void drawTree(node* treeRoot, int level) { int hasBranches = 0; drawPoints(treeRoot->nodeBounds, level); for(int i = 0; i < 4; i++) { if(treeRoot->branches[i]) { drawTree(treeRoot->branches[i], level+1); hasBranches = 1; } } glPointSize(2.0f); if(hasBranches == 0) glColor3b(127, 0, 0); else glColor3b(0, 64, 0); if(treeRoot->nodeBody) { glBegin(GL_POINTS); glVertex2d(treeRoot->nodeBody->xP, treeRoot->nodeBody->yP); glEnd(); } glColor3b(127, 127, 127); }
void onDisplay() override { // paint bg color (in full size) glColor3b(r, g, b); bgFull.draw(); // paint inverted color (in 2/3 size) glColor3b(100-r, 100-g, 100-b); bgSmall.draw(); }
void SeaActor::renderSea(int xMin, int xMax, int zMin, int zMax, int inc, bool trick) { int s = 900; int vel = 7; int zstart = sc->time / vel + zMin; //6 quad/s int zend= sc->time / vel + zMax; //6 quad/s int ofs = sc->time * s / vel; int r = 80; int b = 240; for(int z = zstart; z < zend; z+=inc) { glBegin(GL_QUAD_STRIP); int old1 = gety(xMin, z); int old2 = gety(xMin, z+inc); int oldc1 = getc(xMin, z); int oldc2 = getc(xMin, z+inc); GFX_TEX_COORD = TEXTURE_PACK(inttot16(64*inc), inttot16(0)); glColor3b(r, oldc1, b); glVertex3v16((xMin+0)*s, old1, -(z+0)*s+ofs); GFX_TEX_COORD = TEXTURE_PACK(inttot16(64*inc), inttot16(64*inc)); glColor3b(r, oldc2, b); glVertex3v16((xMin+0)*s, old2, -(z+inc)*s+ofs); bool tex = false; for(int x = xMin; x < xMax; x+=inc) { int new1 = gety(x+inc, z); int new2; if(trick && z == zend-1 && (x/inc)%2 == 0) new2 = (old2+gety(x+inc*2, z+inc))/2; else new2 = gety(x+inc, z+inc); int newc1 = getc(x+inc, z); int newc2 = getc(x+inc, z+inc); GFX_TEX_COORD = TEXTURE_PACK(inttot16(64*tex*inc), inttot16(0)); glColor3b(r, newc1, b); glVertex3v16((x+inc)*s, new1, -(z+0)*s+ofs); GFX_TEX_COORD = TEXTURE_PACK(inttot16(64*tex*inc), inttot16(64*inc)); glColor3b(r, newc2, b); glVertex3v16((x+inc)*s, new2, -(z+inc)*s+ofs); tex = !tex; old1 = new1; old2 = new2; oldc1 = newc1; oldc2 = newc2; } glEnd(); } }
static void brick_color(char c) { if (c == '1') glColor3b(51, 51, 127); if (c == '2') glColor3b(127, 0, 63); if (c == '3') glColor3b(127, 51, 51); if (c == '4') glColor3b(127, 0, 0); }
void QSceneDisplay::DrawCoodinates() { glTranslatef(0,0,-6); glBegin(GL_LINES); glColor3b(0,0,255); glVertex3f(0,-5000,0); glVertex3f(0,5000,0); glColor3b(0,255,0); glVertex3f(-5000,0,0); glVertex3f(5000,0,0); glColor3b(255,0,0); glVertex3f(0,0,-5000); glVertex3f(0,0,5000); glEnd(); }
void GLUI_List::draw_text(const char *t, int selected, int x, int y ) { int text_x, i, x_pos; int box_width; GLUI_DRAWINGSENTINAL_IDIOM /** Find where to draw the text **/ text_x = 2 + GLUI_LIST_BOXINNERMARGINX; /** Draw selection area dark **/ if ( enabled && selected ) { glColor3f( 0.0f, 0.0f, .6f ); glBegin( GL_QUADS ); glVertex2i(text_x, y+5 ); glVertex2i( w-text_x, y+5 ); glVertex2i(w-text_x, y+19 ); glVertex2i(text_x, y+19 ); glEnd(); } box_width = get_box_width(); if ( !selected || !enabled ) { /* No current selection */ x_pos = text_x; /* or control disabled */ if ( enabled ) glColor3b( 0, 0, 0 ); else glColor3b( 32, 32, 32 ); glRasterPos2i( text_x, y+15); i = 0; while( t[i] != '\0' && substring_width(t,0,i) < box_width) { glutBitmapCharacter( get_font(), t[i] ); x_pos += char_width( t[i] ); i++; } } else { /* There is a selection */ i = 0; x_pos = text_x; glColor3f( 1., 1., 1. ); glRasterPos2i( text_x, y+15); while( t[i] != '\0' && substring_width(t,0,i) < box_width) { glutBitmapCharacter( get_font(), t[i] ); x_pos += char_width( t[i] ); i++; } } }
int DrawGLScene() // Here's Where We Do All The Drawing { glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture for (loop=0; loop<num; loop++) // Loop Through All The Stars { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f,0.0f,zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt,1.0f,0.0f,0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle,0.0f,1.0f,0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].dist,0.0f,0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor3b(star[(num-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b); ///different glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); } glRotatef(spin,0.0f,0.0f,1.0f); glColor3b(star[loop].r,star[loop].g,star[loop].b); //different glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); spin+=0.01f; star[loop].angle+=float(loop)/num; star[loop].dist-=0.01f; if (star[loop].dist<0.0f) { star[loop].dist+=5.0f; star[loop].r=rand()%256; star[loop].g=rand()%256; star[loop].b=rand()%256; } } return TRUE; // Keep Going }
void TGLWindow::paintGL() { // QPainter painter(this); // TWeakPtr <QPainter> painter(new QPainter(this)); // TWeakPtr // QImage img(size(), this->format()); // painter.begin(&img); TPaintParameters pars; pars.glwidget = this; // pars.painter = &painter; makeCurrent(); glBegin(GL_POLYGON); glColor3b(200, 100, 100); glVertex2f(11, 11); glVertex2f(22, 11); glVertex2f(22, 22); glVertex2f(11, 22); glEnd(); // pars.rect = rect(); // painter.setRenderHint(QPainter::Antialiasing); world->paint(pars); swapBuffers(); // painter.end(); // QPainter p2; // p2.begin(this); // p2.drawImage(img.rect(), img); // p2.end(); }
void Draw_Image(GLSurface Surface, float x, float y) { if(full_screen)x += 48; glColor3f(1.0f, 1.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, Surface.Surface); glBegin( GL_QUADS ); //Bottom-left vertex (corner) glColor3b(127,127,127); glTexCoord2i( 0, 0 ); //Position on texture to begin interpolation glVertex3f( x, y, 0.f ); //Vertex Coords //Bottom-right vertex (corner) glTexCoord2i( 1, 0 ); glVertex3f( x+Surface.w, y, 0.f ); //Top-right vertex (corner) glTexCoord2i( 1, 1 ); glVertex3f( x+Surface.w, y+Surface.h, 0.f ); //Top-left vertex (corner) glTexCoord2i( 0, 1 ); glVertex3f( x, y+Surface.h, 0.f ); glEnd(); }
void GameController::Draw() { glColor3b(1,0,0); glClear( GL_COLOR_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); double w = glutGet( GLUT_WINDOW_WIDTH ); double h = glutGet( GLUT_WINDOW_HEIGHT ); glOrtho( 0, w, 0, h, -1, 1); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // important glTranslatef( 0.5, 0.5, 0 ); float offset = 40; glColor3ub( 255, 0, 0 ); glBegin(GL_LINE_LOOP); glVertex2f( 0+offset, 0+offset ); glVertex2f( 0+offset, h-offset ); glVertex2f( w-offset, h-offset ); glVertex2f( w-offset, 0+offset ); glEnd(); glutSwapBuffers(); }
void drawPoints(bounds* p_nodeBounds, int level) { //glColor3b(colours[level][0], colours[level][1], colours[level][2]); //glBegin(GL_QUADS); // glVertex2f(p_nodeBounds->centerX - p_nodeBounds->halfDistance, p_nodeBounds->centerY + p_nodeBounds->halfDistance); // glVertex2f(p_nodeBounds->centerX + p_nodeBounds->halfDistance, p_nodeBounds->centerY + p_nodeBounds->halfDistance); // glVertex2f(p_nodeBounds->centerX + p_nodeBounds->halfDistance, p_nodeBounds->centerY - p_nodeBounds->halfDistance); // glVertex2f(p_nodeBounds->centerX - p_nodeBounds->halfDistance, p_nodeBounds->centerY - p_nodeBounds->halfDistance); //glEnd(); glColor3b(32, 32, 32); glBegin(GL_LINE_LOOP); glVertex2f(p_nodeBounds->centerX - p_nodeBounds->halfDistance, p_nodeBounds->centerY + p_nodeBounds->halfDistance); glVertex2f(p_nodeBounds->centerX + p_nodeBounds->halfDistance, p_nodeBounds->centerY + p_nodeBounds->halfDistance); glVertex2f(p_nodeBounds->centerX + p_nodeBounds->halfDistance, p_nodeBounds->centerY - p_nodeBounds->halfDistance); glVertex2f(p_nodeBounds->centerX - p_nodeBounds->halfDistance, p_nodeBounds->centerY - p_nodeBounds->halfDistance); glEnd(); /* // Render center point glPointSize(5.0f); glColor3b(0, 0, 127); glBegin(GL_POINTS); //glVertex2f(p_nodeBounds->centerX, p_nodeBounds->centerY); glEnd(); glColor3b(127, 127, 127); */ }
void Draw_Image(GLSurface Surface, float x, float y, float dx, float dy, float w, float h) { if(full_screen)x += 48; glColor3f(1.0f, 1.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, Surface.Surface); glBegin( GL_QUADS ); //Bottom-left vertex (corner) glColor3b(127,127,127); glTexCoord2f( dx/Surface.w, dy/Surface.h ); //Position on texture to begin interpolation glVertex3f( x, y, 0.f ); //Vertex Coords //Bottom-right vertex (corner) glTexCoord2f( (dx/Surface.w)+(w/Surface.w), dy/Surface.h ); glVertex3f( x+w, y, 0.f ); //Top-right vertex (corner) glTexCoord2f( (dx/Surface.w)+(w/Surface.w), (dy/Surface.h)+(h/Surface.h) ); glVertex3f( x+w, y+h, 0.f ); //Top-left vertex (corner) glTexCoord2f( dx/Surface.w, (dy/Surface.h)+(h/Surface.h) ); glVertex3f( x, y+h, 0.f ); glEnd(); }
void App_Test::display_Model() { // gluLookAtf32( this->camera.getPosition()->get_vec_ox(),this->camera.getPosition()->get_vec_oy(),this->camera.getPosition()->get_vec_oz(), // this->camera.getLookAt()->get_vec_ox(),this->camera.getLookAt()->get_vec_oy(),this->camera.getLookAt()->get_vec_oz(), // 0,4096,0 // ); // glLoadIdentity(); glEnable(GL_TEXTURE_2D); glEnable(GL_ANTIALIAS); glEnable(GL_OUTLINE); glLight(0, RGB15(31,31,31) , 0, floattov10(-6.0), floattov10(-1.0)); glSetOutlineColor(0,RGB15(0,0,0)); glPolyFmt(POLY_ID(0) | POLY_ALPHA(31)|POLY_CULL_NONE | POLY_FORMAT_LIGHT0 | POLY_TOON_HIGHLIGHT); // glPolyFmt(POLY_ALPHA(31)|POLY_CULL_NONE | POLY_FORMAT_LIGHT0); glColor3b(31,31,31); glBindTexture(GL_TEXTURE_2D, this->textureID[0]); glTranslatef(0,-6,0); glRotatef(90,-1,0,0); glRotatef(-90,0,0,1); glCallList( (u32 *) this->model_selected); glEnd(); }
void Scene::renderString(const char* str, f32 x, f32 y, int r, int g, int b) { int l = 0; while(str[l] != 0) l++; x -= (l*25) / 2; int i = 0; while(str[i] != 0) { glPolyFmt(POLY_ALPHA(27+rand()%3) | POLY_ID(BG_FX2_POLYID) | POLY_CULL_NONE); int rr = r+irand(80); if(rr < 0) rr = 0; if(rr > 255) rr = 255; int gg = g+irand(80); if(gg < 0) gg = 0; if(gg > 255) gg = 255; int bb = b+irand(80); if(bb < 0) bb = 0; if(bb > 255) bb = 255; glColor3b(rr, gg, bb); renderChar(str[i], x+frand(1), y+frand(2), 10); x += 25; i++; } }
void CharActor::renderUnrotated() { glPolyFmt(POLY_ALPHA(27+rand()%3) | POLY_ID(BG_FX2_POLYID) | POLY_CULL_NONE); glColor3b(255, 160+irand(80), 0); renderChar(c, x+frand(1), y+frand(2), size); }
void DrawBuffer() { for(int i=0;i<WIDTH;i++) for(int j=0;j<HEIGHT;j++) { glColor3b(buffer[i][j][0],buffer[i][j][1],buffer[i][j][2]); glVertex2i(i,j); } }
void TGLFunWidget::drawPredicate(void) { Float x0 = (maxX + minX)*0.5, y0 = (maxY + minY)*0.5, z0 = (maxZ + minZ)*0.5; glPointSize(4); glBegin(GL_POINTS); for (unsigned i = 0; i < mesh->getX().size(); i++) if (fabsl((*results)[funIndex].getResults(i) > predicate.toFloat())) { if ((*results)[funIndex].getResults(i) > 0) glColor3b(1,0,0); else glColor3b(0,0,1); glVertex3f(cX(i) - x0, (mesh->getY().size()) ? cY(i) - y0 : 0, (mesh->getZ().size()) ? cZ(i) - z0 : 0); } glEnd(); }
void drawBackground()//Draws the checker board back drop { bool color = false; for (int i = 0; i < 8; i++) { if (color) { glColor3b(70, 69, 75); color = !color; } else { glColor3b(105, 100, 99); color = !color; } for(int j = 0; j<12;j++) { if (color) { glColor3b(70, 69, 75); color = !color; } else { glColor3b(105, 100, 99); color = !color; } glBegin(GL_TRIANGLE_STRIP); glVertex2f(-1+j/6.0,1 - i/4.0); glVertex2f(-1+j/6.0,0.75 - i/4.0); glVertex2f(-(5.0/6.0)+j/6.0, 1 - i/4.0); glVertex2f(-(5.0/6.0)+j/6.0, 0.75 - i/4.0); glEnd(); } } }
void PointCloudViewer::drawUserSkeltons() { QMapIterator<unsigned int, Skelton> itr(*userSkeltons); while(itr.hasNext()) { itr.next(); QMap<unsigned int, Point3f> skelton(itr.value()); Point3f p; glColor3b(0,0,0); glBegin(GL_LINE_LOOP); p = skelton.value(XN_SKEL_TORSO); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_NECK); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_HEAD); glVertex3f(p.x, p.y, p.z); glEnd(); glBegin(GL_LINE_LOOP); p = skelton.value(XN_SKEL_LEFT_SHOULDER); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_LEFT_ELBOW); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_LEFT_HAND); glVertex3f(p.x, p.y, p.z); glEnd(); glBegin(GL_LINE_LOOP); p = skelton.value(XN_SKEL_RIGHT_SHOULDER); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_RIGHT_ELBOW); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_RIGHT_HAND); glVertex3f(p.x, p.y, p.z); glEnd(); glBegin(GL_LINE_LOOP); p = skelton.value(XN_SKEL_LEFT_HIP); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_LEFT_KNEE); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_LEFT_FOOT); glVertex3f(p.x, p.y, p.z); glEnd(); glBegin(GL_LINE_LOOP); p = skelton.value(XN_SKEL_RIGHT_HIP); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_RIGHT_KNEE); glVertex3f(p.x, p.y, p.z); p = skelton.value(XN_SKEL_RIGHT_FOOT); glVertex3f(p.x, p.y, p.z); glEnd(); } }
void Draw_Point(float x, float y, int r, int g, int b) { if(full_screen)x += 48; //if(boundTexture != NULL){ glBindTexture( GL_TEXTURE_2D, NULL );// boundTexture = NULL; } //if(scale == 7.5)x += 48; glBegin(GL_POINTS); glColor3b(r,g,b); glVertex2f( x, y); glEnd(); }
void Draw_Line(float x1, float y1, float x2, float y2, int r, int g, int b) { if(full_screen){x1 += 48;x2 += 48;} //if(boundTexture != NULL){ glBindTexture( GL_TEXTURE_2D, NULL );// boundTexture = NULL; } //if(scale == 7.5)x1 += 48; glBegin(GL_LINES); glColor3b(r,g,b); glVertex2f( x1, y1); glVertex2f( x2, y2); glEnd(); }
void Draw_Circle(float x, float y, float R, int n, int r, int g, int b) { if(full_screen)x += 48; //if(boundTexture != NULL){ glBindTexture( GL_TEXTURE_2D, NULL ); //boundTexture = NULL; } //if(scale == 7.5)x += 48; glBegin(GL_LINE_LOOP); glColor3b(r,g,b); for(float i = 0; i < 2*PI; i+= (2*PI)/n){ glVertex2f(x+cosf(i)*R, y+sinf(i)*R); } glEnd(); }
/* * the display callback function */ void display (void) { /* clear the screen to the background color */ glClear( GL_COLOR_BUFFER_BIT ); for(int i=0; i<hxres; i++){ for(int j=0; j<hyres; j++){ glColor3b(pixels[i][j].rgbtRed/2, pixels[i][j].rgbtGreen/2, pixels[i][j].rgbtBlue/2); // set drawing color glBegin(GL_POINTS); glVertex2i(i, j); glEnd(); } } glFlush(); }
void SeaActor::renderPerspective() { glPolyFmt(POLY_ALPHA(20) | POLY_ID(BG_FX1_POLYID) | POLY_CULL_NONE); glColor3b(10, 50, 255); setTexture(13); ydelta = 0; renderSea(-6, 6, -10, -5, 1, false); renderSea(-10, 10, -5, -2, 1, true); renderSea(-18, 18, -2, 5, 2, true); renderSea(-20, 22, 6, 12, 4, true); }
static void setup() { consoleDemoInit(); //put 3D on top lcdMainOnTop(); //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // initialize gl glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); glColor3b(255,255,0); glLight(0, RGB15(0,31,0) , 0, floattov10(-1.0), 0); //need to set up some material properties since DS does not have them set by default glMaterialf(GL_AMBIENT, RGB15(5,5,5)); glMaterialf(GL_DIFFUSE, RGB15(15,15,15)); glMaterialf(GL_SPECULAR, RGB15(8,8,8)); glMaterialf(GL_EMISSION, RGB15(5,5,5)); //ds uses a table for shinyness..this generates a half-assed one glMaterialShinyness(); //ds specific, several attributes can be set here glPolyFmt( POLY_ALPHA(31) | POLY_CULL_NONE | POLY_FORMAT_LIGHT0 ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, (float)W / H, Znear, Zfar); lookAtSelectedModel(); }
void GLUI_Listbox::draw( int x, int y ) { GLUI_DRAWINGSENTINAL_IDIOM int name_x; /* draw_active_area(); */ name_x = MAX(text_x_offset - string_width(this->name) - 3,0); draw_name( name_x , 13); draw_box_inwards_outline( text_x_offset, w, 0, h ); if ( NOT active ) { draw_box( text_x_offset+3, w-2, 2, h-2, 1.0, 1.0, 1.0 ); if ( NOT enabled ) glColor3b( 32, 32, 32 ); else glColor3f( 0.0, 0.0, 0.0 ); glRasterPos2i( text_x_offset+5, 13 ); draw_string( curr_text ); } else { draw_box( text_x_offset+3, w-2, 2, h-2, .0, .0, .6 ); glColor3f( 1.0, 1.0, 1.0 ); glRasterPos2i( text_x_offset+5, 13 ); draw_string( curr_text ); } if ( enabled ) { glui->std_bitmaps. draw(GLUI_STDBITMAP_LISTBOX_UP, w-glui->std_bitmaps.width(GLUI_STDBITMAP_LISTBOX_UP)-1, 2 ); } else { glui->std_bitmaps. draw(GLUI_STDBITMAP_LISTBOX_UP_DIS, w-glui->std_bitmaps.width(GLUI_STDBITMAP_LISTBOX_UP)-1, 2 ); } }
void TFighter::paint(TPaintParameters &p) { float r = 20; // makecurrent p.glwidget->makeCurrent(); glBegin(GL_POLYGON); glColor3b(200, 100, 100); glVertex2f(pos.x() - r, pos.y() - r); glVertex2f(pos.x() - r, pos.y() + r); glVertex2f(pos.x() + r, pos.y() + r); glVertex2f(pos.x() + r, pos.y() - r); glEnd(); // p.painter->save(); // p.painter->setPen(QPen(Qt::red)); // p.painter->translate(pos); // p.painter->rotate(this->Orientation().getAngle()); // TPosition center(0, 0); // p.painter->drawEllipse(center, r, r); // p.painter->drawLine(center, center.movedX(r)); // p.painter->restore(); }
/*! * \brief draw points cloud * * Draw 3d+color if pcloud_3d has data (size>0) and * draw 2d in red color at heigh=0 if pcloud_2d >0 */ void FrameGL::drawCloud() { glPointSize(1.0f); glBegin(GL_POINTS); if(pcloud_3d.size()>0){ for(int i = 0; i < pcloud_3d.size(); i++){ glColor3b(pcloud_3d[i].color.rgbRed,pcloud_3d[i].color.rgbGreen,pcloud_3d[i].color.rgbBlue); glVertex3s(pcloud_3d[i].x,pcloud_3d[i].y,pcloud_3d[i].z); } } glColor3ub(0,255,0); if(pcloud_2d.size()>0){ for(int i = 0; i < pcloud_2d.size(); i++){ glVertex3s(pcloud_2d[i].x,0,pcloud_2d[i].z); } } glEnd(); pcloud_3d.resize(0); pcloud_2d.resize(0); }
void Draw_Rect(float x, float y, float w, float h, int r, int g, int b) { if(full_screen)x += 48; //if(boundTexture != NULL){ glBindTexture( GL_TEXTURE_2D, NULL );// boundTexture = NULL; } //if(scale == 7.5)x += 48; glBegin(GL_QUADS); glColor3b(r,g,b); //Bottom-left vertex (corner) glVertex3f( x, y, 0.0f ); //Vertex Coords //Bottom-right vertex (corner) glVertex3f( x+w, y, 0.f ); //Top-right vertex (corner) glVertex3f( x+w, y+h, 0.f ); //Top-left vertex (corner) glVertex3f( x, y+h, 0.f ); glEnd(); }
void Circle::Draw() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //glTranslatef(m_iPosX, m_iPosY, 0.f); //glScalef(m_iRadius, m_iRadius, m_iRadius); glBegin(GL_TRIANGLE_FAN); glColor3b(m_cColorR, m_cColorG, m_cColorB); //glColor3f(1.f, 1.f, 0.f); glVertex2d(m_iPosX, m_iPosY); for (int i = 0; i < 99; i++) { // alpha = 2 * i / 98 double a = i / 49.f; glVertex2d(m_iPosX + m_iRadius * cos(M_PI * a), m_iPosY + m_iRadius * sin(M_PI * a)); } // glVertex2f(0.f, 600.f); // glVertex2f(0.f, 0.f); // glVertex2f(400.f, 600.f); glEnd(); }