC;i++) { a = i*M_PI*2/ACC; p = cos(a); q = sin(a); glNormal3f(-p, -q, 0.0); glVertex3f(0.6*p, 0.6*q, 0.8); glVertex3f(0.6*p, 0.6*q, 0.7); } glEnd(); glBegin(GL_QUADS); for (i=0;i<=12;i++) { a = i*M_PI/6; p = cos(a); q = sin(a); glNormal3f(p, q, 0.0); glVertex3f(0.65*p + 0.08*q, 0.65*q + 0.08*p, 0.75); glVertex3f(0.65*p - 0.08*q, 0.65*q - 0.08*p, 0.75); glVertex3f(-0.08*q, -0.08*p, 0.95); glVertex3f(0.08*q, 0.08*p, 0.95); if (!i) rood_texture(); } zwart_texture(); glNormal3f(0.0, 1.0, 0.0); glVertex3f(0.1, 0.0, 0.8); glVertex3f(-0.1, 0.0, 0.8); glVertex3f(-0.1, 0.0, -0.8); glVertex3f(0.1, 0.0, -0.8); glNormal3f(1.0, 0.0, 0.0); glVertex3f(0.0, 0.1, 0.8); glVertex3f(0.0, -0.1, 0.8); glVertex3f(0.0, -0.1, -0.8); glVertex3f(0.0, 0.1, -0.8); glEnd(); }