Пример #1
0
void display(void){
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 		/* 画面クリア */
    glLoadIdentity();    						/* スタックのクリア */
    polarview();							/* ビューイング変換 */
    
    glPushMatrix(); //支柱
    glRotated(90, 1.0, 0.0, 0.0);
    glTranslated(0.0,-1.9,0.0);
    T_Cylinder(0.02, 2.0, 100, 1);
    glPopMatrix();
    
    for(int i = 0; i < NUM; i++){
        double L,CLR;
        glPushMatrix(); //振り子
        glTranslated(0.0, 0.0, pendulum[i].draw(3));
        glRotated(pendulum[i].draw(1), 0.0, 0.0, 1.0);
        L = pendulum[i].draw(2);
        glTranslated(0.0, -L, 0.0);
        T_Cylinder(0.005, L, 100, 1);
        CLR = pendulum[i].draw(4);
        if(CLR > 0) T_Sphere(0.0, -L, 0.0, 0.1, 0.1, 0.1, 2);
        else        T_Sphere(0.0, -L, 0.0, 0.1, 0.1, 0.1, 1);
        glPopMatrix();
    }
    
    glutSwapBuffers();
    
}
Пример #2
0
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // „Ƕ„Ç£„É≥„Éâ„Ƕ„ÅÆËÉåÊôØ„Çí°ó„Çä„ŧ„Å∂„Å? & Èö†Èù¢Âá¶ÁêÅEÇíÂèØËÉΩ„Å´„Åô„Çã
    glEnable(GL_DEPTH_TEST);    // Èö†Èù¢Âá¶ÁêÅEñãÂß?
    glEnable(GL_NORMALIZE);
    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
    
    glPushMatrix();
    glTranslatef(0.0, 1.0, 0.0);
    polarview();    // „Éù„ÅE„É©„ɺ„Éì„É•„ɺ„Å∏„ÅÆ„Éì„É•„ɺ„ǧ„É≥„Ç∞§âÊèõ
    glPushMatrix();
    glLightfv(GL_LIGHT0, GL_POSITION, light0);
    glPopMatrix();
    
    shading(5);
    drawGround2D();
    
    shading(6);
    glDisable(GL_LIGHTING);
    drawGrass();
    glEnable(GL_LIGHTING);
    
    shading(5);
    drawPlant();
    
    if (rainFlag == GL_TRUE)
        drawRain();
    
    glDisable(GL_LIGHTING);
    
    glDisable(GL_DEPTH_TEST);
    
    drawCloud();
    
    if (thunderFlag == GL_TRUE && rainFlag == GL_TRUE) {
        if (lightningnum == 0 || lightningnum == 4)
            lightning();
        lightningnum++;
        if (lightningnum == 5) {
            lightningnum = 0;
            thunderFlag = GL_FALSE;
        }
        if (rand() % 10 == 4)
            fallFlag = GL_TRUE;
    }
    else thunderFlag = GL_FALSE;
    
    glPopMatrix();
    glutSwapBuffers();
}
Пример #3
0
void display( void )
{
  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glEnable(GL_DEPTH_TEST);
  glEnable (GL_LIGHTING);

  glPushMatrix();
  polarview();
  float light0[] = { -5.,  5.,  5., 1. };
  float light1[] = {  5., -5., -5., 0. };
  glLightfv( GL_LIGHT1, GL_POSITION, light1 );
  glLightfv( GL_LIGHT0, GL_POSITION, light0 );

  // DISPLAY BUGDROID
  bug.display();

  glPopMatrix();
  glDisable(GL_DEPTH_TEST | GL_LIGHT0);
  glutSwapBuffers();
}
Пример #4
0
/*
 *	Shows various combinations of viewing and
 *	projection transformations.
 */
main()
{
	char device[20];

	fprintf(stderr,"Enter device name: ");
	gets(device);
	vinit(device);

	color(BLACK);
	clear();

	/*
	 * we want to draw just within the boundaries of the screen
	 */
	viewport(-0.9, 0.9, -0.9, 0.9);


	ortho2(-5.0, 5.0, -5.0, 5.0);	/* set the world size */

	color(RED);
	rect(-5.0, -5.0, 5.0, 5.0);	/* draw a boundary frame */

	/*
	 * set up a perspective projection with a field of view of
	 * 40.0 degrees, aspect ratio of 1.0, near clipping plane 0.1,
	 * and the far clipping plane at 1000.0.
	 */
	perspective(40.0, 1.0, 0.1, 1000.0);

	/*
	 * we want the drawing to be done with our eye point at (5.0, 8.0, 5.0)
	 * looking towards (0.0, 0.0, 0.0). The last parameter gives a twist
	 * in degrees around the line of sight, in this case zero.
	 */
	lookat(5.0, 8.0, 5.0, 0.0, 0.0, 0.0, 0.0);

	drawtetra();

	move2(-4.5, -4.5);
	textsize(0.6, 0.9);		/* set the text size */
	drawstr("perspective/lookat");

	getkey();

	/*
	 * window can also be used to give a perspective projection. Its
	 * arguments are 6 clipping planes, left, right, bottom, top, near,
	 * and far.
	 */
	window(-5.0, 5.0, -5.0, 5.0, -5.0, 5.0);
	/*
	 * as window replaces the current transformation matrix we must
	 * specify our viewpoint again.
	 */
	lookat(5.0, 8.0, 5.0, 0.0, 0.0, 0.0, 0.0);

	color(BLACK);
	clear();

	color(GREEN);
	rect(-5.0, -5.0, 5.0, 5.0);

	drawtetra();

	move2(-4.5,-4.5);
	textsize(0.6, 0.9);		/* set the text size */
	drawstr("window/lookat");

	getkey();

	/*
	 * set up our original perspective projection again.
	 */
	perspective(40.0, 1.0, 0.1, 1000.0);
	/*
	 * polarview also specifies our viewpoint, but, unlike lookat, in polar
	 * coordinates. Its arguments are the distance from the world origin, an
	 * azimuthal angle in the x-y plane measured from the y axis, an 
	 * incidence angle in the y-z plane measured from the z axis, and a
	 * twist around the line of sight.
	 */
	polarview(15.0, 30.0, 30.0, 30.0);

	color(BLACK);
	clear();

	color(MAGENTA);
	rect(-5.0, -5.0, 5.0, 5.0);

	drawtetra();

	move2(-4.5,-4.5);
	textsize(0.6, 0.9);		/* set the text size */
	drawstr("perspective/polarview");

	getkey();

	/*
	 * once more with window for comparison
	 */
	window(-4.0, 4.0, -4.0, 4.0, -4.0, 4.0);
	polarview(6.0, 20.0, -30.0, 70.0);

	color(BLACK);
	clear();

	color(YELLOW);
	rect(-5.0, -5.0, 5.0, 5.0);

	drawtetra();

	move2(-4.5,-4.5);
	textsize(0.6, 0.9);		/* set the text size */
	drawstr("window/polarview");

	getkey();

	vexit();
}