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(); }
void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glScalef(1.3, 1.3, 1.3); glRotatef(20.0, 1.0, 0.0, 0.0); glPushMatrix(); glTranslatef(-0.75, 0.5, 0.0); glRotatef(90.0, 1.0, 0.0, 0.0); glutSolidTorus(0.275, 0.85, 10, 15); glPopMatrix(); glPushMatrix(); glTranslatef(-0.75, -0.5, 0.0); glRotatef(270.0, 1.0, 0.0, 0.0); glutSolidTetrahedron(); glPopMatrix(); glPushMatrix(); glTranslatef(0.75, 0.0, -1.0); glutSolidIcosahedron(); glPopMatrix(); glPopMatrix(); glFlush(); }
void drawObject(void *context) { static GLfloat xplane[4] = { 1, 0, 0, 0 }; static GLfloat zplane[4] = { 0, 1, 0, 0 }; if (!cullBackFaces) { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } glPushMatrix(); glTranslatef(obj[0], obj[1], obj[2]); if (doSphereMap) { glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 7); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else { glTexGenfv(GL_S, GL_OBJECT_PLANE, xplane); glTexGenfv(GL_T, GL_OBJECT_PLANE, zplane); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 100); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } glColor3f(1.0, 1.0, 1.0); switch (object) { case 0: glutSolidSphere(3.0, 20, 20); break; case 1: glScalef(3.0, 3.0, 3.0); glRotatef(30.0, 1.0, 1.0, 0.0); glutSolidIcosahedron(); break; case 2: glFrontFace(GL_CW); glutSolidTeapot(3.0); glFrontFace(GL_CCW); break; } glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); if (!cullBackFaces) { glCullFace(GL_BACK); } }
void blender() { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("blender"); glutDisplayFunc(displaycc); glutVisibilityFunc(visible); glNewList(1, GL_COMPILE); glutSolidIcosahedron(); glEndList(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LINE_SMOOTH); glLineWidth(2.0); glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0,/* aspect ratio */ 1.0,/* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0,/* eye is at (0,0,5) */0.0, 0.0, 0.0, /* center is at (0,0,0) */0.0, 1.0, 0.); /* up is in positive Y direction */ glTranslatef(0.0, 0.6, -1.0); glutMouseFunc(clickx); glutMainLoop(); }
void render(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( /* field of view in degree */ 30.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0, 0.0, 10.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in postivie Y direction */ glPushMatrix(); glRotatef(angle, 1.0, 0.3, 0.0); switch (shape) { case M_TORUS: glutSolidTorus(0.275, 0.85, 8, 8); break; case M_CUBE: glutSolidCube(1.0); break; case M_SPHERE: glutSolidSphere(1.0, 10, 10); break; case M_ICO: glutSolidIcosahedron(); break; case M_TEAPOT: glutSolidTeapot(1.0); break; } glPopMatrix(); }
/* Initialize material property and light source. */ void myinit(void) { GLfloat light_ambient[] = {0.2, 0.2, 0.2, 1.0}; GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0}; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glSelectBuffer(BUFSIZE, selectBuf); glNewList(TORUS, GL_COMPILE); glutSolidTorus(0.275, 0.85, 10, 15); glEndList(); glNewList(TETRAHEDRON, GL_COMPILE); glutSolidTetrahedron(); glEndList(); glNewList(ICOSAHEDRON, GL_COMPILE); glutSolidIcosahedron(); glEndList(); }
static void drawModel(void) { switch(currentModel) { case MOD_DINO: drawDinosaur(); break; case MOD_SPHERE: glMaterialfv(GL_FRONT, GL_DIFFUSE, blueMaterial); glutSolidSphere(6.0, 15, 15); break; case MOD_CUBE: glMaterialfv(GL_FRONT, GL_DIFFUSE, redMaterial); glutSolidCube(6.0); break; case MOD_ICO: glMaterialfv(GL_FRONT, GL_DIFFUSE, purpleMaterial); glPushMatrix(); glEnable(GL_NORMALIZE); glScalef(7.0, 7.0, 7.0); glutSolidIcosahedron(); glDisable(GL_NORMALIZE); glPopMatrix(); break; } }
void drawHead() { glColor3f (1.0, 1.0, 0.0); glScalef (HeadR, HeadR, HeadR); glutSolidIcosahedron(); glColor3f (0.0, 0.0, 0.0); glScalef (1.01, 1.01, 1.01); glutWireIcosahedron(); }
void drawView(int drawCenterObject) { /* right green small cube (+5,0,-8) */ glPushMatrix(); glTranslatef(5.0, 0.0, -8.0); glRotatef(-45, 1.0, 0.0, 1.0); glColor3f(0.0, 1.0, 0.0); glutSolidCube(2.0); glPopMatrix(); /* left red cube (-5,0,-8) */ glPushMatrix(); glTranslatef(-5.0, 0.0, -8.0); glRotatef(45, 1.0, 0.0, 1.0); glColor3f(1.0, 0.0, 0.0); glutSolidCube(6.0); glPopMatrix(); /* left blue cube (-7,0,0); */ glPushMatrix(); glTranslatef(-7.0, 0.0, 0.0); glColor3f(0.0, 0.0, 1.0); glutSolidCube(5.0); glPopMatrix(); /* right cyan big cube (+7,0,0) */ glPushMatrix(); glTranslatef(7.0, 0.0, 0.0); glRotatef(30, 1.0, 1.0, 0.0); glColor3f(0.0, 1.0, 1.0); glutSolidCube(5.0); glPopMatrix(); /* distant yellow sphere (0,0,+10) */ glPushMatrix(); glTranslatef(0.0, 0.0, 10.0); glColor3f(1.0, 1.0, 0.0); glutSolidSphere(7.0, 8, 8); glPopMatrix(); /* top white sphere (0,+5,0) */ glPushMatrix(); glTranslatef(0.0, 5.0, 0.0); glColor3f(1.0, 1.0, 1.0); glutSolidSphere(2.0, 8, 8); glPopMatrix(); /* bottom magenta big sphere (0,-6,0) */ glPushMatrix(); glTranslatef(0.0, -6.0, 0.0); glColor3f(1.0, 0.0, 1.0); glutSolidSphere(4.0, 8, 8); glPopMatrix(); if (drawCenterObject) { glPushMatrix(); glScalef(3.0, 3.0, 3.0); glColor3f(1.0, 1.0, 1.0); glutSolidIcosahedron(); glPopMatrix(); } }
void prisma(){ glPushMatrix(); glEnable(GL_COLOR_MATERIAL); glTranslated(0.0,0.0,0.0); glScaled(0.45,0.45,0.45); glutSolidIcosahedron(); glDisable(GL_COLOR_MATERIAL); glPopMatrix(); }
void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glScalef(1.3, 1.3, 1.3); glRotatef(20.0, 1.0, 0.0, 0.0); glPushMatrix(); glTranslatef(-0.65, 0.7, 0.0); glRotatef(90.0, 1.0, 0.0, 0.0); glCallList(TORUS_MATERIAL); glutSolidTorus(0.275, 0.85, 10, 15); glPopMatrix(); glPushMatrix(); glTranslatef(-0.75, -0.8, 0.0); glCallList(TEAPOT_MATERIAL); glutSolidTeapot(0.7); glPopMatrix(); glPushMatrix(); glTranslatef(1.0, 0.0, -1.0); glCallList(ICO_MATERIAL); glutSolidIcosahedron(); glPopMatrix(); glPopMatrix(); glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, 3000, 0, 3000); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); output(80, 2800, "Torus: %s", torus_material); output(80, 2650, "Icosahedron: %s", ico_material); output(80, 2500, "Teapot: %s", teapot_material); output(80, 250, "Left light: %s", left_light); output(1700, 250, "Right light: %s", right_light); output(850, 100, "Shade model: %s", shade_model == GL_SMOOTH ? "smooth" : "flat"); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glutSwapBuffers(); }
//------------------------------------------------------------------------------ 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; } }
int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("blender"); glutDisplayFunc(display); glutVisibilityFunc(visible); glNewList(1, GL_COMPILE); /* create ico display list */ glutSolidIcosahedron(); glEndList(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LINE_SMOOTH); glLineWidth(2.0); glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.); /* up is in positive Y direction */ glTranslatef(0.0, 0.6, -1.0); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }
//------------------------------------------------------------------------- // 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 (); } }
void display(void){//Crea la nave glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLfloat mat_ambient[] = { 0.7f, 0.0f, 0.0f, 0.5f }; GLfloat mat_diffuse[] = { 0.1f, 0.5f, 0.8f, 0.5f }; GLfloat mat_specular[] = { 0.2f, 0.2f, 0.2f, 0.5f }; GLfloat mat_shininess[] = { 100.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); //glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glPushMatrix (); glutSolidSphere (0.75, 20, 20); glPushMatrix (); glTranslatef (0.0, 0.0, 3.0); glutSolidSphere(.65,8,8); glPopMatrix (); glRotatef (20.0, 1.0, 0.0, 0.0); glPushMatrix (); glRotatef (90.0, 0.0, 1.0, 0.0); glTranslatef (0.0,0.0,0.7); glutSolidTorus (0.1,0.3, 15, 15); glPopMatrix (); glPushMatrix (); glRotatef (90.0, 0.0, 1.0, 0.0); glTranslatef (0.0,0.0,-0.7); glutSolidTorus (0.1,0.3, 15, 15); glPopMatrix (); glPushMatrix (); glTranslatef (2.0,0.0,0.0); glScalef (0.2,2.5,1.0); glutSolidIcosahedron (); glPopMatrix (); glPushMatrix (); glTranslatef (2.0, 0.0, 0.0); glScalef(0.3,1.0,1.0); glRotatef (-90.0, 0.0, 1.0, 0.0); glutSolidCone (1.0, 2.0, 15, 15); glPopMatrix (); glPushMatrix (); glTranslatef (1.0,0.0, 0.0); glScalef (1.5,.4,0.6); glutSolidCube (1.0); glPopMatrix (); glPushMatrix (); glTranslatef (-2.0,0.0,0.0); glScalef (0.2,2.5,1.0); glutSolidIcosahedron (); glPopMatrix (); glPushMatrix (); glTranslatef (-2.0, 0.0, 0.0); glScalef(0.3,1.0,1.0); glRotatef (90.0, 0.0, 1.0, 0.0); glutSolidCone (1.0, 2.0, 15, 15); glPopMatrix (); glPushMatrix (); glTranslatef (-1.0,0.0, 0.0); glScalef (1.5,.4,0.6); glutSolidCube (1.0); glPopMatrix (); glPopMatrix (); glFlush(); }
static void hugsprim_glutSolidIcosahedron_5(HugsStackPtr hugs_root) { glutSolidIcosahedron(); hugs->returnIO(hugs_root,0); }
static void drawSolidIcosahedron(void) { glutSolidIcosahedron (); }
// 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(); }
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(); }
/** SolidIcosahedron () -> None */ static int glut_solid_icosahedron(lua_State *L) { glutSolidIcosahedron(); }
/* 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; }
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(); }
// 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(); }
int main(int argc, char **argv) { int i; glutInitWindowSize(400, 200); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE); glutInit(&argc, argv); for (i = 1; i < argc; i++) { if (!strcmp("-sb", argv[i])) { glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE); singleBuffer = 1; } } glutCreateWindow("multilight"); glClearColor(0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); gluPerspective(50.0, 2.0, 0.1, 100.0); glMatrixMode(GL_MODELVIEW); gluLookAt( 0.0, 1.0, -16.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.); numActiveLights = MIN_VALUE(MAX_LIGHTS, 8); for (i = 0; i < numActiveLights; i++) { initLight(i); } glLightModelfv(GL_LIGHT_MODEL_AMBIENT, modelAmb); glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glMaterialfv(GL_FRONT, GL_AMBIENT, matAmb); glMaterialfv(GL_FRONT, GL_DIFFUSE, matDiff); glMaterialfv(GL_FRONT, GL_SPECULAR, matSpec); glMaterialfv(GL_FRONT, GL_EMISSION, matEmission); glMaterialf(GL_FRONT, GL_SHININESS, 10.0); glNewList(DL_LIGHT_SPHERE, GL_COMPILE); glutSolidSphere(0.2, 4, 4); glEndList(); glNewList(DL_BIG_SPHERE, GL_COMPILE); glutSolidSphere(1.5, 20, 20); glEndList(); glNewList(DL_ICO, GL_COMPILE); glutSolidIcosahedron(); glEndList(); glutDisplayFunc(display); glutVisibilityFunc(visible); glutKeyboardFunc(key); glutMouseFunc(mouse); glutMotionFunc(motion); glutCreateMenu(menu); glutAddMenuEntry("Sphere", M_SPHERE); glutAddMenuEntry("Icosahedron", M_ICO); glutAddMenuEntry("Linear attenuation", M_LINEAR); glutAddMenuEntry("Quadratic attenuation", M_QUAD); glutAddMenuEntry("Toggle Light Number Labels", M_LABELS); glutAddMenuEntry("Report Light Significance", M_REPORT_SIG); glutAddMenuEntry("Lambertian-based Significance", M_LAMBERTIAN); glutAddMenuEntry("Distance-based Significance", M_DISTANCE); glutAddMenuEntry("Time Frames", M_TIME); glutAddMenuEntry("Quit", 666); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }
/* * Class: gruenewa_opengl_GLUT__ * Method: glutSolidIcosahedron * Signature: ()V */ JNIEXPORT void JNICALL Java_gruenewa_opengl_GLUT_00024_glutSolidIcosahedron (JNIEnv * jenv, jobject jobj) { glutSolidIcosahedron(); }
//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(); }