//-------------------------------------------------------------- void testApp::draw() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef((GLfloat)(ofGetWidth() / 2), (GLfloat)(ofGetHeight() / 2), 0.0f); gluLookAt(eyeX*100, eyeY*100, eyeZ*100, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); //glRotatef(cities[cities.size()-1].lat, 1.0f, 0.0f, 0.0f); // Rotate On The X Axis //glRotatef(-cities[cities.size()-1].lng, 0.0f, 1.0f, 0.0f); // Rotate On The Y Axis glRotatef(rotX, 1.0f, 0.0f, 0.0f); // Rotate On The X Axis glRotatef(-rotY, 0.0f, 1.0f, 0.0f); // Rotate On The Y Axis glRotatef(180.0f, 0.0f, 1.0f, 0.0f); // Rotate On The X Axis //glRotatef(rotX, 1.0f, 0.0f, 0.0f); // Rotate On The X Axis //glRotatef(rotY, 0.0f, 1.0f, 0.0f); // Rotate On The Y Axis earth->draw(); for (int j = 0; j < maxLongitude; ++j) { for (int i = 0; i < maxLatitude; ++i) { points[j * maxLatitude + i]->draw(); } } for (int i = 0; i < cities.size(); ++i) { cities[i].draw(); } if (showXYZ) drawXYZ(); glPopMatrix(); drawString(); displayFPS(); }
void Game::Draw() { displayFPS(); window->clear(); if (isInMenu) menu->Draw(); else world->draw(); window->setView(window->getDefaultView()); window->draw(fpsCounter); window->display(); }
void CUI::drawUI(void) { if (data->debugMode) { float color[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color); } else { float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color); } //reset light float amb[] = { 1.0f, 1.0f, 1.0f }; float dif[] = { 0.0f, 0.0f, 0.0f }; float spe[] = { 0.0f, 0.0f, 0.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, dif); glMaterialfv(GL_FRONT, GL_SPECULAR, spe); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT), 0.0, -1.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClear(GL_DEPTH_BUFFER_BIT); glColor3f(0.1f, 0.1f, 0.1f); displayHUD(); displayFPS(); displayDebug(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); textLines = 0; }
//------------------------------------------------------------------------------------------------------------------------------------------------------------------- GLvoid ChessGame::drawScene(GLvoid) { chessCam(); drawChessBoard(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); for(int i = 0; i < (int)Lighting::lights.size(); i++) Lighting::lights[i]->updateLight(); glEnable(GL_BLEND); //drawGrid(); glEnable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); //TODO:: GET EMITTER WORKING //emitter->Update( SDL_GetTicks() ); glDisable(GL_LIGHTING); setOrtho(windowWidth, windowHeight); //ortho for 2D text glMatrixMode(GL_MODELVIEW); //back to 3D glLoadIdentity(); displayFPS(); drawControls(); glFlush(); //This line IS MODIFIED in different interfaces SDL_GL_SwapBuffers(); }