static void CALLBACK Paint(void) { glViewport(0,0,windW,windH); glDisable(GL_SCISSOR_TEST); glPushAttrib(GL_COLOR_BUFFER_BIT); glColorMask(1,1,1,1); glIndexMask((GLuint)~0); glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT); glPopAttrib(); if(mode1)glShadeModel(GL_SMOOTH); else glShadeModel(GL_FLAT); if(mode2)glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); else glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); Viewport(0,0); Point(); Viewport(0,1); Lines(); Viewport(0,2); LineStrip(); Viewport(0,3); LineLoop(); Viewport(1,0); Bitmap(); Viewport(1,1); TriangleFan(); Viewport(1,2); Triangles(); Viewport(1,3); TriangleStrip(); Viewport(2,0); Rect(); Viewport(2,1); xPolygon(); Viewport(2,2); Quads(); Viewport(2,3); QuadStrip(); glFlush(); if(doubleBuffer)auxSwapBuffers(); }
void CALLBACK Paint(void) { int jitter; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); if(!viewport[3])return; glClear(GL_ACCUM_BUFFER_BIT); for(jitter=0;jitter<8;jitter++) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); accPerspective(45.0,(GLdouble)viewport[2]/(GLdouble)viewport[3], 1.0,15.0,0.0,0.0,0.33*j8[jitter].x,0.33*j8[jitter].y,5.0); renderTeapot(-1.1,-0.5,-4.5,0.1745,0.01175,0.01175, 0.61424,0.04136,0.04136,0.727811,0.626959,0.626959,0.6); renderTeapot(-0.5,-0.5,-5.0,0.24725,0.1995,0.0745, 0.75164,0.60648,0.22648,0.628281,0.555802,0.366065,0.4); renderTeapot(0.2,-0.5,-5.5,0.19225,0.19225,0.19225, 0.50754,0.50754,0.50754,0.508273,0.508273,0.508273,0.4); renderTeapot(1.0,-0.5,-6.0,0.0215,0.1745,0.0215, 0.07568,0.61424,0.07568,0.633,0.727811,0.633,0.6); renderTeapot(1.8,-0.5,-6.5,0.0,0.1,0.06,0.0,0.50980392, 0.50980392,0.50196078,0.50196078,0.50196078,0.25); glAccum(GL_ACCUM,0.125); glFlush(); auxSwapBuffers(); } glAccum(GL_RETURN,1.0); glFlush(); auxSwapBuffers(); }
GLvoid CALLBACK draw(void) { static int r=0; glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glPushMatrix(); glRotated((double)r,0.0,1.0,0.0); cube(); glPushMatrix(); glTranslated(1.0,1.0,1.0); cube(); glPopMatrix(); glPopMatrix(); glDisable(GL_LIGHT0); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); auxSwapBuffers(); if(++r>=360) r=0; }
void CALLBACK display(void) { int c; glLineWidth(psize); glPointSize(psize); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glShadeModel(GL_SMOOTH); glPushMatrix (); glMultMatrixf(roma); if (glmode==0) glBegin (GL_POINTS); else if (glmode==1) glBegin (GL_LINE_STRIP); else if (glmode==2) glBegin (GL_LINES); /*else if (glmode==3) glBegin (GL_TRIANGLES); else if (glmode==4) glBegin (GL_TRIANGLE_STRIP); else if (glmode==5) glBegin (GL_QUADS); else if (glmode==6) glBegin (GL_QUAD_STRIP); else if (glmode==7) glBegin (GL_POLYGON);*/ else {glBegin (GL_POINTS); glmode=0;} bondmat[0]=0.5; bondmat[1]=1-p(0,3); bondmat[2]=p(0,3); // glMaterialfv(GL_FRONT, GL_DIFFUSE, bondmat); glMaterialfv(GL_FRONT, GL_AMBIENT, bondmat); glMaterialfv(GL_FRONT, GL_DIFFUSE, bondmat); glMaterialfv(GL_FRONT, GL_SPECULAR, bondmat); glMaterialf (GL_FRONT, GL_SHININESS, 51.2); if (glmode==7){ glNormal3f (mx,my,mz); glVertex3f (mx,my,mz); } else { glNormal3f (p(0,0)+mx,p(0,1)+my,p(0,2)+mz); glVertex3f (p(0,0)+mx,p(0,1)+my,p(0,2)+mz); } glMaterialf (GL_FRONT, GL_SHININESS, 51.2); for (c=1;c<pixcount;c++) { bondmat[0]=0.8*4; bondmat[1]=(1-p(c,3))*4; bondmat[2]=p(c,3)*4; glMaterialfv(GL_FRONT, GL_AMBIENT, bondmat); glMaterialfv(GL_FRONT, GL_DIFFUSE, bondmat); glMaterialfv(GL_FRONT, GL_SPECULAR, bondmat); // glNormal3f (p(c,0)+mx-(p(c-1,0)+p(c+1,0))/2, p(c,1)+mx-(p(c-1,1)+p(c+1,1))/2, p(c,2)+mx-(p(c-1,2)+p(c+1,2))/2 ); glVertex3f (p(c,0)+mx,p(c,1)+my,p(c,2)+mz); // glNormal3f (p(c,0)+mx,p(c,1)+my,p(c,2)+mz); } glEnd (); glPopMatrix (); glFlush(); auxSwapBuffers(); }
void CALLBACK display(void) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); while (spendTime < 1000 / fps) { long time = GetTickCount(); spendTime += time - lastTime; Program::Instance()->Update(time - lastTime); lastTime = time; } Program::Instance()->Draw(spendTime); spendTime = 0; auxSwapBuffers(); }
extern "C" void CALLBACK DisplayFunc(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); if(png.wid>0 && png.hei>0 && png.rgba!=NULL) { if(png.hei<=winHei) { glRasterPos2i(1,png.hei-1); } else { glRasterPos2i(1,winHei-1); } glDrawPixels(png.wid,png.hei,GL_RGBA,GL_UNSIGNED_BYTE,png.rgba); auxSwapBuffers(); } }
void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glDisable(GL_LIGHTING); glColor3f (1, 1, 1); for(int j=0;j<8;j++) { glBegin(GL_LINE_LOOP); for (int i = 0; i < 360; i++) { glVertex3f(cos(i*3.14/180)*r1[j] , 0, sin(i*3.14/180)*r1[j]); } glEnd(); } glEnable(GL_LIGHTING); glPushMatrix(); auxSolidSphere(0.9); glPopMatrix(); glEnable(GL_TEXTURE_2D); for(int i=0;i<8;i++) { glPushMatrix(); glRotatef(year[i],0,1,0); glTranslatef( r1[i] ,0,0); glRotatef(day[i],0,1,0); glBindTexture(GL_TEXTURE_2D, texture_id[i]); { GLUquadricObj* p = gluNewQuadric(); gluQuadricTexture (p, GL_TRUE); gluSphere(p, r2[i], 16, 16); gluDeleteQuadric(p); } glPopMatrix(); } glDisable(GL_TEXTURE_2D); glFlush(); auxSwapBuffers(); }
///////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////Main Render Function//////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// void CALLBACK oGl_Render(void) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPushMatrix(); //Mouse movement! glRotated(alpha, 0,1,0); glRotated(beta, -1,0,0); //DrawPrimitivs(); Stakan(); //Large Teapot //glColor3d(1,0,1); //auxWireTeapot(2); glPopMatrix(); auxSwapBuffers(); }
void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPushMatrix(); glRotated(alpha, 0, 1, 0); glRotated(beta, -1, 0, 0); getnewXY(); snowman(); glPopMatrix(); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); auxSwapBuffers(); }
void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(spin, 0.0, 0.0, 1.0); glColor3f(1.0, 0.0, 1.0); glRectf(-25.0, -25.0, 25.0, 25.0); glColor3f(0.0, 0.0, 1.0); bool on = false; for (int i = 0; i <= 150;i++) { if (on){ glColor3f(0.0, 1.0, 1.0); on = false; } else { glColor3f(1.0, 1.0, 0.0); on = true; } glRectf(30.0+(i*10), 30.0, 40.0+(i*10), 40.0); } for (int i = 151; i <= 250; i++) { if (on){ glColor3f(1.0, 0.0, 1.0); on = false; } else { glColor3f(1.0, 1.0, 0.5); on = true; } glRectf(30.0 + (i * 10), 30.0, 40.0 + (i * 10), 40.0); } glPopMatrix(); glFlush(); auxSwapBuffers(); }
GLvoid CALLBACK draw(void) { int i,j; static int r=0; glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(3.0,4.0,5.0,0.0,0.0,0.0,0.0,1.0,0.0); glRotated((double)r,0.0,1.0,0.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,shininess); glBegin(GL_QUADS); for(i=0;i<6;i++){ glNormal3dv(normal[i]); for(j=0;j<4;j++){ glVertex3dv(vertex[face[i][j]]); } } glEnd(); glDisable(GL_LIGHT0); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); auxSwapBuffers(); if(++r>=360) r=0; }
static void CALLBACK Paint(void) { glDisable(GL_SCISSOR_TEST); glClearColor(1.0,1.0,1.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); AUX_SETCOLOR(windType,AUX_BLACK); if(antialiasing) { glBlendFunc(GL_SRC_ALPHA,GL_ZERO); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); } if(depthTesting) glEnable(GL_DEPTH_TEST); if(fogging) { glEnable(GL_FOG); glHint(GL_FOG_HINT,(niceFogging)?GL_NICEST:GL_FASTEST); } if(lighting) { static GLfloat ambient[4]={1,0.5,0.5,0}; glEnable(GL_NORMALIZE); glNormal3f(1.0,1.0,1.0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); } (shading)?glShadeModel(GL_SMOOTH):glShadeModel(GL_FLAT); if(texturing) { static GLfloat modulate[1]={GL_DECAL}; static GLfloat clamp[1]={GL_CLAMP}; static GLfloat linear[1]={GL_LINEAR}; glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,3,2,2,0,GL_RGB ,GL_UNSIGNED_BYTE,(GLvoid*)texture); glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,modulate); glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,clamp); glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,clamp); glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,linear); glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,linear); glEnable(GL_TEXTURE_2D); } Viewport(0,0); Points(); Viewport(0,1); Lines(); Viewport(0,2); Triangles(); Viewport(0,3); Rects(); glFlush(); if(doubleBuffer) auxSwapBuffers(); }
CEE3DINPROC_API void _stdcall CeE3DSwapBuffers() { auxSwapBuffers(); }
int DrawGLScene(GLvoid) { int i, j; GLUquadricObj *quadObj; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); cleanObject(); for (i = 0; i < VERTICAL_LINE + 2; i++) { for (j = 0; j < HORIZONTAL_LINE + 2; j++) { if (background[i][j] != 0) { cleanObject(); glTranslatef((j*-1) + 5.5, (i*-1) + 1, 20); glScalef(1, 1, 1); glColor4f(0.16, 0.16, 0.16, 1.0f); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glutSolidCube(1); } } } for (i = 0; i < HORIZONTAL_LINE; i++) { for (j = 0; j < VERTICAL_LINE; j++) { if (g_iStok[i][j] > 30) { drawBlockStationary((i*-1) + 4.5, (j*-1), 1.0, 3.0, 0.2); } } } for (int i = 0; i < MAX_MEN; i++) { if (g_man[i] != NULL) { cleanObject(); glPushMatrix(); glTranslated(((float)g_man[i]->x / SIZE_RECT)*-1 + 4.5, -24.0, 20.0); glRotated(120, 1, 0, 0); glRotated(180, 0, 1, 0); quadObj = gluNewQuadric(); glBindTexture(GL_TEXTURE_2D, texture[0]); gluQuadricTexture(quadObj, GL_TRUE); gluQuadricDrawStyle(quadObj, GLU_FILL); glColor3d(0.3, 0.3, 0.3); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); gluSphere(quadObj, 0.45, 50, 50); glPopMatrix(); gluDeleteQuadric(quadObj); auxSwapBuffers(); } } return 0; }