void OpenSpace::render() { drawBody(*upper, sf::Color::Black); drawBody(*middle, sf::Color::Black); drawBodies(bodies, sf::Color::Black, sf::Color::White, -2); }
void ofApp::draw(){ ofSetWindowTitle(ofToString(ofGetFrameRate(), 1) + "fps"); ofSetColor(255); if (bDraw3D) { mesh = kinect.getDepth()->getMesh(pointCloudOpts); ofEnableDepthTest(); camera.update(); camera.begin(); ofPushMatrix(); ofScale(100, 100, 100); { drawFloor(); if (bDrawSensorDebug) drawSensorPosition(); ofPushMatrix(); ofMultMatrix(kinect.getBodyFrame()->getFloorTransform()); { if (bDrawMesh) drawMesh(); drawBodies(); if (bDrawSensorDebug) drawFrustum(); } ofPopMatrix(); } ofPopMatrix(); camera.end(); ofDisableDepthTest(); } else { kinect.getColor()->draw(0, 0, ofGetWidth(), ofGetHeight()); kinect.getBodyFrame()->drawProjected(0, 0, ofGetWidth(), ofGetHeight()); } drawFaceFeatures(); drawGestures(); }
void draw() { GLfloat position[4] = {1, 1, 1, 0}; // Clearing glClearColor(0, 0, 0.0f, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Setting camera glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); // Draw crosshair before lookat glLineWidth(1); glPushAttrib(GL_ENABLE_BIT); glDisable(GL_LIGHTING); draw2D(); glPopMatrix(); glPopAttrib(); glMatrixMode(GL_MODELVIEW); gluLookAt( camPosition[0], camPosition[1], camPosition[2], camPosition[0] - camOrientation[2], camPosition[1] - camOrientation[5], camPosition[2] - camOrientation[8], camOrientation[1], camOrientation[4], camOrientation[7] ); // Setting light position glLightfv(GL_LIGHT0, GL_POSITION, position); // Drawing /* glBegin(GL_LINES); { double *nearest = COL_queryLatestNearest(); // double *lastImpulse = DYN_getLastImpulse(); double *lastCollisionPoint = DYN_getLastCollisionPoint(); glColor3f(1, 0, 0); glVertex3f(nearest[0], nearest[1], nearest[2]); glColor3f(0, 1, 0); glVertex3f(nearest[3], nearest[4], nearest[5]); glColor3f(1, 1, 0); glVertex3f(lastCollisionPoint[0], lastCollisionPoint[1], lastCollisionPoint[2]); glColor3f(1, 1, 0); glVertex3f( lastCollisionPoint[0] + lastCollisionPoint[0] * 20, lastCollisionPoint[1] + lastCollisionPoint[1] * 20, lastCollisionPoint[2] + lastCollisionPoint[2] * 20 ); } glEnd();*/ drawAxes(); drawGrid(); drawBodies(); }