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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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- [Moss-devel] CVS: moss/3Dsia/client/3Dcf/src Makefile.am,1.1,1.2 World.cxx,1.3,1.4,
Felix Morgner <address@hidden> <=