void lighthouse() {
    glBegin(GL_LIGHTING);
	glColor3f(1.0, 1.0, 1.0);
    
    glColor3f(0.5, 0.35, 0.05);   
    glTranslatef(0.0, 0.0, 1.0);
    glutSolidDodecahedron();
    glTranslatef(1.0, 0.0, 1.0);
    glutSolidDodecahedron();
    glTranslatef(3.0, 0.0, 1.0);
    glutSolidDodecahedron();
    glTranslatef(3.0, 0.0, 1.0);
    glutSolidDodecahedron();
    glTranslatef(0.0, 0.0, 0.0);
    glutSolidDodecahedron();
    glutSolidCube(3);
    glTranslatef(0.0, 0.0, 0.0);
    
    GLUquadricObj * quadObj;
    quadObj = gluNewQuadric();
    gluQuadricDrawStyle(quadObj, GL_LINE);
    glColor3f(1.0, 1.0, 1.0);
    glRotatef(-90.0, 1.0, 0.0, 0.0);
    gluDisk(quadObj, 0.0, 1.0, 35.0, 1.0);
    gluCylinder(quadObj, 1.0, 1.0, 8.0, 33.0, 1.0);
    glTranslatef(0.0, 0.0, 2.0);
    gluCylinder(quadObj, 1.0, 1.0, 3.0, 33.0, 1.0);
    gluDisk(quadObj, 0.0, 1.0, 35.0, 1.0);
    glTranslatef(0.0, 0.0, -2.0);
    glRotatef(90.0, 1.0, 0.0, 0.0);
    
    glRotatef(animate,0,1,0);
    glColor3f(0.0, 0.0, 1.0);
    glTranslatef(0,8.8,0);
    glPushMatrix();
    glRotatef(90,1,0,0);
    glutSolidCube(1.6);
    
    glBegin(GL_LIGHT_MODEL_AMBIENT);
    glColor3f(1.0, 1.0, 0.0);
    glTranslatef(0.0,1.0,0.0);
    glutSolidSphere(0.6,30,3.0);
    
    glColor3f(1.0, 0.0, 0.0);
    glRotatef(-180,1,10,0);
    glTranslatef(-0.3,-1.0,0.9);
    glutSolidCone(1.0,2.0,40.0,10.0);
    
    glColor3f(1.0, 1.0, 1.0);
    glTranslatef(0.0,10.0,10.0);
    glutSolidSphere(1.0,30.0,8.0);

    glPopMatrix();
    glEnd();
    glFlush();
    
}
Exemplo n.º 2
0
void drawSceneObjects(void)
{
	glPushMatrix(); // red cube
	glTranslatef(0.0f, 0.0f, 0.0f);
	glColor4f(1.0, 0.0, 0.0, 1.0);
	glutSolidCube(0.1);
	glPopMatrix();

	glPushMatrix(); // blue sphere
	glTranslatef(0.0f, 0.0f, -2.0f);
	glColor4f(0.0, 0.5, 1.0, 1.0);
	glutSolidSphere(1, 30, 30);
	glPopMatrix();

	glPushMatrix(); // orange sphere
	glTranslatef(3.0f, 0.0f, 0.0f);
	glColor4f(1.0, 0.5, 0.0, 1.0);
	glutSolidSphere(1, 15, 15);
	glPopMatrix();

	glPushMatrix(); // pink whosum
	glTranslatef(-3.0f, 0.0f, -2.0f);
	glColor4f(1.0, 0.5, 1.0, 1.0);
	glutSolidTorus(0.1, 0.5, 15, 15);
	glPopMatrix();

	glPushMatrix(); // yellow whassum 
	glTranslatef(-3.0f, 0.0f, -20.0f);
	glColor4f(1.0, 1.0, 0.0, 1.0);
	glutSolidDodecahedron();
	glPopMatrix();
}
void displayFcn(void) {
	glClear(GL_COLOR_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(x0, yO, z0, 0, 0, 0, 0, 1, 0);
	glColor3f(color[0], color[1], color[2]);

	if (toggle)
		glRotatef(rotTheta += 3, 0.0, 1.0, 0.0);
	glScalef(scale, scale, scale);

	if (solid) {
		switch (poly) {
		case 1:
			glutSolidCube(1.0);
			break;
		case 2:
			glutSolidDodecahedron();
			break;
		case 3:
			glutSolidTetrahedron();
			break;
		case 4:
			glutSolidOctahedron();
			break;
		case 5:
			glutSolidIcosahedron();
			break;
		case 6:
			glutSolidIcosahedron();
			break;
		}
	}
	else {
		switch (poly) {
		case 1:
			glutWireCube(1.0);
			break;
		case 2:
			glutWireDodecahedron();
			break;
		case 3:
			glutWireTetrahedron();
			break;
		case 4:
			glutWireOctahedron();
			break;
		case 5:
			glutWireIcosahedron();
			break;
		case 6:
			glutWireIcosahedron();
			break;
		}
	}
	glPopMatrix();
	glutSwapBuffers();
	glFlush();
}
Exemplo n.º 4
0
void cene_doca(){
    glPushMatrix();
        glColor3d(0.5,1,0.9);
        glTranslated(2,2,-6);
        glRotated(-20, 0, 5, 0);
        glutSolidDodecahedron();
    glPopMatrix();
}
Exemplo n.º 5
0
/* metoda care deseneaza un asteroid avand culoarea specificata */
void Asteroid::draw (int color) {
	glPushMatrix();

	if (color == BROWN_ID) {
		glColor4f(BROWN, 0.5);
	} 

	if (color == RED_ID) {
		glColor4f(RED, 0.5);
	}
	
	glTranslatef(position.x, position.y, position.z);
	glRotatef(spin, 0, 1, 0);
	glutSolidDodecahedron();
	glPopMatrix();
}
Exemplo n.º 6
0
void yangbiru(){
     if(ert<=60){if(ert<30)ert+=0.25;else ert+=5;
     if(ert==60)yui=60;}
     else if(yui>=0){if(yui>30)yui-=0.25;else yui-=5;
     if(yui==0)ert=0.0;}
    glPushMatrix();
        //tempat duduk
        glTranslatef( 0, -2.5, 0);
        glColor3f(2.0,1.0,0.0);
        glutSolidDodecahedron();
          glColor3f(0.0,0.5,0.5);
        glutSolidCube(2.5);
      
    glPopMatrix();
    
    }
Exemplo n.º 7
0
//------------------------------------------------------------------------------
void npGlutPrimitive (int primitive)
{
	switch (primitive)
	{
	case kNPgeoCubeWire :
		glScalef (0.6f, 0.6f, 0.6f); 
		glutWireCube(2.0f);
		glScalef (1.666667f, 1.666667f, 1.666667f);
		break;
	case kNPgeoCube :
		glScalef (0.6f, 0.6f, 0.6f);
		glutSolidCube(2.0f);
		glScalef (1.666667f, 1.666667f, 1.666667f);
		break;
	case kNPgeoSphereWire : glutWireSphere( 1.0f, 24, 12); break;//15, 15 ); break;
	case kNPgeoSphere : glutSolidSphere( 1.0f, 24, 12 ); break;

	case kNPgeoConeWire : glutWireCone( 1.0f, 2.0f, 24, 1 ); break;
	case kNPgeoCone : glutSolidCone( 1.0f, 2.0f, 24, 1 ); break;

	case kNPgeoTorusWire : glutWireTorus(kNPtorusRadius * 0.1f, kNPtorusRadius, 7, 16); break;
	case kNPgeoTorus : glutSolidTorus(kNPtorusRadius * 0.1f, kNPtorusRadius, 7, 16); break;

	case kNPgeoDodecahedronWire :
		glScalef (0.6f, 0.6f, 0.6f);
		glutWireDodecahedron();
		glScalef (1.666667f, 1.666667f, 1.666667f);
		break;
	case kNPgeoDodecahedron :
		glScalef (0.6f, 0.6f, 0.6f);
		glutSolidDodecahedron();
		glScalef (1.666667f, 1.666667f, 1.666667f);
		break;
	case kNPgeoOctahedronWire : glutWireOctahedron(); break;
	case kNPgeoOctahedron : glutSolidOctahedron(); break;
	case kNPgeoTetrahedronWire : glutWireTetrahedron(); break;
	case kNPgeoTetrahedron : glutSolidTetrahedron(); break;
	case kNPgeoIcosahedronWire : glutWireIcosahedron(); break;
	case kNPgeoIcosahedron : glutSolidIcosahedron(); break;

//	case kNPglutWireTeapot : glutWireTeapot( 2.0f ); break;
//	case kNPglutSolidTeapot : glutSolidTeapot( 2.0f ); break;

	default : glutWireTetrahedron(); break;
	}
}
Exemplo n.º 8
0
void scene(void)
{
  /* 表示図形をディスプレイリストに登録 */
  int l = glGenLists(2);

  /* 内側の立方体 */
  cube = l;
  glNewList(cube, GL_COMPILE);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, red);
  glutSolidCube(2.0);
  glEndList();

  /* 外側の12面体 */
  dodeca = l + 1;
  glNewList(dodeca, GL_COMPILE);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blue);
  glutSolidDodecahedron();
  glEndList();
}
Exemplo n.º 9
0
void Asteroid::Render(){
	if(alive){

	glPushMatrix();
		static   GLfloat material_ambient1[] = { 179.0f/255.0f, 157.0f/255.0f, 83.0f/255.0f, 1.0f };
		//static   GLfloat material_diffuse1[] = { 179.0f/255.0f, 157.0f/255.0f, 83.0f/255.0f, 1.0f };
		static GLfloat material[] = { culoare.x,culoare.y,culoare.z,1.0f};
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material);
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material);
		glMaterialfv(GL_FRONT,GL_SPECULAR,material_ambient1);
		glTranslatef(pozitie.x,pozitie.y,pozitie.z);
		glScalef(size,size,size);
		glutSolidDodecahedron();
	glPopMatrix();
	
	}else{
		init(1);
		alive = true;
	}


}
Exemplo n.º 10
0
void displayBall(void){
	int i;	

	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, fire);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 100, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, fireTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
	for(i=0;i<numSpheres;i++){
		glPushMatrix();
		glTranslatef(spheres[i][0], spheres[i][1], spheres[i][2]);
		glScalef(10.0, 10.0, 10.0);
		glutSolidDodecahedron();
		//glutSolidSphere(spheres[i][3], 50, 50);
		//glutSolidCube(spheres[i][3]);
		glPopMatrix();
	}	
	glDisable(GL_TEXTURE_2D);
	

	glEnable(GL_BLEND);
    	glEnable(GL_COLOR_MATERIAL);      
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor4f(1.0, 0.0, 0.0, 0.2);
	for(i=0;i<numSpheres;i++){
		glPushMatrix();
		//glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
		glTranslatef(spheres[i][0], spheres[i][1], spheres[i][2]+5);
		gluSphere(qsphere,20, 50, 50);
		glPopMatrix();
	}
    	glDisable(GL_COLOR_MATERIAL);      
	glDisable(GL_BLEND);
}
Exemplo n.º 11
0
void
displayFunc(void)
{
  static int shape = 1;

  fprintf(stderr, " %d", shape);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  switch (shape) {
  case 1:
    glutWireSphere(1.0, 20, 20);
    break;
  case 2:
    glutSolidSphere(1.0, 20, 20);
    break;
  case 3:
    glutWireCone(1.0, 1.0, 20, 20);
    break;
  case 4:
    glutSolidCone(1.0, 1.0, 20, 20);
    break;
  case 5:
    glutWireCube(1.0);
    break;
  case 6:
    glutSolidCube(1.0);
    break;
  case 7:
    glutWireTorus(0.5, 1.0, 15, 15);
    break;
  case 8:
    glutSolidTorus(0.5, 1.0, 15, 15);
    break;
  case 9:
    glutWireDodecahedron();
    break;
  case 10:
    glutSolidDodecahedron();
    break;
  case 11:
    glutWireTeapot(1.0);
    break;
  case 12:
    glutSolidTeapot(1.0);
    break;
  case 13:
    glutWireOctahedron();
    break;
  case 14:
    glutSolidOctahedron();
    break;
  case 15:
    glutWireTetrahedron();
    break;
  case 16:
    glutSolidTetrahedron();
    break;
  case 17:
    glutWireIcosahedron();
    break;
  case 18:
    glutSolidIcosahedron();
    break;
  default:
    printf("\nPASS: test16\n");
    exit(0);
  }
  glutSwapBuffers();
  shape += 1;
  sleep(1);
  glutPostRedisplay();
}
Exemplo n.º 12
0
// Draw our world
void display_1(void)
{
char *p;
 
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  //Clear the screen
 
glMatrixMode (GL_PROJECTION);  // Tell opengl that we are doing project matrix work
glLoadIdentity();  // Clear the matrix
glOrtho(-8.0, 8.0, -8.0, 8.0, 0.0, 30.0);  // Setup an Ortho view
glMatrixMode(GL_MODELVIEW);  // Tell opengl that we are doing model matrix work. (drawing)
glLoadIdentity(); // Clear the model matrix
 
 
glColor3f(1.0, 1.0, 1.0);
if (shape == 0) Sprint(-3, -7 ,"Solid Cube");
if (shape == 1) Sprint(-3, -7 ,"Solid Cone");
if (shape == 2) Sprint(-3, -7 ,"Solid Sphere");
if (shape == 3) Sprint(-3, -7 ,"Solid Torus");
if (shape == 4) Sprint(-3, -7 ,"Solid Dodecahedron");
if (shape == 5) Sprint(-3, -7 ,"Solid Octahedron");
if (shape == 6) Sprint(-3, -7 ,"Solid Tetrahedron");
if (shape == 7) Sprint(-3, -7 ,"Solid Icosahedron");
if (shape == 8) Sprint(-3, -7 ,"Solid Teapot");
 
// Setup view, and print view state on screen
if (view_state == 1)
	{
    glColor3f( 1.0, 1.0, 1.0);
    Sprint(-2, 4, "Perspective view");
    glMatrixMode (GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60, 1, 1, 30);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    }else
	{
	glColor3f( 1.0, 1.0, 1.0);
    Sprint(-2, 4, "Ortho view");
    }
 
glColor3f( 0.0, 0.0, 1.0);  // Cube color
 
// Lighting on/off
if (light_state == 1)
	{
	glDisable(GL_LIGHTING);  // Turn off lighting
    glDisable(GL_COLOR_MATERIAL); // Turn off material, which needs lighting to work
    }else
	{
    glEnable(GL_LIGHTING); // Turn on lighting
    glEnable(GL_COLOR_MATERIAL); // Turn on material settings
    glColorMaterial(GL_FRONT, GL_AMBIENT);
    glColor4f(0.65, 0.65, 0.65, 0.4);
    glColorMaterial(GL_FRONT, GL_EMISSION);
    glColor4f(0.10, 0.10, 0.10, 0.0);
    glColorMaterial(GL_FRONT, GL_SPECULAR);
    glColor4f(0.5, 0.5, 0.5, 0.4);
    glColorMaterial(GL_FRONT, GL_DIFFUSE);
    glColor4f(0.85, 0.85, 0.85, 0.4);
    }
 
gluLookAt( 0, 0, 20, 0, 0, 0, 0, 1, 0);
 
//glRotatef( 45, 1.0, 1.0, 0.0); // rotate cube
glRotatef( spin++, 1.0, 1.0, 1.0); // spin cube
 
if (shape == 0) glutSolidCube(10); // Draw a cube
if (shape == 1) glutSolidCone(5,10, 16,16);  // Draw a Cone
if (shape == 2) glutSolidSphere(5, 16,16 );  // Draw a Sphere
if (shape == 3) glutSolidTorus( 2.5, 5, 16, 16);
if (shape == 4)
   {
	glScalef( 3.5, 3.5, 3.5);
	glutSolidDodecahedron();
   }
 
if (shape == 5)
   {
	glScalef( 5.0, 5.0, 5.0);
	glutSolidOctahedron();
   }
if (shape == 6)
   {
	glScalef( 5.0, 5.0, 5.0);
	glutSolidTetrahedron();
   }
 
if (shape == 7)
   {
	glScalef( 5.0, 5.0, 5.0);
	glutSolidIcosahedron();
   }
if (shape == 8) glutSolidTeapot( 5 );
 
glutSwapBuffers();
}
Exemplo n.º 13
0
void Inspector::display(void){
	glutSetWindow(this->winID);

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	glDisable(GL_LIGHTING);
	glEnable(GL_TEXTURE_2D);

	glBindTexture(GL_TEXTURE_2D, bgTexture);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0, 0.0); glVertex3f(-1, -1, -.9);
		glTexCoord2f(0.0, 1); glVertex3f(-1, 1, -.9);
		glTexCoord2f(1, 1); glVertex3f(1, 1, -.9);
		glTexCoord2f(1, 0.0); glVertex3f(1, -1, -.9);
	glEnd();

	glDisable(GL_TEXTURE_2D);
	glEnable(GL_LIGHTING);

	glScaled(transformations[6] / (GLfloat)ts.getBoardWidth(), transformations[7] / (GLfloat)ts.getBoardHeight(), transformations[8] / (GLfloat)ts.getBoardHeight());
	glTranslated(-(ts.getBoardWidth() / 2) + transformations[0], -ts.getBoardHeight() + transformations[1], transformations[2]);
	glRotated(transformations[5], 0, 0, 1);
	glRotated(transformations[4], 0, 1, 0);
	glRotated(transformations[3], 1, 0, 0);

	int* board = ts.getBoardState();
	float x = 0, y = ts.getBoardHeight();
	for (int h = 0; h < ts.getBoardHeight(); h++){
		for (int w = 0; w < ts.getBoardWidth(); w++){
			if (board[h*ts.getBoardWidth() + w]){
				//tpBase.draw(w,y-h,0);
				glPushMatrix();
				glTranslatef(w, y - h, 0);
				if (bObj){
					glScalef(.55, .55, .55);
					tpBase.draw();
				}
				else {
					glScalef(.35, .35, .35);
					glutSolidDodecahedron();
				}
				glPopMatrix();
			}
		}
	}

	//

	char k[5];
	sprintf_s(k, 5, "%i", ins.getScore());
	glutSetWindowTitle(k);
	glPopMatrix();

	glFlush();

	glutSetWindow(1);
	glutPostRedisplay();
}
Exemplo n.º 14
0
static void hugsprim_glutSolidDodecahedron_2(HugsStackPtr hugs_root)
{
    glutSolidDodecahedron();
    
    hugs->returnIO(hugs_root,0);
}
Exemplo n.º 15
0
void DisplayFunc(void)
{
 double xfactor=1.0, yfactor=1.0;
 double Eye =0.0;
 int i;

 if(ps.w < ps.h)
 {
  xfactor = 1.0;
  yfactor = ps.h/ps.w;
 }
 else if(ps.h < ps.w)
 {
  xfactor = ps.w/ps.h;
  yfactor = 1.0;
 }

 glClear(GL_COLOR_BUFFER_BIT);
 for(i=0;i<2;i++)
 {
  glEnable(GL_LIGHT0 + i);
  glClear(GL_DEPTH_BUFFER_BIT);
  if(i==0) /* left eye - RED */
  {
   Eye = ps.eye;
   glColorMask(GL_TRUE,GL_FALSE,GL_FALSE,GL_TRUE);
  }
  else /* if(i==1) right eye - BLUE */
  {
   Eye = -ps.eye;
   glColorMask(GL_FALSE,GL_FALSE,GL_TRUE,GL_TRUE);
  }

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(
   (-(ps.w/(2.0*PIXELS_PER_INCH))+Eye) *(ps.znear/ps.zscreen)*xfactor,
   (ps.w/(2.0*PIXELS_PER_INCH)+Eye)    *(ps.znear/ps.zscreen)*xfactor,
   -(ps.h/(2.0*PIXELS_PER_INCH))*(ps.znear/ps.zscreen)*yfactor,
   (ps.h/(2.0*PIXELS_PER_INCH))*(ps.znear/ps.zscreen)*yfactor,
   ps.znear, ps.zfar);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(Eye,0.0,0.0);
  glTranslated(0,0,-ps.zscreen);

  switch(ps.solidmode)
  {
  case 1:
   {
    glTranslated(cos(ps.RotationY*M_PI/180.0),
     0, -sin(ps.RotationY*M_PI/180.0) );
    glRotated(ps.RotationY, 0.0,0.1,0.0);
    glPushMatrix();
     glScalef(0.5,0.5,0.5);
     glutSolidDodecahedron();
    glPopMatrix();
    break;
   }
  case 2:
   {
    glTranslated(cos(ps.RotationY*M_PI/180.0),
     0, -sin(ps.RotationY*M_PI/180.0) );
    glRotated(ps.RotationY, 0.0,0.1,0.0);
    glutSolidIcosahedron();
    break;
   }
  case 3:
   {
    glRotated(60.0, 1 , 0, 0);
    glTranslated(cos(ps.RotationY*M_PI/180.0),
     0, -sin(ps.RotationY*M_PI/180.0) );
    glRotated(ps.RotationY, 0.0,0.1,0.0);
    glutSolidTeapot(1.0);
    break;
   }
  case 4:
   {
    double SunRadius = 0.2;
    double SunToEarth = 1.0;
    double EarthRadius = 0.15;

    glutSolidSphere(SunRadius, 20, 16);   /* draw sun */
    glRotated(60.0, 1 , 0, 0);
    glPushMatrix();
     glRotated(90.0, 1 , 0, 0);
     glutSolidTorus(0.01,SunToEarth, 10,50);
    glPopMatrix();
    glRotated(ps.RotationY, 0.0,0.1,0.0);
    glTranslatef (SunToEarth, 0.0, 0.0);
    glutSolidSphere(EarthRadius, 10, 8);    /* draw earth */
    break;
   }
  }
  glDisable(GL_LIGHT0 + i);
 }
 glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
 glutSwapBuffers();
}
Exemplo n.º 16
0
// DRAW
//-------------------------------------------------
void Object3D::Draw ()
{
	// daca nu este vizibil, nu-l desenam
	if(!Visible)
	return;

	glPushMatrix();

	// translatie
	glTranslatef( translation.x , translation.y , translation.z );

	// rotatie
	glRotatef( rotation.x , 1.0 , 0.0 , 0.0 );
	glRotatef( rotation.y , 0.0 , 1.0 , 0.0 );
	glRotatef( rotation.z , 0.0 , 0.0 , 1.0 );

	// scalare
	glScalef( scale.x , scale.y , scale.z);

	// setari de material :
	// daca nu este selectat
	if( !selected )
	{
		// culoare normala
		glColor3f(color.x,color.y,color.z);
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,(Vector4D(color.x,color.y,color.z,1)).Array());
	}
	else
	{
		// culoarea atunci cand obiectul este selectat
		glColor3f(SelectedColor.x, SelectedColor.y, SelectedColor.z);
		glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,(Vector4D(SelectedColor.x,SelectedColor.y,SelectedColor.z,1)).Array());
	}
	// culoare speculara, default
	glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,(Vector4D(0.1,0.1,0.1,1)).Array());

	//culoae emisiva
	if(emission==true)
		glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Vector4D(Vector4D(color.x,color.y,color.z,1)).Array());
	else
		glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Vector4D(0, 0, 0, 0).Array());


	// daca este wireframe
	if( Wireframe )
		switch( Type )
	{
		// cub wireframe
		case Cube :	glutWireCube(1.0); break;
		// sfera wireframe
		case Sphere : glutWireSphere(1.0, levelOfDetail, levelOfDetail); break;
		// ceainic wireframe
		case MyTeapot: glutWireTeapot(1); break;
		// lampa wireframe
		case MyLamp: glutWireCone(1.0,2.0,(int)levelOfDetail,(int)levelOfDetail); break;
		// inamic wireframe
		case MyEnemy: glutWireDodecahedron(); break;
		// extra inamic wireframe
		case ExtraEnemy: glutWireTetrahedron(); break;
		// orice alt obiect, specificat de programator
		case Custom : customDraw();
	}
	// daca nu este wireframe
	else
		switch( Type )
	{
		// cub solid
		case Cube :	glutSolidCube(1.0); break;
		// sfera solida
		case Sphere : glutSolidSphere(1.0, levelOfDetail, levelOfDetail); break;
		// ceainic solid
		case MyTeapot: glutSolidTeapot(1); break;
		// lampa solida
		case MyLamp: glutSolidCone(1.0,2.0,(int)levelOfDetail,(int)levelOfDetail); break;
		// inamic solid
		case MyEnemy: glutSolidDodecahedron();
		// extra inamic solid
		case ExtraEnemy: glutSolidTetrahedron(); break;
		// orice alt obiect, specificat de programator
		case Custom : customDraw();
	}

	glPopMatrix();
}
Exemplo n.º 17
0
void PointSourceLight::drawPost() {

	glPushMatrix();
		glTranslatef(_position->getX(), _position->getY(), _position->getZ()-1.5);
		glScalef(0.5, 0.5, 0.5);
	
		glPushMatrix();

			glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, getMaterial()->getAmbient());
			glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, getMaterial()->getDiffuse());
			glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, getMaterial()->getSpecular());
			glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, getMaterial()->getShine());
			
			glColor3f(219/255.0, 232/255.0, 181/255.0);
			glTranslatef(0, 0, 1);
			glutSolidDodecahedron();
			/*glBegin(GL_POLYGON);
				GLUquadricObj *obj = gluNewQuadric();
				gluCylinder(obj, 1, 1, 3, 20, 20);
			glEnd();*/


		glPopMatrix();

		glPushMatrix();
			glTranslatef(0, 0, 2.5);
			glLineWidth(1);
			glColor3f(0, 0, 0);
				glBegin(GL_LINES);
				glVertex3f(0, 0, 0);
				glVertex3f(0, 0, 1);
			glEnd();
		glPopMatrix();

		glPushMatrix();

			GLfloat amb[] = { 1.0f,0.25f,0.0f,1.0f };
			GLfloat diff[] = { 0.62f,0.44f,0.2f,1.0f };
			GLfloat spec[] = { 1.0f,0.7f,0.7f,1.0f };
			GLfloat shine = 128.0f;
			GLfloat emission[] = { 1.0, 0.25f, 0.0, 1.0 };

			glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
			glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
			glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
			glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);
			if (getState())
				glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission);

			glTranslatef(0, 0, 4);
			glScalef(0.25, 0.25, 0.75);
			glColor3f(255, 64 / 255.0, 0);
			glutSolidSphere(1, 10, 10);
		glPopMatrix();

	glPopMatrix();

	GLfloat default[] = { 0, 0, 0, 1.0 };
	glMaterialfv(GL_FRONT, GL_EMISSION, default);

}

void PointSourceLight::setMaterial(Material* material) {
	_material = material;
}

Material* PointSourceLight::getMaterial() {
	return _material;
}
Exemplo n.º 18
0
void SpaceShip::render ()
{
	// Predicted Route
	glColor4f(1.0, 0.0, 0.0, 1.0);
	SimpleColor(1, 0, 0, 1).setEmission();
	glLineWidth(1.0f);
	glBegin(GL_LINE_STRIP);
	{
		for (auto v : m_predicted_route)
			v.vertex();
	}
	glEnd();
	SimpleColor(0, 0, 0, 1).setEmission(); // reset emission

	// Navigator
	m_navigator->renderPath(m_quat);

	glColor4f(1.0, 1.0, 1.0, 1.0);
	glm::mat4 dirmat = glm::toMat4(m_quat);
	glMultMatrixf(glm::value_ptr(dirmat));

	glRotated(180, 0, 1, 0);

	game->getCamera()->getShaderManager()->requestShader("spaceship");

	// Main body:
	SimpleVec3d p1(-SPACESHIP_X, -SPACESHIP_Y, -SPACESHIP_Z);
	SimpleVec3d p2( SPACESHIP_X,  SPACESHIP_Y,  SPACESHIP_Z);
	makeCuboid(p1, p2, 3, 3, 3);

	// Backside
	glPushMatrix();
	{
		glTranslatef(-SPACESHIP_X, 0, -SPACESHIP_Z);
		glutSolidSphere(SPACESHIP_Y, DETAIL, DETAIL);
	}
	glPopMatrix();

	glPushMatrix();
	{
		glTranslatef(SPACESHIP_X, 0, -SPACESHIP_Z);
		glutSolidSphere(SPACESHIP_Y, DETAIL, DETAIL);
	}
	glPopMatrix();


	// Left / Right
	glPushMatrix();
	{
		glTranslatef(SPACESHIP_X, 0, -SPACESHIP_Z);
		makeCylinder(SPACESHIP_Y, SPACESHIP_Z*2, DETAIL);
	}
	glPopMatrix();

	glPushMatrix();
	{
		glTranslatef(-SPACESHIP_X, 0, -SPACESHIP_Z);
		makeCylinder(SPACESHIP_Y, SPACESHIP_Z*2, DETAIL);
	}
	glPopMatrix();


	// Front
	glPushMatrix();
	{
		glColor4f(0, 0.1, 0.4, 0.5);
		glTranslatef(-SPACESHIP_X, 0, SPACESHIP_Z);
		glRotatef(90, 0, 1, 0);
		GLUquadric* qobj = gluNewQuadric();
		gluQuadricNormals(qobj, GLU_SMOOTH);
		gluCylinder(qobj, SPACESHIP_Y, SPACESHIP_Y, (SPACESHIP_X*2), DETAIL, DETAIL);
	}
	glPopMatrix();

	glPushMatrix();
	{
		glColor4f(0, 0.1, 0.4, 0.5);
		glTranslatef(-SPACESHIP_X, 0, SPACESHIP_Z);
		glutSolidSphere(SPACESHIP_Y, DETAIL, DETAIL);
	}
	glPopMatrix();

	glPushMatrix();
	{
		glColor4f(0, 0.1, 0.4, 0.5);
		glTranslatef(SPACESHIP_X, 0, SPACESHIP_Z);
		glutSolidSphere(SPACESHIP_Y, 100, 100);
	}
	glPopMatrix();

	// Cockpit
	glPushMatrix();
	{
		glColor4f(0, 0.1, 0.4, 0.5);
		glScalef(SPACESHIP_Y, SPACESHIP_Y, SPACESHIP_Y);
		glutSolidDodecahedron();
	}
	glPopMatrix();
}
Exemplo n.º 19
0
// Called to draw scene
void RenderScene(void)
	{
	// Clear the window
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    // Save matrix state and do the rotation
	glPushMatrix();
	glRotatef(xRot, 1.0f, 0.0f, 0.0f);
	glRotatef(yRot, 0.0f, 1.0f, 0.0f);

    switch(iShape)
        {
        case 1:
            glutWireSphere(1.0f, 25, 25);
            break;

        case 2:
            glutWireCube(1.0f);
            break;

        case 3:
            glutWireCone(0.30f, 1.1f, 20, 20);
            break;

        case 4:
            glutWireTorus(0.3f, 1.0f, 10, 25);
            break;

        case 5:
            glutWireDodecahedron();
            break;

        case 6:
            glutWireOctahedron();
            break;

        case 7:
            glutWireTetrahedron();
            break;

        case 8:
            glutWireIcosahedron();
            break;

        case 9:
            glutWireTeapot(1.0f);
            break;

        case 11:
            glutSolidSphere(1.0f, 25, 25);
            break;

        case 12:
            glutSolidCube(1.0f);
            break;

        case 13:
            glutSolidCone(0.30, 1.1f, 20, 20);
            break;
    
        case 14:
            glutSolidTorus(0.3f, 1.0f, 10, 25);
            break;

        case 15:
            glutSolidDodecahedron();
            break;

        case 16:
            glutSolidOctahedron();
            break;

        case 17:
            glutSolidTetrahedron();
            break;

        case 18:
            glutSolidIcosahedron();
            break;

        default:
            glutSolidTeapot(1.0f);
            break;
        }


	// Restore transformations
	glPopMatrix();

	// Flush drawing commands
	glutSwapBuffers();
	}
Exemplo n.º 20
0
/*
		Desenare satelit
*/
int Satellite::drawSatellite(){

	
	glNormal3f(0,1,0);
	glTranslatef(posx, posy, posz);
	
	//daca nu e de tip power up
	if(bonus == false)
	{
	//daca nu explodeaza deseneaza cu culoarea obisnuita 
	if(explodes == false  )
	{
		
	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,color);
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
	
	
	}
	//daca explodeaza se folosesc culorile pt explozie
	if(explodes == true)
	{
	
	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient4f1.Array());
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse4f1.Array());
	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular4f1.Array());
	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess1);
	}
	//scalare 
	glScalef(Size-1, Size-1, Size-1);
	//rotire in jurul axelor ox si oz
	glRotatef(spin, 0, spin/2.0,0);	
	//setare tipa asteroid => icoshaedron/dodecahedron
	if(type == ICOS)glutSolidIcosahedron();
	else glutSolidDodecahedron();
	//desenare inele satelit
	glRotatef(90,1,0,0);
	glRotatef(spin, 0, spin/2.0,0);	
		glutSolidTorus(0.05,2.2,20,20);
		glutSolidTorus(0.05,2,20,20);
		glutSolidTorus(0.05,1.8,20,20);
	}
	//satelit bonus; acelasi mod de desenare ca la satelitii normali
	if(bonus == true)
	{
		
		
		if(explodes == false)
		{
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,Vector4D(1,0,0,1).Array());
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vector4D(1,0,0,1).Array());
		glScalef(Size, Size, Size);
		glutSolidSphere(0.9,20,20);
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,Vector4D(0,0,1,1).Array());
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vector4D(0,0,1,1).Array());
		
		glRotatef(90,1,0,0);
		glRotatef(spin, 0, spin/2.0,0);	
		glutSolidTorus(0.05,1.7,20,20);
		glutSolidTorus(0.05,1.4,20,20);
		glutSolidTorus(0.05,1.1,20,20);
		
		}
		if(explodes == true)
	{
	
	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient4f1.Array());
	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse4f1.Array());
	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular4f1.Array());
	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess1);
	glScalef(Size, Size, Size);
		glutSolidSphere(0.9,20,20);
		
		glRotatef(90,1,0,0);
		glRotatef(spin, 0, spin/2.0,0);
		glutSolidTorus(0.05,1.7,20,20);
		glutSolidTorus(0.05,1.4,20,20);
		glutSolidTorus(0.05,1.1,20,20);
		
	}
	
	}
	time += 0.01;
	//daca are loc explozia atunci nu se mai deplaseaza
	if(explodes == false)
	{
	posx += (v0 * time) * dx/7.0;
	posy += (v0 * time) * dy/7.0;
	posz += (v0 * time ) * dz/7.0;
	}
	//daca satelitul debaseste spatiul de joc se reseteaza parametri
	if(posx < 0 || posx > box ||
		posy < 0 || posy > box ||
		 posz > box){
			destroy();
			
			return 1;
	}
	if(explosion != NULL && explodes)
	{
		// daca satelitul explodeaza randeaza lumina pt explozie + efectul de fade out
		
		explosion->Renderexplight();
		if(counter < 100)
		{
				
			
		explosion->SetAttenuation(explosion->getAttenuation()-0.1);
		}
		else
			if(counter < 200)
		{
			
			explosion->SetAttenuation(explosion->getAttenuation()+0.05);
		}
		else
		 if(counter<300)
				{
					ambient4f1.a-=FADE;
					diffuse4f1.a-=FADE;
					specular4f1.a-=FADE;
					
				}
		if(counter<300)
		{
		counter++;

		}
		else 
			{
				explosion->Disable();
				explodes = false;
				delete explosion;

		explosion = NULL;
		destroy();
		counter=0;
		}
	}
	if(spin>360)spin =0;
	else spin+=0.5f;
	return 0;
}
Exemplo n.º 21
0
/** SolidDodecahedron () -> None
 */
static int glut_solid_dodecahedron(lua_State *L) {
  glutSolidDodecahedron();
}
Exemplo n.º 22
0
//-------------------------------------------------------------------------
//  Draws our object.
//-------------------------------------------------------------------------
void drawObject ()
{
    //  Draw the object only if the Draw check box is selected
    if (draw)
    {
        //  Push the current matrix into the model view stack
        glPushMatrix ();

        //  Apply the translation
        glTranslatef (translate_xy[0], translate_xy[1], -translate_z);

        //  Apply the rotation matrix
        glMultMatrixf (rotation_matrix);

        //  Apply the scaling
        glScalef (scale, scale, scale);

        //  Get the id of the selected object
        int selected_object = (radiogroup_item_id * 2) + 1 - wireframe;

        switch (selected_object)
        {
            //  draw glut wire cube
            case GLUT_WIRE_CUBE:
                
                glutWireCube (0.5);

                break;
            //  draw glut solid cube
            case GLUT_SOLID_CUBE:
                
                glutSolidCube (0.5);

                break;
            //  draw glut wire sphere
            case GLUT_WIRE_SPHERE:

                glutWireSphere (0.5, 50, 50);

                break;
            //  draw glut solid sphere
            case GLUT_SOLID_SPHERE:

                glutSolidSphere (0.5, 50, 50);

                break;
            //  draw glut wire Cone
            case GLUT_WIRE_CONE:

                glutWireCone (0.5, 0.5, 50, 50);

                break;
            //  draw glut solid cone
            case GLUT_SOLID_CONE:

                glutSolidCone (0.5, 0.5, 50, 50);

                break;
            //  draw glut wire Torus
            case GLUT_WIRE_TORUS:
                
                glutWireTorus (0.15, 0.25, 20, 20);

                break;
            ///  draw glut solid Torus
            case GLUT_SOLID_TORUS:

                glutSolidTorus (0.15, 0.25, 20, 20);

                break;
            //  draw a wire dodecahedron.. The reason why I'm dividing
            //  by 2 * radical (3) when I'm scaling it because I want to fit
            //  the dodecahedron which is centered at the modeling 
            //    coordinates origin with a radius of radical (3).
            case GLUT_WIRE_DODECAHEDRON:
                
                glScalef (1 / sqrt (12), 1 / sqrt (12), 1 / sqrt (12));
                glutWireDodecahedron ();

                break;
            //  draw a solid dodecahedron
            case GLUT_SOLID_DODECAHEDRON:
                glScalef (1 / sqrt (12), 1 / sqrt (12), 1 / sqrt (12));
                glutSolidDodecahedron ();

                break;
            //  draw a wire octahedron.. The reason why I'm dividing
            //  by 2 when I'm scaling is because I want to fit
            //  the octahedron which is centered at the modeling 
            //    coordinates origin with a radius of 1.
            case GLUT_WIRE_OCTAHEDRON:
                
                glScalef (0.5, 0.5, 0.5);
                glutWireOctahedron ();

                break;
            //  draw a solid tetrahedron
            case GLUT_SOLID_OCTAHEDRON:
                glScalef (0.5, 0.5, 0.5);
                glutSolidOctahedron ();

                break;
            //  draw a wire tetrahedron.. 
            case GLUT_WIRE_TETRAHEDRON:
                
                glScalef (1 / sqrt(6), 1 / sqrt(6), 1 / sqrt(6));
                glutWireTetrahedron ();

                break;
            //  draw a solid tetrahedron
            case GLUT_SOLID_TETRAHEDRON:
                glScalef (1 / sqrt(6), 1 / sqrt(6), 1 / sqrt(6));
                glutSolidTetrahedron ();

                break;
            //  draw a wire icosahedron.. The reason why I'm dividing
            //  by 2 when I'm scaling is because I want to fit
            //  the icosahedron which is centered at the modeling 
            //    coordinates origin with a radius of 1.
            case GLUT_WIRE_ICOSAHEDRON:
                
                glScalef (0.5, 0.5, 0.5);
                glutWireIcosahedron ();

                break;
            //  draw a solid icosahedron
            case GLUT_SOLID_ICOSAHEDRON:
                glScalef (0.5, 0.5, 0.5);
                glutSolidIcosahedron ();

                break;
            //  draw Wire Teapot
            case GLUT_WIRE_TEAPOT:
                
                glutWireTeapot (0.5);

                break;
            //  draw a solid Teapot
            case GLUT_SOLID_TEAPOT:

                glutSolidTeapot (0.5);

                break;
            //  Do Nothing
            default:
                break;
        }

        //  Pop our matrix from the model view stack after we finish drawing
        glPopMatrix ();
    }
}
Exemplo n.º 23
0
static void drawSolidDodecahedron(void)        { glutSolidDodecahedron ();                       }
Exemplo n.º 24
0
/*
 * Class:     gruenewa_opengl_GLUT__
 * Method:    glutSolidDodecahedron
 * Signature: ()V
 */
JNIEXPORT void JNICALL Java_gruenewa_opengl_GLUT_00024_glutSolidDodecahedron
  (JNIEnv * jenv, jobject jobj) {
   glutSolidDodecahedron(); 
}
Exemplo n.º 25
0
//显示回调函数
void renderScreen(void){
	//将窗口颜色清理为黑色
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	//将模板缓冲区值全部清理为1
	glClearStencil(1);
	//使能模板缓冲区
	glEnable(GL_STENCIL_TEST);
	//把整个窗口清理为当前清理颜色:黑色。清除深度缓冲区、模板缓冲区
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	//将当前Matrix状态入栈
	glPushMatrix();
	//坐标系绕x轴旋转xRotAngle
	glRotatef(xRotAngle, 1.0f, 0.0f, 0.0f);
	//坐标系绕y轴旋转yRotAngle
	glRotatef(yRotAngle, 0.0f, 1.0f, 0.0f);
	//进行平滑处理 
	glEnable(GL_POINT_SMOOTH);
	glHint(GL_POINT_SMOOTH, GL_NICEST);
	glEnable(GL_LINE_SMOOTH);
	glHint(GL_LINE_SMOOTH, GL_NICEST);
	glEnable(GL_POLYGON_SMOOTH);
	glHint(GL_POLYGON_SMOOTH, GL_NICEST);

	//白色绘制坐标系
	glColor3f(1.0f, 1.0f, 1.0f);
	glBegin(GL_LINES);
	glVertex3f(-9.0f, 0.0f, 0.0f);
	glVertex3f(9.0f, 0.0f, 0.0f);
	glVertex3f(0.0f, -9.0f, 0.0f);
	glVertex3f(0.0f, 9.0f, 0.0f);
	glVertex3f(0.0f, 0.0f, -9.0f);
	glVertex3f(0.0f, 0.0f, 9.0f);
	glEnd();

	glPushMatrix();
	glTranslatef(9.0f, 0.0f, 0.0f);
	glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
	glutSolidCone(0.3, 0.6, 10, 10);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(0.0f, 9.0f, 0.0f);
	glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
	glutSolidCone(0.3, 0.6, 10, 10);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(0.0f, 0.0f, 9.0f);
	glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
	glutSolidCone(0.3, 0.6, 10, 10);
	glPopMatrix();

	//设置绘画颜色为金色
	glColor3f(0.0f, 1.0f, 0.0f);
	switch (iModel){
		//球
	case SPHERE:
		if (bWire){
			glutWireSphere(8.0f, 20, 20);
		}
		else{
			glutSolidSphere(8.0f, 20, 20);
		}
		break;
		//锥体
	case CONE:
		if (bWire){
			glutWireCone(4.0f, 8.0f, 20, 20);
		}
		else{
			glutSolidCone(4.0f, 8.0f, 20, 20);
		}
		break;
		//立体
	case CUBE:
		if (bWire){
			glutWireCube(8.0f);
		}
		else{
			glutSolidCube(8.0f);
		}
		break;
		//甜圈
	case TORUS:
		if (bWire){
			glutWireTorus(3.0f, 6.0f, 20, 20);
		}
		else{
			glutSolidTorus(3.0f, 6.0f, 20, 20);
		}
		break;
		//十六面体,默认半径1.0
	case DODECAHEDRON:
		glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
		if (bWire){
			glutWireDodecahedron();
		}
		else{
			glutSolidDodecahedron();
		}
		break;
		//茶壶
	case TEAPOT:
		if (bWire){
			glutWireTeapot(8.0f);
		}
		else{
			glutSolidTeapot(8.0f);
		}
		break;
		//八面体,默认半径1.0
	case OCTAHEDRON:
		glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
		if (bWire){
			glutWireOctahedron();
		}
		else{
			glutSolidOctahedron();
		}
		break;
		//四面体,默认半径1.0
	case TETRAHEDRON:
		glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
		if (bWire){
			glutWireTetrahedron();
		}
		else{
			glutSolidTetrahedron();
		}
		break;
		//二十面体,默认半径1.0
	case ICOSAHEDRON:
		glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
		if (bWire){
			glutWireIcosahedron();
		}
		else{
			glutSolidIcosahedron();
		}
		break;
	default:
		break;
	}

	//恢复压入栈的Matrix
	glPopMatrix();
	//交换两个缓冲区的指针
	glutSwapBuffers();
}
Exemplo n.º 26
0
static void
Redisplay(void)
{
   static const GLfloat px[3] = { 1.2, 0, 0};
   static const GLfloat nx[3] = {-1.2, 0, 0};

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

   glPushMatrix();
   glRotatef(Xrot, 1.0f, 0.0f, 0.0f);
   glRotatef(Yrot, 0.0f, 1.0f, 0.0f);

   glEnable(GL_LIGHTING);

   glPushMatrix();
   glScalef(0.5, 0.5, 0.5);
   glutSolidDodecahedron();
   glPopMatrix();

   glDisable(GL_LIGHTING);

   glColor3f(0, 1, 0);
   glBegin(GL_LINES);
   glVertex3f(-1, 0, 0);
   glVertex3f( 1, 0, 0);
   glEnd();

   glColor3f(1, 1, 0);

   if (Bitmap) {
      glRasterPos3fv(px);
      BitmapText("+X");
      glRasterPos3fv(nx);
      BitmapText("-X");
   }
   else {
      glUseProgram(Program);

      /* vertex positions (deltas) depend on texture size and window size */
      if (uScale != -1) {
         glUniform2f(uScale,
                          2.0 * TEX_WIDTH / WinWidth,
                          2.0 * TEX_HEIGHT / WinHeight);
      }

      /* draw +X */
      glBindTexture(GL_TEXTURE_2D, Textures[0]);
      glBegin(GL_QUADS);
      glTexCoord2f(0, 0);  glVertex3fv(px);
      glTexCoord2f(1, 0);  glVertex3fv(px);
      glTexCoord2f(1, 1);  glVertex3fv(px);
      glTexCoord2f(0, 1);  glVertex3fv(px);
      glEnd();

      /* draw -X */
      glBindTexture(GL_TEXTURE_2D, Textures[1]);
      glBegin(GL_QUADS);
      glTexCoord2f(0, 0);  glVertex3fv(nx);
      glTexCoord2f(1, 0);  glVertex3fv(nx);
      glTexCoord2f(1, 1);  glVertex3fv(nx);
      glTexCoord2f(0, 1);  glVertex3fv(nx);
      glEnd();

      glUseProgram(0);
   }

   glPopMatrix();

   glutSwapBuffers();
}