// Display func for sub window 1 void renderScenesw1() { glutSetWindow(subWindow1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,0.0f); renderScene2(); // display fps in the top window frame++; time=glutGet(GLUT_ELAPSED_TIME); if (time - timebase > 1000) { sprintf(s,"Lighthouse3D - FPS:%4.2f", frame*1000.0/(time-timebase)); timebase = time; frame = 0; } setOrthographicProjection(); glPushMatrix(); glLoadIdentity(); renderBitmapString(5,30,0,GLUT_BITMAP_HELVETICA_12,s); glPopMatrix(); restorePerspectiveProjection(); glutSwapBuffers(); }
static void display(void) { const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; const double a = t*2000.0; const double scene1Fog = 0.1; const double scene2Fog = 0.03; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLfloat fogColor[] = {1.f, 1.f, 1.f, 1}; glFogfv(GL_FOG_COLOR, fogColor); glFogi(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_DENSITY, scene2Fog + (sin(10*t) + 1) * scene2Fog); glHint (GL_FOG_HINT, GL_NICEST); glPushMatrix(); glTranslated(0,0,-8); // glScaled(0.3,0.3,0.3); glPushMatrix(); glRotated(-a/100,0,1,0); glBegin(GL_TRIANGLES); renderScene2(); glEnd(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); }
void GpuRaytraceScene::renderScene() { renderScene2(); return; //m_raytraceData->m_renderToTexture->enable(); m_instancingRenderer->renderScene(); //m_raytraceData->m_renderToTexture->disable(); }
void renderScenesw3(void) { glutSetWindow(subWindow3); glLoadIdentity(); gluLookAt(x - lz * 10, y, z + lx * 10, x, y, z, 0.0f, 1.0f, 0.0f); renderScene2(subWindow3); }
void renderScenesw2(void) { glutSetWindow(subWindow2); glLoadIdentity(); gluLookAt(x, y + 15, z, x, y - 1, z, lx, 0, lz); renderScene2(subWindow2); }
void renderScenesw1(void) { glutSetWindow(subWindow1); glLoadIdentity(); gluLookAt(x, y, z, x + lx, y + ly, z + lz, 0.0f, 1.0f, 0.0f); renderScene2(subWindow1); }
// Display func for sub window 3 void renderScenesw3() { glutSetWindow(subWindow3); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(x-lz*10 , y, z+lx*10, x ,y ,z , 0.0f,1.0f,0.0f); // Draw red cone at the location of the main camera glPushMatrix(); glColor3f(1.0,0.0,0.0); glTranslatef(x,y,z); glRotatef(180-(angle+deltaAngle)*180.0/3.14,0.0,1.0,0.0); glutSolidCone(0.2,0.8f,4,4); glPopMatrix(); renderScene2(); glutSwapBuffers(); }