void drawMyHouse(GLuint texSet[]) { //plot dimension //x: -4:4 //y: 0:12 //z: -4:4 glEnable(GL_TEXTURE_2D); drawGround(texSet); drawRoof(texSet); glDisable(GL_TEXTURE_2D); //bounding volume glPushMatrix(); glTranslatef(0, 6, 0); glScalef(8, 12, 8); glColor3f(1.0, 1.0, 1.0); glutWireCube(1); glPopMatrix(); }
void drawHouse(double xLoc, double yLoc, double zLoc, double xSize, double ySize, double zSize) { //printf("j");fflush(stdout); glPushMatrix(); glTranslated(xLoc, yLoc, zLoc); // For house coordinates house; house.x = 5.0; house.y = 4.0; house.z = 4.0; //glTranslated(-house.x/2.0, house.y/2.0, 0); int logNum = 8; double logOverlap= .1; //printf("k");fflush(stdout); // Wall Zero glPushMatrix(); glTranslated(0,-house.y*logOverlap, 0); glRotated(0, 0, 0, 0); drawWallWithOpening(house.z, house.x, logNum, house.x*.37, 0, house.x*.63, house.z*.75); glPopMatrix(); //printf("l");fflush(stdout); // Wall 1 glPushMatrix(); glTranslated(house.x*logOverlap, 0, 0); glRotated(-90, 0, 0, 1); drawWallWithOpening(house.z, house.y, logNum, house.y*.4, house.z*.4, house.y*.75, house.z*.75); glPopMatrix(); //printf("m");fflush(stdout); // Wall 2 glPushMatrix(); glTranslated(0, house.y*(logOverlap - 1), 0); glRotated(00, 0, 0, 0); drawWall(house.z, house.x, logNum); glPopMatrix(); //printf("n");fflush(stdout); // Wall 3 glPushMatrix(); glTranslated(house.x*(1 - logOverlap), 0, 0); glRotated(-90, 0, 0, 1); drawWallWithOpening(house.z, house.y, logNum, house.y*.25, house.z*.4, house.y*.6, house.z*.75); glPopMatrix(); //printf("o");fflush(stdout); drawRoof(2.0, house); //printf("y");fflush(stdout); drawFloor(house, logOverlap); glPopMatrix(); }
void drawHouse() { ErrCheck("Before drawHouse"); glPushMatrix(); coordinates house; house.x = 5.0; house.y = 3.0; house.z = 4.0; glTranslated(-house.x/2.0, 0, house.z/2.0); int logNum = 8; double logOverlap= .1; // Wall Zero glPushMatrix(); glTranslated(0, 0, -house.z*logOverlap); glRotated(0, 0, 0, 0); drawWallWithOpening(house.y, house.x, logNum, house.x*.4, 0, house.x*.6, house.y*.75); //drawWall(house.y, house.x, logNum); glPopMatrix(); // Wall 1 glPushMatrix(); glTranslated(house.x*logOverlap, 0, 0); glRotated(90, 0, 1, 0); drawWallWithOpening(house.y, house.z, logNum, house.z*.4, house.y*.4, house.z*.75, house.y*.75); glPopMatrix(); // Wall 2 glPushMatrix(); glTranslated(0, 0, house.z*(logOverlap - 1)); glRotated(00, 0, 0, 0); drawWall(house.y, house.x, logNum); glPopMatrix(); // Wall 3 glPushMatrix(); glTranslated(house.x*(1 - logOverlap), 0, 0); glRotated(90, 0, 1, 0); drawWallWithOpening(house.y, house.z, logNum, house.z*.4, house.y*.4, house.z*.75, house.y*.75); //drawWall(house.y, house.z, logNum); glPopMatrix(); drawRoof(2.0, house); drawFloor(house, logOverlap); glPopMatrix(); ErrCheck("After drawFloor"); }
void display(){ clearDisplay(); setupCamera(); displayLighting(); //code here drawWalls(); drawRoof(); drawBase(); drawDomes(); drawFloors(); glPushMatrix(); { glTranslatef(0,4500,0); drawSmallBuilding(); glTranslatef(0,-8200,0); glRotatef(180,0,0,1); drawSmallBuilding(); }glPopMatrix(); drawMainBuildingBigPillers(); //drawGrid(GRID_SIZE,CAMERA_DISTANCE,canDrawGrid); glutSwapBuffers(); }
void drawHouse(void) { mvstack.push(model_view); drawHbase(); model_view *= Translate(0, 20, 0); drawRoof(); model_view = mvstack.pop(); mvstack.push(model_view); set_colour(.84, 0, .05); model_view *= Translate(0, -5, 10); model_view *= Scale(5, 10, 0.5); drawCube(); model_view = mvstack.pop(); mvstack.push(model_view); set_colour(.8, .8, 0); model_view *= Translate(2, -5, 10); model_view *= Scale (0.5, 0.5, 0.5); drawSphere(); model_view = mvstack.pop(); }