void display_essentials(struct Game *game) { display_stars(game); display_asteroids(game); display_player(game); }
void display(void) { GLfloat postition[]={0.0,0.0,1.5,1.0}; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glColor3f(1.0,0.5,0.0); glPushMatrix(); glRotatef((GLfloat)z,1.0,1.0,1.0); glDisable(GL_LIGHTING); glutSolidSphere(0.8,40,16); glPopMatrix(); glPushMatrix(); glDisable(GL_LIGHTING); glEnable(GL_LIGHTING); glColor3f(1.5,0.5,0.0); glutSolidTorus(0.2,0.9,6,20); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)M,0.0,1.0,0.0); glTranslatef(1.5,0.0,0.0); glRotatef((GLfloat)m,0.0,1.0,0.0); glColor3f(1.0,0.0,0.0); glutSolidSphere(0.2,20,8); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)V,0.0,1.0,0.0); glTranslatef(2.0,0.0,1.0); glRotatef((GLfloat)v,0.0,1.0,0.0); glColor3f(7.5,9.5,1.0); glutSolidSphere(0.2,20,8); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)E,0.0,1.0,0.0); glTranslatef(3.5,0.0,0.0); glRotatef((GLfloat)e,0.0,1.0,0.0); glColor3f(0.1,6.5,2.0); glutSolidSphere(0.2,20,8); glRotatef((GLfloat)X,0.0,1.0,0.0); glTranslatef(0.3,0.2,0.0); glColor3f(4.3,3.5,8.0); glutSolidSphere(0.1,20,14); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)R,0.0,1.0,0.0); glTranslatef(5.0,0.0,3.0); glRotatef((GLfloat)r,0.0,1.0,0.0); glColor3f(1.0,2.0,0.0); glutSolidSphere(0.2,20,8); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)J,0.0,1.0,0.0); glTranslatef(-2.5,0.0,1.0); glRotatef((GLfloat)j,0.0,1.0,0.0); glColor3f(0.9,0.7,0.3); glutSolidSphere(0.2,20,8); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)S,0.0,1.0,0.0); glTranslatef(-5.0,0.0,0.0); // gluLookAt(0.0,10.0,2.0,1.0,0.0,0.0,0.0,1.0,0.0); glRotatef((GLfloat)s,0.0,0.0,5.0); glColor3f(4.5,0.5,0.0); glutSolidSphere(0.5,20,16); int i=0; glBegin(GL_QUAD_STRIP); for(i=0;i<=360;i++) { glVertex3f(sin(i*3.1416/180)*0.5,cos(i*3.1416/180)*0.5,0); glVertex3f(sin(i*3.1416/180)*0.7,cos(i*3.1416/180)*0.7,0); } glEnd(); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)U,0.0,1.0,0.0); glTranslatef(-6.5,0.0,0.0); //gluLookAt(10.0,0.0,0.0,0.0,0.0,0.0,0.0,10.0,1.0); glRotatef((GLfloat)u,0.0,0.0,5.0); glColor3f(1.2,0.0,0.2); glutSolidSphere(0.5,20,16); glBegin(GL_QUAD_STRIP); for(i=0;i<=360;i++) { glVertex3f(sin(i*3.1416/180)*0.5,cos(i*3.1416/180)*0.5,0); glVertex3f(sin(i*3.1416/180)*0.7,cos(i*3.1416/180)*0.7,0); } glEnd(); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)N,0.0,1.0,0.0); glTranslatef(-8.0,0.0,0.0); glRotatef((GLfloat)n,0.0,1.0,0.0); glColor3f(1.0,2.0,0.0); glutSolidSphere(0.4,20,8); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)M,0.0,1.0,0.0); glTranslatef(1.5,0.0,0.0); glRotatef((GLfloat)m,0.0,1.0,0.0); glColor3f(1.0,0.0,0.0); glutSolidSphere(0.2,20,8); glPopMatrix(); glPushMatrix(); glRotatef((GLfloat)c,6.0,-14.0,-6.0); glTranslatef(5.0,3.0,-1.0); glScalef(0.60,0.0,2.5); glColor3f(7.5,9.5,2.0); glutSolidSphere(0.2,12,6); glPopMatrix(); glPushMatrix(); glTranslatef(0,0,-8); glScalef(0.3,0.3,0.3); glutSolidSphere(0.1, 16,16); glTranslatef(7,-9,14); glutSolidSphere(0.1, 16,16); glTranslatef(-8,11,6); glutSolidSphere(0.1, 16,16); glTranslatef(15,14,-14); glutSolidSphere(0.1, 16,16); glTranslatef(.20,.36,.9); glutSolidSphere(0.1, 16,16); glPopMatrix(); display_stars(); glutSwapBuffers(); }