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[Moss-devel] CVS: moss/3Dsia/client/3Dcf/src Makefile.am,1.1,1.2 World.c


From: Felix Morgner <address@hidden>
Subject: [Moss-devel] CVS: moss/3Dsia/client/3Dcf/src Makefile.am,1.1,1.2 World.cxx,1.3,1.4
Date: Sun, 03 Nov 2002 14:55:14 -0500

Update of /cvsroot/moss/moss/3Dsia/client/3Dcf/src
In directory subversions:/tmp/cvs-serv26618

Modified Files:
        Makefile.am World.cxx 
Log Message:
Now the world cube is transparent.


Index: Makefile.am
===================================================================
RCS file: /cvsroot/moss/moss/3Dsia/client/3Dcf/src/Makefile.am,v
retrieving revision 1.1
retrieving revision 1.2
diff -C2 -r1.1 -r1.2
*** Makefile.am 3 Nov 2002 13:08:48 -0000       1.1
--- Makefile.am 3 Nov 2002 19:55:11 -0000       1.2
***************
*** 4,7 ****
  
  CFLAGS=-D_REENTRANT
! CXXFLAGS = -Wall -g -O2 $(df_client_LIBFLAGS)
  INCLUDES=-I../include
--- 4,7 ----
  
  CFLAGS=-D_REENTRANT
! CXXFLAGS = -Wall -g -O3 $(df_client_LIBFLAGS)
  INCLUDES=-I../include

Index: World.cxx
===================================================================
RCS file: /cvsroot/moss/moss/3Dsia/client/3Dcf/src/World.cxx,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -r1.3 -r1.4
*** World.cxx   3 Nov 2002 13:24:17 -0000       1.3
--- World.cxx   3 Nov 2002 19:55:11 -0000       1.4
***************
*** 58,72 ****
  void CWorld::InitGL(int nWidth, int nHeight)
    {
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth(1.0);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
!   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
!   glShadeModel(GL_SMOOTH);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f,(GLfloat)nWidth/(GLfloat)nHeight,0.1f,100.0f);
!   gluLookAt(0,0,6,0,0,0,0,1,0);
    glMatrixMode(GL_MODELVIEW);
    } // void CWorld::InitGL(int nWidth, int nHeight)
--- 58,85 ----
  void CWorld::InitGL(int nWidth, int nHeight)
    {
+   GLfloat light_position[] = { 2.0, 5.0, 5.0, 2.0};
+   GLfloat white_light[] = {1.0, 1.0, 1.0, 1.0};
+   GLfloat mat_ambient[] = {0.2,0.2,0.2,1};
+   GLfloat mat_specular[] = {0.2, 0.2, 0.2, 1.0};
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+   glShadeModel(GL_SMOOTH);
+   glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
+   glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
+   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
+   glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
+   glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
    glClearDepth(1.0);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
!   glEnable(GL_LIGHT0);
!   glEnable(GL_LIGHTING);
!   glEnable(GL_COLOR_MATERIAL);
!   glBlendFunc(GL_SRC_ALPHA, GL_ONE);
!   glColor4f(1.0, 1.0, 1.0, 0.9);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f,(GLfloat)nWidth/(GLfloat)nHeight,0.1f,100.0f);
!   gluLookAt(2,2,6,0,0,0,0,1,0);
    glMatrixMode(GL_MODELVIEW);
    } // void CWorld::InitGL(int nWidth, int nHeight)
***************
*** 92,100 ****
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
  
-   glPushMatrix();
-  
  
    glTranslatef(0.0, 0.0, 0.0);
    glRotatef(m_dXrot,1.0,0.0,0.0);
--- 105,113 ----
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+   glTranslatef(0.0, 0.0, 0.0);
    glLoadIdentity();
  
  
+   glPushMatrix();
    glTranslatef(0.0, 0.0, 0.0);
    glRotatef(m_dXrot,1.0,0.0,0.0);
***************
*** 102,131 ****
    glRotatef(m_dZrot,0.0,0.0,1.0);
  
!     glBegin(GL_QUADS);
!     glColor4f(0.0f, 1.0f, 0.0f, 0.75f);
!     glVertex3f( 1.0f ,  1.0f, -1.0f);
!     glVertex3f(-1.0f ,  1.0f, -1.0f);
!     glVertex3f(-1.0f ,  1.0f,  1.0f);
!     glVertex3f( 1.0f ,  1.0f,  1.0f);
      
!     glColor3f(1.0f, 0.5f, 0.0f);
      glVertex3f( 1.0f, -1.0f,  1.0f);
      glVertex3f(-1.0f, -1.0f,  1.0f);
      glVertex3f(-1.0f, -1.0f, -1.0f);
      glVertex3f( 1.0f, -1.0f, -1.0f);
      
!     glColor3f(1.0f, 0.0f, 1.0f);
!     glVertex3f( 1.0f, -1.0f, -1.0f);
!     glVertex3f(-1.0f, -1.0f, -1.0f);
!     glVertex3f(-1.0f,  1.0f, -1.0f);
!     glVertex3f( 1.0f,  1.0f, -1.0f);
!     
!     glColor3f(1.0f, 1.0f, 0.0f);
!     glVertex3f( 1.0f, -1.0f, 1.0f);
!     glVertex3f(-1.0f, -1.0f, 1.0f);
!     glVertex3f(-1.0f,  1.0f, 1.0f);
!     glVertex3f( 1.0f,  1.0f, 1.0f);
      
!     glColor3f(0.0f, 0.0f, 1.0f);
      glVertex3f(-1.0f,  1.0f, 1.0f);
      glVertex3f(-1.0f,  1.0f,-1.0f);
--- 115,161 ----
    glRotatef(m_dZrot,0.0,0.0,1.0);
  
!   // Positioning the light
! //  GLfloat light_position[] = { 2.0 , 5.0, 5.0, 1.0};
!   GLfloat light_position[] = { .0 , .0, .0, 1.0};
!   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
!   
!   // Drawing a yellow sphere on the lights position
!   // (like a sun)
!   glColor3f(1.f,1.f,.0f);
!   glPushMatrix();
!   glTranslatef(2.f, 5.f, 5.f);
!   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
!   glutSolidSphere(.2f, 32, 32);
!   gluLookAt(2,2,6,0,0,0,0,1,0);
!   glPopMatrix();
!   // Creating the world cube
!   // all entities have to be in them
!   glBegin(GL_QUADS);
! 
!     glColor4f(0.5f, 1.0f, 0.5f, 0.99f);
!     glVertex3f( 1.0f ,  1.0f, -1.0f); // 1
!     glVertex3f(-1.0f ,  1.0f, -1.0f); // 4
!     glVertex3f(-1.0f ,  1.0f,  1.0f); // 3
!     glVertex3f( 1.0f ,  1.0f,  1.0f); // 2
      
!     glColor4f(1.0f, 0.5f, 0.0f, 0.99f);
      glVertex3f( 1.0f, -1.0f,  1.0f);
      glVertex3f(-1.0f, -1.0f,  1.0f);
      glVertex3f(-1.0f, -1.0f, -1.0f);
      glVertex3f( 1.0f, -1.0f, -1.0f);
+ 
+     glColor4f(1.0f, 0.0f, 1.0f, 0.99f);
+     glVertex3f( 1.0f,  1.0f,  1.0f);
+     glVertex3f(-1.0f,  1.0f,  1.0f);
+     glVertex3f(-1.0f, -1.0f,  1.0f);
+     glVertex3f( 1.0f, -1.0f,  1.0f);
      
!     glColor4f(1.0f, 1.0f, 0.0f, 0.75f);
!     glVertex3f( 1.0f, -1.0f,-1.0f);
!     glVertex3f(-1.0f, -1.0f,-1.0f);
!     glVertex3f(-1.0f,  1.0f,-1.0f);
!     glVertex3f( 1.0f,  1.0f,-1.0f);
      
!     glColor4f(0.0f, 0.0f, 1.0f, 0.75f);
      glVertex3f(-1.0f,  1.0f, 1.0f);
      glVertex3f(-1.0f,  1.0f,-1.0f);
***************
*** 133,144 ****
      glVertex3f(-1.0f, -1.0f, 1.0f);
      
!     glColor3f(0.0f, 0.5f, 1.0f);
!     glVertex3f( 1.0f,  1.0f, 1.0f);
      glVertex3f( 1.0f,  1.0f,-1.0f);
!     glVertex3f( 1.0f, -1.0f,-1.0f);
      glVertex3f( 1.0f, -1.0f, 1.0f);
      
    glEnd();
!   
    glPopMatrix();
    
--- 163,174 ----
      glVertex3f(-1.0f, -1.0f, 1.0f);
      
!     glColor4f(0.0f, 0.5f, 1.0f, 0.75f);
      glVertex3f( 1.0f,  1.0f,-1.0f);
!     glVertex3f( 1.0f,  1.0f, 1.0f);
      glVertex3f( 1.0f, -1.0f, 1.0f);
+     glVertex3f( 1.0f, -1.0f,-1.0f);
      
    glEnd();
! 
    glPopMatrix();
    





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