void drawThings() { glPushMatrix(); glLoadIdentity(); glTranslated(0,0,eyeDistance); arcball.applyRotationMatrix(); glEnable(GL_TEXTURE_3D); glBindTexture(GL_TEXTURE_3D, texName); shader->begin(); shader->setUniform1f("c",parabolaQuadraticTerm); GLUquadric *quad = gluNewQuadric(); gluQuadricDrawStyle(quad,GLU_FILL); gluDisk(quad,0.0,0.5,100,100); gluDeleteQuadric(quad); /* Grid grid; grid.init(-0.5,0.5,-0.5,0.5); grid.setRowsAndCols(iWidth,iDepth); grid.draw(true); */ shader->end(); glDisable(GL_TEXTURE_3D); glPopMatrix(); glPushMatrix(); glLoadIdentity(); glTranslated(0,0,eyeDistance+0.5); arcball.applyRotationMatrix(); glutWireCube(1); glPopMatrix(); getGLerrors(); }
void drawThings() { glDisable(GL_LIGHTING); double a = angle*M_PI/180.0; double L = 2.5; glPushMatrix(); glLoadIdentity(); glTranslated(0,0,focalDistance); arcball.applyRotationMatrix(); glBegin(GL_LINES); glVertex3d(-8,0,0); glVertex3d(8,0,0); glEnd(); //glutWireSphere(1,20,20); glPopMatrix(); /* glPushMatrix(); glTranslated(0,0,-L/2); glRotated(angle/2,1,0,0); //glScaled(1,1.0/sin(0.5*a),1); stimDrawerPlanes[0].draw(); glPopMatrix(); */ /* int n=0; double h = 1.0; double salfa = sin(a); double calfa = cos(a); glBegin(GL_POINTS); while (n<1000) { double x = mathcommon::unifRand(-L/2,L/2); double y = mathcommon::unifRand(-h/2,h/2); double z = mathcommon::unifRand(-L/2,L/2); if ( y<= z*salfa+1E-2 && y>= z*salfa-1E-2) { n++; glVertex3d(x,y,z); } } glEnd(); */ /* glPushMatrix(); glRotated(-angle/2,1,0,0); glScaled(1,1/sin(angle*M_PI/180.0),1); stimDrawerPlanes[1].draw(); glPopMatrix(); */ glPushMatrix(); glLoadIdentity(); glTranslated(0,0,focalDistance); arcball.applyRotationMatrix(); stimDrawer.draw(); glPopMatrix(); }
void drawThings() { glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, _textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); glLoadIdentity(); glTranslated(0,0,eyeZ); arcball.applyRotationMatrix(); shader->begin(); glScaled(1,1,5*sin(frame/50.0)); //glutSolidTeapot(1); drawCylinder(1.0,0.0,-0.5,0.0,0.0,0.5,0.0,64,0); shader->end(); glPopMatrix(); }
void drawScene() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // clear background to black glClearDepth(100.0); // set depth buffer to the most distant value glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0,0,0,1); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, eyeZ+eyeDistance); arcball.applyRotationMatrix(); glTranslatef(0,0,eyeShift); // Qua mettere tutte le funzioni di disegno glPushMatrix(); glScalef(3,3,3); drawReference(); glPopMatrix(); drawGeneratedPlanes(); //grid.draw(); glRotated(90,1,0,0); glColor3fv(glGray50); grid.draw(); //drawInfo(); glutSwapBuffers(); }
void drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); frame+=0.01; glTranslatef(0.0f, 0.0f, eyeZ+eyeDistance); arcball.applyRotationMatrix(); drawThings(); glutSwapBuffers(); }
void drawThings() { glPushMatrix(); glLoadIdentity(); // This is a light that is attached to the teapot glDisable(GL_BLEND); glTranslated(0,0,-5); arcball.applyRotationMatrix(); glRotated(5*frame,0,1,0); glutSolidTeapot(0.5); glPopMatrix(); glPushMatrix(); glLoadIdentity(); glTranslated(3*cos(frame),2.0*sin(frame/10),eyeDistance+eyeZ); arcball.applyRotationMatrix(); //glRotated(10*frame,0,1,0); glutWireSphere(0.8,10,20); glPopMatrix(); }
void drawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, eyeZ+eyeDistance); arcball.applyRotationMatrix(); drawErnstBanks(stimulus_height); glutSwapBuffers(); }
void drawThings() { glPushMatrix(); glLoadIdentity(); glTranslated(0,0,eyeZ); arcball.applyRotationMatrix(); shader->begin(); shader->setUniform1f("time",frame); obj.draw(GL_FILL); //glutSolidTorus(0.5,1.0,50,50); //glutSolidTeapot(1); //drawCylinder(1,0,0,-0.5,0,0,0.5,64,0); shader->end(); glPopMatrix(); getGLerrors(); // Draw the light glPushMatrix(); arcball.applyRotationMatrix(); glTranslated(lightPos[0],lightPos[1],lightPos[2]); glutWireSphere(1,10,10); glPopMatrix(); }
/** * @brief drawThings */ void drawThings() { GLText text(width,height,glWhite); text.init(width,height,glWhite); text.enterTextInputMode(); text.draw("C= "+util::stringify(surface.parabolaSurface.curvature)); text.leaveTextInputMode(); glPushMatrix(); glLoadIdentity(); glTranslated(0,0,eyeDistance); glScaled(10,10,10); arcball.applyRotationMatrix(); surface.draw(); glPopMatrix(); getGLerrors(); }
/** * @brief drawScene */ void drawScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glTranslated(0,0,-10+eyeZ); //glScaled(0.01,0.01,0.01); arcball.applyRotationMatrix(); obj.draw(GL_POINT); glPopMatrix(); glutSwapBuffers(); }
void drawErnstBanks(double height) { glLoadIdentity(); glTranslated(0.0,0,Z); arcball.applyRotationMatrix(); // print top sector glPushMatrix(); glTranslated(0, (150+height)/4.0, 0); draw_ernst_banks[0].draw(); glPopMatrix(); // print bottom sector glPushMatrix(); glTranslated(0, -(150+height)/4.0, 0); draw_ernst_banks[1].draw(); glPopMatrix(); // print relief glPushMatrix(); glTranslated(0, 0, 0); draw_ernst_banks[2].draw(); glPopMatrix(); }