コード例 #1
0
void LinuxmotoSdlGraphicsManager::internUpdateScreen() {
	SDL_Surface *srcSurf, *origSurf;
	int height, width;
	ScalerProc *scalerProc;
	int scale1;

#if defined (DEBUG) // definitions not available for non-DEBUG here. (needed this to compile in SYMBIAN32 & linux?)
	assert(_hwscreen != NULL);
	assert(_hwscreen->map->sw_data != NULL);
#endif

	// If the shake position changed, fill the dirty area with blackness
	if (_currentShakePos != _newShakePos) {
		SDL_Rect blackrect = {0, 0, _videoMode.screenWidth * _videoMode.scaleFactor, _newShakePos * _videoMode.scaleFactor};

		if (_videoMode.aspectRatioCorrection && !_overlayVisible)
			blackrect.h = real2Aspect(blackrect.h - 1) + 1;

		SDL_FillRect(_hwscreen, &blackrect, 0);

		_currentShakePos = _newShakePos;

		_forceFull = true;
	}

	// Check whether the palette was changed in the meantime and update the
	// screen surface accordingly.
	if (_screen && _paletteDirtyEnd != 0) {
		SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
			_paletteDirtyStart,
			_paletteDirtyEnd - _paletteDirtyStart);

		_paletteDirtyEnd = 0;

		_forceFull = true;
	}

#ifdef USE_OSD
	// OSD visible (i.e. non-transparent)?
	if (_osdAlpha != SDL_ALPHA_TRANSPARENT) {
		// Updated alpha value
		const int diff = SDL_GetTicks() - _osdFadeStartTime;
		if (diff > 0) {
			if (diff >= kOSDFadeOutDuration) {
				// Back to full transparency
				_osdAlpha = SDL_ALPHA_TRANSPARENT;
			} else {
				// Do a linear fade out...
				const int startAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * (SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT) / 100;
				_osdAlpha = startAlpha + diff * (SDL_ALPHA_TRANSPARENT - startAlpha) / kOSDFadeOutDuration;
			}
			SDL_SetAlpha(_osdSurface, SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, _osdAlpha);
			_forceFull = true;
		}
	}
#endif

	if (!_overlayVisible) {
		origSurf = _screen;
		srcSurf = _tmpscreen;
		width = _videoMode.screenWidth;
		height = _videoMode.screenHeight;
		scalerProc = _scalerProc;
		scale1 = _videoMode.scaleFactor;
	} else {
		origSurf = _overlayscreen;
		srcSurf = _tmpscreen2;
		width = _videoMode.overlayWidth;
		height = _videoMode.overlayHeight;
		scalerProc = Normal1x;
		scale1 = 1;
	}

	// Add the area covered by the mouse cursor to the list of dirty rects if
	// we have to redraw the mouse.
	if (_mouseNeedsRedraw)
		undrawMouse();

	// Force a full redraw if requested
	if (_forceFull) {
		_numDirtyRects = 1;
		_dirtyRectList[0].x = 0;
		_dirtyRectList[0].y = 0;
		_dirtyRectList[0].w = width;
		_dirtyRectList[0].h = height;
	}

	// Only draw anything if necessary
	if (_numDirtyRects > 0 || _mouseNeedsRedraw) {
		SDL_Rect *r;
		SDL_Rect dst;
		uint32 srcPitch, dstPitch;
		SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;

		for (r = _dirtyRectList; r != lastRect; ++r) {
			dst = *r;
			dst.x++;	// Shift rect by one since 2xSai needs to access the data around
			dst.y++;	// any pixel to scale it, and we want to avoid mem access crashes.

			if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
				error("SDL_BlitSurface failed: %s", SDL_GetError());
		}

		SDL_LockSurface(srcSurf);
		SDL_LockSurface(_hwscreen);

		srcPitch = srcSurf->pitch;
		dstPitch = _hwscreen->pitch;

		for (r = _dirtyRectList; r != lastRect; ++r) {
			register int dst_y = r->y + _currentShakePos;
			register int dst_h = 0;
			register int dst_w = r->w;
			register int orig_dst_y = 0;
			register int dst_x = r->x;
			register int src_y;
			register int src_x;

			if (dst_y < height) {
				dst_h = r->h;
				if (dst_h > height - dst_y)
					dst_h = height - dst_y;

				orig_dst_y = dst_y;
				src_x = dst_x;
				src_y = dst_y;

				if (_videoMode.aspectRatioCorrection && !_overlayVisible)
					dst_y = real2Aspect(dst_y);

				assert(scalerProc != NULL);

				if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {

					if (dst_x%2==1) {
						dst_x--;
						dst_w++;
					}
					if (dst_y%2==1) {
						dst_y--;
						dst_h++;
					}

					if (dst_w&1)
						dst_w++;
					if (dst_h&1)
						dst_h++;

					src_x = dst_x;
					src_y = dst_y;
					dst_x = dst_x / 2;
					dst_y = dst_y / 2;
				}
				scalerProc((byte *)srcSurf->pixels + (src_x * 2 + 2) + (src_y + 1) * srcPitch, srcPitch,
						   (byte *)_hwscreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
			}

			if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
				r->w = r->w / 2;
				r->h = dst_h / 2;
			} else {
				r->w = r->w;
				r->h = dst_h;
			}

			r->x = dst_x;
			r->y = dst_y;

#ifdef USE_SCALERS
			if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
				r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
#endif
		}
		SDL_UnlockSurface(srcSurf);
		SDL_UnlockSurface(_hwscreen);

		// Readjust the dirty rect list in case we are doing a full update.
		// This is necessary if shaking is active.
		if (_forceFull) {
			_dirtyRectList[0].y = 0;
			_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? effectiveScreenHeight()/2 : effectiveScreenHeight();
		}

		drawMouse();

#ifdef USE_OSD
		if (_osdAlpha != SDL_ALPHA_TRANSPARENT) {
			SDL_BlitSurface(_osdSurface, 0, _hwscreen, 0);
		}
#endif
		// Finally, blit all our changes to the screen
		SDL_UpdateRects(_hwscreen, _numDirtyRects, _dirtyRectList);
	}

	_numDirtyRects = 0;
	_forceFull = false;
	_mouseNeedsRedraw = false;
}
コード例 #2
0
ファイル: wincesdl-graphics.cpp プロジェクト: bluddy/scummvm
void WINCESdlGraphicsManager::internUpdateScreen() {
	SDL_Surface *srcSurf, *origSurf;
	static bool old_overlayVisible = false;
	int numRectsOut = 0;
	int16 routx, routy, routw, routh, stretch, shakestretch;

	assert(_hwscreen != NULL);

	// bail if the application is minimized, be nice to OS
	if (!_hasfocus) {
		Sleep(20);
		return;
	}

	// If the shake position changed, fill the dirty area with blackness
	if (_currentShakePos != _newShakePos) {
		SDL_Rect blackrect = {0, 0, _videoMode.screenWidth *_scaleFactorXm / _scaleFactorXd, _newShakePos *_scaleFactorYm / _scaleFactorYd};
		if (_videoMode.aspectRatioCorrection)
			blackrect.h = real2Aspect(blackrect.h - 1) + 1;
		SDL_FillRect(_hwscreen, &blackrect, 0);
		_currentShakePos = _newShakePos;
		_forceFull = true;
	}

	// Make sure the mouse is drawn, if it should be drawn.
	drawMouse();

	// Check whether the palette was changed in the meantime and update the
	// screen surface accordingly.
	if (_paletteDirtyEnd != 0) {
		SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart, _paletteDirtyStart, _paletteDirtyEnd - _paletteDirtyStart);
		_paletteDirtyEnd = 0;
		_forceFull = true;
	}

	if (!_overlayVisible) {
		origSurf = _screen;
		srcSurf = _tmpscreen;
	} else {
		origSurf = _overlayscreen;
		srcSurf = _tmpscreen2;
	}

	if (old_overlayVisible != _overlayVisible) {
		old_overlayVisible = _overlayVisible;
		update_scalers();
	}

	// Force a full redraw if requested
	if (_forceFull) {
		_numDirtyRects = 1;

		_dirtyRectList[0].x = 0;
		if (!_zoomDown)
			_dirtyRectList[0].y = 0;
		else
			_dirtyRectList[0].y = _videoMode.screenHeight / 2;
		_dirtyRectList[0].w = _videoMode.screenWidth;
		if (!_zoomUp && !_zoomDown)
			_dirtyRectList[0].h = _videoMode.screenHeight;
		else
			_dirtyRectList[0].h = _videoMode.screenHeight / 2;

		_toolbarHandler.forceRedraw();
	}

	// Only draw anything if necessary
	if (_numDirtyRects > 0) {

		SDL_Rect *r, *rout;
		SDL_Rect dst;
		uint32 srcPitch, dstPitch;
		SDL_Rect *last_rect = _dirtyRectList + _numDirtyRects;
		bool toolbarVisible = _toolbarHandler.visible();
		int toolbarOffset = _toolbarHandler.getOffset();

		for (r = _dirtyRectList; r != last_rect; ++r) {
			dst = *r;
			dst.x++;    // Shift rect by one since 2xSai needs to access the data around
			dst.y++;    // any pixel to scale it, and we want to avoid mem access crashes.
			// NOTE: This is also known as BLACK MAGIC, copied from the sdl backend
			if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
				error("SDL_BlitSurface failed: %s", SDL_GetError());
		}

		SDL_LockSurface(srcSurf);
		SDL_LockSurface(_hwscreen);

		srcPitch = srcSurf->pitch;
		dstPitch = _hwscreen->pitch;

		for (r = _dirtyRectList, rout = _dirtyRectOut; r != last_rect; ++r) {

			// always clamp to enclosing, downsampled-grid-aligned rect in the downscaled image
			if (_scaleFactorXd != 1) {
				stretch = r->x % _scaleFactorXd;
				r->x -= stretch;
				r->w += stretch;
				r->w = (r->x + r->w + _scaleFactorXd - 1) / _scaleFactorXd * _scaleFactorXd - r->x;
			}
			if (_scaleFactorYd != 1) {
				stretch = r->y % _scaleFactorYd;
				r->y -= stretch;
				r->h += stretch;
				r->h = (r->y + r->h + _scaleFactorYd - 1) / _scaleFactorYd * _scaleFactorYd - r->y;
			}

			// transform
			shakestretch = _currentShakePos * _scaleFactorYm / _scaleFactorYd;
			routx = r->x * _scaleFactorXm / _scaleFactorXd;                 // locate position in scaled screen
			routy = r->y * _scaleFactorYm / _scaleFactorYd + shakestretch;  // adjust for shake offset
			routw = r->w * _scaleFactorXm / _scaleFactorXd;
			routh = r->h * _scaleFactorYm / _scaleFactorYd - shakestretch;

			// clipping destination rectangle inside device screen (more strict, also more tricky but more stable)
			// note that all current scalers do not make dst rect exceed left/right, unless chosen badly (FIXME)
			if (_zoomDown)  routy -= 240;           // adjust for zoom position
			if (routy + routh < 0)  continue;
			if (routy < 0) {
				routh += routy;
				r->y -= routy * _scaleFactorYd / _scaleFactorYm;
				routy = 0;
				r->h = routh * _scaleFactorYd / _scaleFactorYm;
			}
			if (_orientationLandscape) {
				if (routy > OSystem_WINCE3::getScreenWidth())   continue;
				if (routy + routh > OSystem_WINCE3::getScreenWidth()) {
					routh = OSystem_WINCE3::getScreenWidth() - routy;
					r->h = routh * _scaleFactorYd / _scaleFactorYm;
				}
			} else {
				if (routy > OSystem_WINCE3::getScreenHeight())  continue;
				if (routy + routh > OSystem_WINCE3::getScreenHeight()) {
					routh = OSystem_WINCE3::getScreenHeight() - routy;
					r->h = routh * _scaleFactorYd / _scaleFactorYm;
				}
			}

			// check if the toolbar is overwritten
			if (toolbarVisible && r->y + r->h >= toolbarOffset)
				_toolbarHandler.forceRedraw();

			// blit it (with added voodoo from the sdl backend, shifting the source rect again)
			_scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
			            (byte *)_hwscreen->pixels + routx * 2 + routy * dstPitch, dstPitch,
			            r->w, r->h - _currentShakePos);

			// add this rect to output
			rout->x = routx;
			rout->y = routy - shakestretch;
			rout->w = routw;
			rout->h = routh + shakestretch;
			numRectsOut++;
			rout++;

		}
		SDL_UnlockSurface(srcSurf);
		SDL_UnlockSurface(_hwscreen);
	}
	// Add the toolbar if needed
	SDL_Rect toolbar_rect[1];
	if (_panelVisible && _toolbarHandler.draw(_toolbarLow, &toolbar_rect[0])) {
		// It can be drawn, scale it
		uint32 srcPitch, dstPitch;
		SDL_Surface *toolbarSurface;
		ScalerProc *toolbarScaler;

		if (_videoMode.screenHeight > 240) {
			if (!_toolbarHighDrawn) {
				// Resize the toolbar
				SDL_LockSurface(_toolbarLow);
				SDL_LockSurface(_toolbarHigh);
				Normal2x((byte *)_toolbarLow->pixels, _toolbarLow->pitch, (byte *)_toolbarHigh->pixels, _toolbarHigh->pitch, toolbar_rect[0].w, toolbar_rect[0].h);
				SDL_UnlockSurface(_toolbarHigh);
				SDL_UnlockSurface(_toolbarLow);
				_toolbarHighDrawn = true;
			}
			toolbar_rect[0].w *= 2;
			toolbar_rect[0].h *= 2;
			toolbarSurface = _toolbarHigh;
		} else
			toolbarSurface = _toolbarLow;

		drawToolbarMouse(toolbarSurface, true);     // draw toolbar mouse if applicable

		// Apply the appropriate scaler
		SDL_LockSurface(toolbarSurface);
		SDL_LockSurface(_hwscreen);
		srcPitch = toolbarSurface->pitch;
		dstPitch = _hwscreen->pitch;

		toolbarScaler = _scalerProc;
		if (_videoMode.scaleFactor == 2)
			toolbarScaler = Normal2x;
		else if (_videoMode.scaleFactor == 3)
			toolbarScaler = Normal3x;
		toolbarScaler((byte *)toolbarSurface->pixels, srcPitch,
		              (byte *)_hwscreen->pixels + (_toolbarHandler.getOffset() * _scaleFactorYm / _scaleFactorYd * dstPitch),
		              dstPitch, toolbar_rect[0].w, toolbar_rect[0].h);
		SDL_UnlockSurface(toolbarSurface);
		SDL_UnlockSurface(_hwscreen);

		// And blit it
		toolbar_rect[0].y = _toolbarHandler.getOffset();
		toolbar_rect[0].x = toolbar_rect[0].x * _scaleFactorXm / _scaleFactorXd;
		toolbar_rect[0].y = toolbar_rect[0].y * _scaleFactorYm / _scaleFactorYd;
		toolbar_rect[0].w = toolbar_rect[0].w * _scaleFactorXm / _scaleFactorXd;
		toolbar_rect[0].h = toolbar_rect[0].h * _scaleFactorYm / _scaleFactorYd;

		SDL_UpdateRects(_hwscreen, 1, toolbar_rect);

		drawToolbarMouse(toolbarSurface, false);    // undraw toolbar mouse
	}

	// Finally, blit all our changes to the screen
	if (numRectsOut > 0)
		SDL_UpdateRects(_hwscreen, numRectsOut, _dirtyRectOut);

	_numDirtyRects = 0;
	_forceFull = false;
}
コード例 #3
0
ファイル: simulation.cpp プロジェクト: LoopPerfect/boids
    alpp::Scale{
      0.05f * display.width/(float)image.width,
      0.05f * display.height/(float)image.height
    },
    alpp::Color{ 255, 255, 255},
    alpp::Rad{ (float)std::atan2( boid.vy, boid.vx ) }
  );
};

process = [](auto const& oldWorld, auto const& display, auto dt){
  World newWorld = oldWorld;
  auto interactWithMouse = makeAttractor(mouseX, mouseY, display, -3000, 1);
  auto attractToCenter = makeAttractor(400, 400, display, 10, 2);
  auto follow = seekSibling(world, 20);
  auto repulse = makeRepulser(world, 0.1);
  drawMouse(display, mouseX, mouseY);
  for(auto& boid: newWorld) {
    boid= limitSpeed(boid, 0.5);
    boid= clipToWorld(boid);
    boid= follow(boid, dt);
    boid= interactWithMouse(boid, dt);
    boid= attractToCenter(boid, dt);
    boid= limitForces(boid, 1);
    boid= speedUpBoid(boid, dt);
    boid= moveBoid(boid, dt);
  }

  for(auto& boid: newWorld) {
    drawBoid(boid, display);
  }
コード例 #4
0
ファイル: gph-graphics.cpp プロジェクト: AReim1982/scummvm
void GPHGraphicsManager::internUpdateScreen() {
	SDL_Surface *srcSurf, *origSurf;
	int height, width;
	ScalerProc *scalerProc;
	int scale1;

#if defined(DEBUG)
	assert(_hwScreen != NULL);
	assert(_hwScreen->map->sw_data != NULL);
#endif

	// If the shake position changed, fill the dirty area with blackness
	if (_currentShakePos != _newShakePos ||
	        (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
		SDL_Rect blackrect = {0, 0, _videoMode.screenWidth *_videoMode.scaleFactor, _newShakePos *_videoMode.scaleFactor};

		if (_videoMode.aspectRatioCorrection && !_overlayVisible)
			blackrect.h = real2Aspect(blackrect.h - 1) + 1;

		SDL_FillRect(_hwScreen, &blackrect, 0);

		_currentShakePos = _newShakePos;

		_forceRedraw = true;
	}

	// Check whether the palette was changed in the meantime and update the
	// screen surface accordingly.
	if (_screen && _paletteDirtyEnd != 0) {
		SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
		              _paletteDirtyStart,
		              _paletteDirtyEnd - _paletteDirtyStart);

		_paletteDirtyEnd = 0;

		_forceRedraw = true;
	}

	if (!_overlayVisible) {
		origSurf = _screen;
		srcSurf = _tmpscreen;
		width = _videoMode.screenWidth;
		height = _videoMode.screenHeight;
		scalerProc = _scalerProc;
		scale1 = _videoMode.scaleFactor;
	} else {
		origSurf = _overlayscreen;
		srcSurf = _tmpscreen2;
		width = _videoMode.overlayWidth;
		height = _videoMode.overlayHeight;
		scalerProc = Normal1x;

		scale1 = 1;
	}

	// Add the area covered by the mouse cursor to the list of dirty rects if
	// we have to redraw the mouse.
	if (_cursorNeedsRedraw)
		undrawMouse();

#ifdef USE_OSD
	updateOSD();
#endif

	// Force a full redraw if requested
	if (_forceRedraw) {
		_numDirtyRects = 1;
		_dirtyRectList[0].x = 0;
		_dirtyRectList[0].y = 0;
		_dirtyRectList[0].w = width;
		_dirtyRectList[0].h = height;

		// HACK: Make sure the full hardware screen is wiped clean.
		SDL_FillRect(_hwScreen, NULL, 0);
	}

	// Only draw anything if necessary
	if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
		SDL_Rect *r;
		SDL_Rect dst;
		uint32 srcPitch, dstPitch;
		SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;

		for (r = _dirtyRectList; r != lastRect; ++r) {
			dst = *r;
			dst.x++;    // Shift rect by one since 2xSai needs to access the data around
			dst.y++;    // any pixel to scale it, and we want to avoid mem access crashes.

			if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
				error("SDL_BlitSurface failed: %s", SDL_GetError());
		}

		SDL_LockSurface(srcSurf);
		SDL_LockSurface(_hwScreen);

		srcPitch = srcSurf->pitch;
		dstPitch = _hwScreen->pitch;

		for (r = _dirtyRectList; r != lastRect; ++r) {
			int dst_y = r->y + _currentShakePos;
			int dst_h = 0;
			int dst_w = r->w;
			int orig_dst_y = 0;
			int dst_x = r->x;
			int src_y;
			int src_x;

			if (dst_y < height) {
				dst_h = r->h;
				if (dst_h > height - dst_y)
					dst_h = height - dst_y;

				orig_dst_y = dst_y;
				src_x = dst_x;
				src_y = dst_y;

				if (_videoMode.aspectRatioCorrection && !_overlayVisible)
					dst_y = real2Aspect(dst_y);

				assert(scalerProc != NULL);

				if ((_videoMode.mode == GFX_HALF) && (scalerProc == DownscaleAllByHalf)) {
					if (dst_x % 2 == 1) {
						dst_x--;
						dst_w++;
					}
					if (dst_y % 2 == 1) {
						dst_y--;
						dst_h++;
					}
					src_x = dst_x;
					src_y = dst_y;
					dst_x = dst_x / 2;
					dst_y = dst_y / 2;

					scalerProc((byte *)srcSurf->pixels + (src_x * 2 + 2) + (src_y + 1) * srcPitch, srcPitch,
					           (byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
				} else {
					scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
					           (byte *)_hwScreen->pixels + r->x * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
				}
			}

			if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
				r->w = r->w / 2;
				r->h = dst_h / 2;
			} else {
				r->w = r->w;
				r->h = dst_h;
			}

			r->x = dst_x;
			r->y = dst_y;


#ifdef USE_SCALERS
			if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
				r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
#endif
		}
		SDL_UnlockSurface(srcSurf);
		SDL_UnlockSurface(_hwScreen);

		// Readjust the dirty rect list in case we are doing a full update.
		// This is necessary if shaking is active.
		if (_forceRedraw) {
			_dirtyRectList[0].y = 0;
			_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareHeight / 2 : _videoMode.hardwareHeight;
		}

		drawMouse();

#ifdef USE_OSD
		drawOSD();
#endif

		// Finally, blit all our changes to the screen
		SDL_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
	}

	_numDirtyRects = 0;
	_forceRedraw = false;
	_cursorNeedsRedraw = false;
}
コード例 #5
0
void glutDisplay() {
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  loadGlobalCoord();

  glShadeModel(GL_SMOOTH);
  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_LIGHTING);
                      
  glEnable(GL_LIGHT0);
  glLightfv(GL_LIGHT0, GL_AMBIENT, AMBIENT_LIGHT);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, DIFFUSE_LIGHT);
  glLightfv(GL_LIGHT0, GL_SPECULAR, SPECULAR_LIGHT);
  glLightfv(GL_LIGHT0, GL_POSITION, LIGHT_POSITION);
                                    
  glEnable(GL_LIGHT1);
  glLightfv(GL_LIGHT1, GL_AMBIENT, AMBIENT_SUB_LIGHT);
  glLightfv(GL_LIGHT1, GL_DIFFUSE, DIFFUSE_SUB_LIGHT);
  glLightfv(GL_LIGHT1, GL_SPECULAR, SPECULAR_LIGHT);
  glLightfv(GL_LIGHT1, GL_POSITION, SUB_LIGHT_POSITION);

  glEnable(GL_COLOR_MATERIAL); 
  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, MATERIAL_AMBIENT); 
  glMaterialfv(GL_FRONT, GL_SPECULAR, MATERIAL_SPECULAR);
  glMateriali(GL_FRONT, GL_SHININESS, 48);

  glTranslatef(0, 0, baseTrans);
  glRotatef(bodyRot, 0, 0, 1);
  glRotatef(90.0f, 1, 0, 0);
  glColor3f(1.0, 1.0, 0); // Yellow color
  
  GLUquadricObj* body = gluNewQuadric();
  gluCylinder(body, 5.5, 7.0, 17, 100, 10);
  gluDeleteQuadric(body);

  glPushMatrix();
    drawLeftArm();
  glPopMatrix();

  glPushMatrix();
    drawRightArm();
  glPopMatrix();

  glPushMatrix();
    drawLeftLeg();
  glPopMatrix();

  glPushMatrix();
    drawRightLeg();
  glPopMatrix();
  
  glPushMatrix();
    drawTail();      
    
    glPushMatrix();
      drawBall();
    glPopMatrix();
  glPopMatrix();

  glPushMatrix();
    drawHead();  
 
    glPushMatrix();
      drawLeftEye();
    glPopMatrix();

    glPushMatrix();
      drawRightEye();
    glPopMatrix();

    glPushMatrix();
      drawLeftCheek();
    glPopMatrix();

    glPushMatrix();
      drawRightCheek();
    glPopMatrix();

    glPushMatrix();
      drawMouse();  
    glPopMatrix();

    glPushMatrix();
      drawLeftEar();
    glPopMatrix();

    glPushMatrix();
      drawRightEar();
    glPopMatrix();
  glPopMatrix();
  
  glutSwapBuffers();
}