inline void drawScene() { glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); glLightfv(GL_LIGHT1, GL_POSITION, LightPosition1); // glDisable(GL_LIGHTING); // glPointSize(10.0); // glBegin(GL_POINTS); // glVertex3f(LightPosition[0], LightPosition[1], LightPosition[2]); // glEnd(); // glPointSize(1.0); glEnable(GL_LIGHTING); glDisable(GL_LIGHTING); glPushMatrix(); glTranslatef(-0.5, -0.5, -0.5); if(Digitized) drawVoxels(*Digitized); if(Boundary) drawBoundary(*Boundary, *Digitized); glPopMatrix(); }
void Mesh::draw(Colour col, int x) { glPushMatrix(); glTranslatef(mPos.x, mPos.y, mPos.z); glRotatef(mRot.x, 1, 0, 0); glRotatef(mRot.y, 0, 1, 0); glRotatef(mRot.z, 0, 0, 1); if (x & VOXELS) drawVoxels(Colour(0,0xFF,0)); if (x & SOLID) drawTriangles(col, false); if (x & WIRE) drawTriangles(Colour(0,0,0), true); if (x & NORMALS) drawNormals(col); if (x & AABB) drawAABB(Colour(0xA5, 0x2A, 0x2A), x&HIER); if (x & SPHERE) drawSphere(Colour(0xA5, 0x2A, 0x2A), x&HIER); if (x & TBOXES) drawTriangleBoxes(Colour(0xFF,0,0)); glPopMatrix(); }
void Terrain::draw(space::Camera& camera) { drawVoxels(camera); }