void display(void) { glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); // Wind wind.draw(); // Wires w[0].draw(); w[1].draw(); w[2].draw(); // Air duct glColor3f WHITE; glLine(ADOffset, ADOffset, WIDTH - ADOffset, ADOffset); glLine(ADOffset, ADOffset + ADHeight, WIDTH - ADOffset, ADOffset + ADHeight); // Air sensor - controller connection TT_TIC.draw(); // Air temperature sensor TT.draw(); // Controller TIC.draw(); // Air turbine glColor3f WHITE; turbine.draw(); // Boiler_Wind pipe boiler_wind[0].draw(); boiler_wind[1].draw(); boiler_wind[2].draw(); boiler_wind[3].draw(); // Pressure Release Pipe boiler_.draw(); // Pressure Valve; pressureValve.draw(); // Boiler boiler.draw(); // Pressure Indicator PrI.draw(); // Oil Valve oilValve.draw(); glPopMatrix(); glutSwapBuffers(); }
void planetsApp::draw() { gl::clear(Color(0, 0, 0)); gl::enableDepthRead(); gl::enableDepthWrite(); gl::setMatrices(mCam.getCam()); gl::color(Color(255,0,0)); gl::drawSphere(Vec3f::zero(), 5); gl::color(Color(0,255,0)); gl::drawSphere(mCam.getCam().getCenterOfInterestPoint(), 5); cont.draw(); if (selected) { gl::color(Color(255,0,0)); gl::drawStrokedCube(selected->_pos, Vec3f(2,2,2) * selected->_radius); gl::color(Color(0,255,255)); gl::drawLine(point1, dir1); gl::drawLine(point2, dir2); } gl::popMatrices(); gl::disableDepthRead(); gl::disableDepthWrite(); }
void Scene::draw() { // Background color this->setBackgroundColor(backColor); // No object to draw if (isEmpty()) return; // Anti aliasing glEnable(GL_MULTISAMPLE); glEnable (GL_LINE_SMOOTH); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); // The main object drawObject(); // Draw groups of relationship between segments drawGroups(); // Draw the controllers if exist Controller * ctrl = ((Controller *)activeObject()->ptr["controller"]); if (ctrl) { ctrl->draw(true, true); //sp->activeOffset->activeViewer->camera()->draw(); } // Draw stacking with 3 objects if(isShowStacked) drawStacking(); // Suggestions sp->draw(); // deformer if(activeDeformer) activeDeformer->draw(); if(activeVoxelDeformer) activeVoxelDeformer->draw(); // Draw debug geometries activeObject()->drawDebug(); }