void Draw3D() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 70, W/(double)H, 0.01, 10000 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ReinitCamera(); glMatrixMode(GL_PROJECTION); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glBindTexture(GL_TEXTURE_2D,texture1); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,texturedata.ptr()); glPointSize(3); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); for(int i = 0; i<1000; i++) glVertex3f(points[i][0], points[i][1], points[i][2]); glEnd(); glColor3f(1.0,1.0,1.0); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-128,-128,128); glTexCoord2f(1,0); glVertex3f(128,-128,128); glTexCoord2f(1,1); glVertex3f(128,128,128); glTexCoord2f(0,1); glVertex3f(-128,128,128); glEnd(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-128,-128,-128); glTexCoord2f(1,0); glVertex3f(128,-128,-128); glTexCoord2f(1,1); glVertex3f(128,128,-128); glTexCoord2f(0,1); glVertex3f(-128,128,-128); glEnd(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(128,-128,-128); glTexCoord2f(1,0); glVertex3f(128,-128,128); glTexCoord2f(1,1); glVertex3f(128,128,128); glTexCoord2f(0,1); glVertex3f(128,128,-128); glEnd(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-128,-128,-128); glTexCoord2f(1,0); glVertex3f(-128,-128,128); glTexCoord2f(1,1); glVertex3f(-128,128,128); glTexCoord2f(0,1); glVertex3f(-128,128,-128); glEnd(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-128,-128,128); glTexCoord2f(1,0); glVertex3f(128,-128,128); glTexCoord2f(1,1); glVertex3f(128,-128,-128); glTexCoord2f(0,1); glVertex3f(-128,-128,-128); glEnd(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-128,128,128); glTexCoord2f(1,0); glVertex3f(128,128,128); glTexCoord2f(1,1); glVertex3f(128,128,-128); glTexCoord2f(0,1); glVertex3f(-128,128,-128); glEnd(); }
void ReSizeGLScene(int Width, int Height) { glViewport(0,0,Width,Height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if( CurrMode == M_2D ) glOrtho(0,W,H,0,0,1); if( CurrMode == M_3D ) gluPerspective( 70, W/(double)H, 0.1, 1000 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ReinitCamera(); W = Width; H = Height; }
void Viewer::InitCamera() { m_pCamera = new Camera(ORTHO); m_pWorldManager->SetCameraPointer(m_pCamera); m_pWorldManager->m_eCameraType = ORTHO; m_fUpright[0] = 0.0f; m_fUpright[1] = 0.0f; m_fUpright[2] = -1.0f; m_fAim[0] = 5.0f; m_fAim[1] = -1.0f; m_fAim[2] = 35.0f; m_fEye[0] = 5.0f; m_fEye[1] = 12.0f; m_fEye[2] = 35.0f; ReinitCamera(ORTHO, -6.0f, 17.0f, 13.0f, 36.0f, 1.0f, 1000.0f); }