void display(UGWindow uwin) { glClear (GL_COLOR_BUFFER_BIT); triangle (); glFlush (); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { /* clear all pixels */ glClear (GL_COLOR_BUFFER_BIT); /* draw white polygon (rectangle) with corners at * (0.25, 0.25, 0.0) and (0.75, 0.75, 0.0) */ glColor4f (1.0, 1.0, 1.0, 1.0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glRotatef(10., 0.5, 0.5, 1.0); // glTranslatef(-0.25, -0.25, 0); #if 0 glTranslatef(0.25, 0.25, 0); glScalef(0.5, 0.5, 1); glTranslatef(-0.5, -0.5, 0); glScalef(2, 2, 1); // glScalef(0.5, 0.5, 1); glColor4f (1.0, 1.0, 0, 1.0); #endif //glRotatef(10, 0, 0, 1.0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); /* don't wait! * start processing buffered OpenGL routines */ glFlush (); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ugSolidSpheref(1.0, 20, 16); glFlush (); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { glClear (GL_COLOR_BUFFER_BIT); glColor4f (1.0, 1.0, 1.0, 1.0); glLoadIdentity (); glColor4f (1.0, 1.0, 1.0, 1.0); draw_triangle (); /*glEnable (GL_LINE_STIPPLE);*/ /*glLineStipple (1, 0xF0F0);*/ glColor4f(1.0f, 0.f, 0.f, 1.f); glLoadIdentity (); glTranslatef (-20.0, 0.0, 0.0); draw_triangle (); /*glLineStipple (1, 0xF00F);*/ glColor4f(0.0f, 1.f, 0.f, 1.f); glLoadIdentity (); glScalef (1.5, 0.5, 1.0); draw_triangle (); /*glLineStipple (1, 0x8888);*/ glColor4f(0.0f, 0.f, 1.f, 1.f); glLoadIdentity (); glRotatef (90.0, 0.0, 0.0, 1.0); draw_triangle (); /*glDisable (GL_LINE_STIPPLE);*/ glFlush (); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, texName[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindTexture(GL_TEXTURE_2D, texName[1]); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glFlush(); ugSwapBuffers(uwin); }
/* display() draws 5 spheres at different z positions. */ static void display(UGWindow uwin) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderSphere (-2., -0.5, -1.0); renderSphere (-1., -0.5, -2.0); renderSphere (0., -0.5, -3.0); renderSphere (1., -0.5, -4.0); renderSphere (2., -0.5, -5.0); glFlush(); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { glClear (GL_COLOR_BUFFER_BIT); glColor4f (1.0, 1.0, 1.0, 1.0); glLoadIdentity (); /* clear the matrix */ /* viewing transformation */ ugluLookAtf(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glScalef (1.0, 2.0, 1.0); /* modeling transformation */ ugWireCubef(1.0); glFlush(); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { glClear (GL_COLOR_BUFFER_BIT); glColor4f (1.0f, 1.0f, 1.0f, 1.0f); glPushMatrix(); ugWireSpheref(1.0, 20, 16); /* draw sun */ glRotatef ((GLfloat) year, 0.0, 1.0, 0.0); glTranslatef (2.0, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 1.0, 0.0); ugWireSpheref(0.2, 10, 8); /* draw smaller planet */ glPopMatrix(); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { glClear(GL_COLOR_BUFFER_BIT); if (leftFirst) { drawLeftTriangle(); drawRightTriangle(); } else { drawRightTriangle(); drawLeftTriangle(); } glFlush(); ugSwapBuffers(uwin); }
/* Here is where the light position is reset after the modeling * transformation (glRotated) is called. This places the * light at a new position in world coordinates. The cube * represents the position of the light. */ void display(UGWindow uwin) { GLfloat position[] = { 0.0, 0.0, 1.5, 1.0 }; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); ugluLookAtf(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glPushMatrix (); glRotatef ((GLfloat) spin, 1.0, 0.0, 0.0); glLightfv (GL_LIGHT0, GL_POSITION, position); glTranslatef (0.0, 0.0, 1.5); glDisable (GL_LIGHTING); glColor4f (0.0, 1.0, 1.0, 1.0); ugWireCubef(0.1); glEnable (GL_LIGHTING); glPopMatrix (); ugSolidTorusf(0.275, 0.85, 8, 15); glPopMatrix (); glFlush (); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 }; GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 }; GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat no_shininess[] = { 0.0 }; GLfloat low_shininess[] = { 5.0 }; GLfloat high_shininess[] = { 100.0 }; GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* draw sphere in first row, first column * diffuse reflection only; no ambient or specular */ glPushMatrix(); glTranslatef (-3.75, 3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in first row, second column * diffuse and specular reflection; low shininess; no ambient */ glPushMatrix(); glTranslatef (-1.25, 3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, low_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in first row, third column * diffuse and specular reflection; high shininess; no ambient */ glPushMatrix(); glTranslatef (1.25, 3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, high_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in first row, fourth column * diffuse reflection; emission; no ambient or specular reflection */ glPushMatrix(); glTranslatef (3.75, 3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in second row, first column * ambient and diffuse reflection; no specular */ glPushMatrix(); glTranslatef (-3.75, 0.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in second row, second column * ambient, diffuse and specular reflection; low shininess */ glPushMatrix(); glTranslatef (-1.25, 0.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, low_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in second row, third column * ambient, diffuse and specular reflection; high shininess */ glPushMatrix(); glTranslatef (1.25, 0.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, high_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in second row, fourth column * ambient and diffuse reflection; emission; no specular */ glPushMatrix(); glTranslatef (3.75, 0.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in third row, first column * colored ambient and diffuse reflection; no specular */ glPushMatrix(); glTranslatef (-3.75, -3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient_color); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in third row, second column * colored ambient, diffuse and specular reflection; low shininess */ glPushMatrix(); glTranslatef (-1.25, -3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient_color); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, low_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in third row, third column * colored ambient, diffuse and specular reflection; high shininess */ glPushMatrix(); glTranslatef (1.25, -3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient_color); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, high_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); /* draw sphere in third row, fourth column * colored ambient and diffuse reflection; emission; no specular */ glPushMatrix(); glTranslatef (3.75, -3.0, 0.0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient_color); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission); ugSolidSpheref(1.0, 16, 16); glPopMatrix(); glFlush(); ugSwapBuffers(uwin); }
void display(UGWindow uwin) { int i; glClear (GL_COLOR_BUFFER_BIT); /* select white for all lines */ glColor4f (1.0, 1.0, 1.0, 1.0); /* in 1st row, 3 lines, each with a different stipple */ //glEnable (GL_LINE_STIPPLE); //glLineStipple (1, 0x0101); /* dotted */ glColor4f(1., 0., 0., 1.); drawOneLine (50.0, 125.0, 150.0, 125.0); //glLineStipple (1, 0x00FF); /* dashed */ glColor4f(0., 1., 0., 1.); drawOneLine (150.0, 125.0, 250.0, 125.0); //glLineStipple (1, 0x1C47); /* dash/dot/dash */ glColor4f(0., 0., 1., 1.); drawOneLine (250.0, 125.0, 350.0, 125.0); glColor4f(1., 1., 1., 1.); /* in 2nd row, 3 wide lines, each with different stipple */ glLineWidth (5.0); //glLineStipple (1, 0x0101); /* dotted */ drawOneLine (50.0, 100.0, 150.0, 100.0); //glLineStipple (1, 0x00FF); /* dashed */ glColor4f(1., 1., 0., 1.); drawOneLine (150.0, 100.0, 250.0, 100.0); //glLineStipple (1, 0x1C47); /* dash/dot/dash */ glColor4f(0., 1., 1., 1.); drawOneLine (250.0, 100.0, 350.0, 100.0); glLineWidth (1.0); glColor4f(1., 0., 1., 1.); /* in 3rd row, 6 lines, with dash/dot/dash stipple */ /* as part of a single connected line strip */ //glLineStipple (1, 0x1C47); /* dash/dot/dash */ #if 0 glBegin (GL_LINE_STRIP); for (i = 0; i < 7; i++) glVertex2f (50.0 + ((GLfloat) i * 50.0), 75.0); glEnd (); #else { GLfloat v[14]; for (i = 0; i < 7; i++) { v[2*i] = 50.0 + ((GLfloat) i * 50.0); v[2*i+1] = 75.0; } glVertexPointer(2, GL_FLOAT, 0, v); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_LINE_STRIP, 0, 7); } #endif glColor4f(1., 1., 1., 1.); /* in 4th row, 6 independent lines with same stipple */ for (i = 0; i < 6; i++) { drawOneLine (50.0 + ((GLfloat) i * 50.0), 50.0, 50.0 + ((GLfloat)(i+1) * 50.0), 50.0); } glColor4f(.8, .8, .8, 1.); /* in 5th row, 1 line, with dash/dot/dash stipple */ /* and a stipple repeat factor of 5 */ //glLineStipple (5, 0x1C47); /* dash/dot/dash */ drawOneLine (50.0, 25.0, 350.0, 25.0); //glDisable (GL_LINE_STIPPLE); glFlush (); ugSwapBuffers(uwin); }