#include "shared.h"
#include "polygon.h"
#include "texture.h"
#include "camera.h"
#include "light.h"
Go to the source code of this file.
Functions | |
void | SetGLLighting (LIGHT *) |
void | SetGLCamera (CAMERA *) |
void | SetGLWorld (POLYGON *) |
void | SetGLProperties () |
void | SetGLProjection (int Width, int Height) |
void | SetGLView (int Width, int Height) |
void | SetGLMaterial () |
void | SetGLLighting () |
void | SetGLTexture (TEXTURE *) |
void | DrawMyText () |
void | DrawSkybox (CAMERA *camera, TEXTURE *texture) |
void | DrawTerrain (TEXTURE *texture) |
void | DrawGrid () |
void | DrawCube (POLYGON *, TEXTURE *) |
void | DrawSphere () |
void | DrawLightSphere (LIGHT *) |
void | DrawCone () |
float | GetTimePassed (float &lasttime, int average, float *lastmultiplier) |
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Definition at line 543 of file general.cpp. Referenced by DrawGLScene().
00544 { 00545 float mat_ambient[] = { 0.1, 0.5, 1.0, 1.0 }; 00546 float mat_diffuse[] = { 0.1, 0.5, 1.0, 1.0 }; 00547 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 00548 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 00549 00550 glDisable(GL_TEXTURE_2D); 00551 glDisable(GL_CULL_FACE); 00552 glPushMatrix(); 00553 glTranslatef(3.0f,-2.0f,-8.0f); 00554 glRotatef(-90,1,0,0); 00555 GLUquadricObj * cylinder = gluNewQuadric(); 00556 gluQuadricOrientation(cylinder, GLU_OUTSIDE); 00557 gluCylinder(cylinder,1.0,0.0,2.0,20,20); 00558 glPopMatrix(); 00559 glEnable(GL_CULL_FACE); 00560 glEnable(GL_TEXTURE_2D); 00561 } |
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Definition at line 425 of file general.cpp. References polygon. Referenced by DrawGLScene().
00426 { 00427 float mat_ambient[] = { 0.8, 0.8, 0.8, 1.0 }; 00428 float mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 }; 00429 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 00430 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 00431 00432 glBindTexture(GL_TEXTURE_2D, texture[0].TexID); 00433 00434 glPushMatrix(); 00435 glBegin(GL_TRIANGLES); 00436 // Front Face 00437 glNormal3fv(&polygon[0].Vertex[0].nx); 00438 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[0].Vertex[0].x); 00439 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[0].Vertex[1].x); 00440 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[0].Vertex[2].x); 00441 00442 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[1].Vertex[0].x); 00443 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[1].Vertex[1].x); 00444 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[1].Vertex[2].x); 00445 // Back Face 00446 glNormal3fv(&polygon[2].Vertex[0].nx); 00447 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[2].Vertex[0].x); 00448 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[2].Vertex[1].x); 00449 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[2].Vertex[2].x); 00450 00451 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[3].Vertex[0].x); 00452 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[3].Vertex[1].x); 00453 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[3].Vertex[2].x); 00454 // Top Face 00455 glNormal3fv(&polygon[4].Vertex[0].nx); 00456 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[4].Vertex[0].x); 00457 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[4].Vertex[1].x); 00458 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[4].Vertex[2].x); 00459 00460 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[5].Vertex[0].x); 00461 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[5].Vertex[1].x); 00462 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[5].Vertex[2].x); 00463 // Bottom Face 00464 glNormal3fv(&polygon[6].Vertex[0].nx); 00465 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[6].Vertex[0].x); 00466 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[6].Vertex[1].x); 00467 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[6].Vertex[2].x); 00468 00469 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[7].Vertex[0].x); 00470 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[7].Vertex[1].x); 00471 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[7].Vertex[2].x); 00472 // Right face 00473 glNormal3fv(&polygon[8].Vertex[0].nx); 00474 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[8].Vertex[0].x); 00475 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[8].Vertex[1].x); 00476 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[8].Vertex[2].x); 00477 00478 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[9].Vertex[0].x); 00479 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[9].Vertex[1].x); 00480 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[9].Vertex[2].x); 00481 // Left Face 00482 glNormal3fv(&polygon[10].Vertex[0].nx); 00483 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[10].Vertex[0].x); 00484 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[10].Vertex[1].x); 00485 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[10].Vertex[2].x); 00486 00487 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[11].Vertex[0].x); 00488 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[11].Vertex[1].x); 00489 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[11].Vertex[2].x); 00490 glEnd(); 00491 glPopMatrix(); 00492 } |
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Definition at line 402 of file general.cpp.
00403 { 00404 glDisable(GL_TEXTURE_2D); 00405 glDisable(GL_LIGHTING); 00406 glPushMatrix(); 00407 glTranslatef(0,-2.0,0); 00408 float Line = -10; 00409 int Grid; 00410 glBegin(GL_LINES); 00411 for(Grid = 0; Grid <= 20; Grid += 1) 00412 { 00413 glColor3f(0.0f,1.0f,0.0f); 00414 glVertex3f(Line + Grid, 0, -10); 00415 glVertex3f(Line + Grid, 0, 10); 00416 glVertex3f(-10, 0, Line + Grid); 00417 glVertex3f(10, 0, Line + Grid); 00418 } 00419 glEnd(); 00420 glPopMatrix(); 00421 glEnable(GL_TEXTURE_2D); 00422 glEnable(GL_LIGHTING); 00423 } |
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Definition at line 245 of file general.cpp. References fps, glFontBegin(), glFontEnd(), and glFontTextOut(). Referenced by DrawGLScene().
00246 { 00247 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) ; 00248 glDisable(GL_LIGHTING); 00249 glColor3f(0.0, 1.0, 0.0); 00250 glEnable(GL_BLEND); 00251 glDisable(GL_DEPTH_TEST); 00252 glPushMatrix(); 00253 glLoadIdentity(); 00254 glFontBegin(&myFont); 00255 char text[256]; 00256 00257 glFontTextOut("Tutorial #18 (Skybox & Lensflare)", -52, 40, -100); 00258 00259 sprintf(text, "FPS = %d", fps); 00260 glFontTextOut(text, -52, 38, -100); 00261 00262 sprintf(text, "%s", "Press R to change the lensflare"); 00263 glFontTextOut(text, -52, 34, -100); 00264 00265 glFontEnd(); 00266 glPopMatrix(); 00267 glEnable(GL_DEPTH_TEST); 00268 glDisable(GL_BLEND); 00269 glEnable(GL_LIGHTING); 00270 } |
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Definition at line 272 of file general.cpp. References currentCamera, GetNormal(), VECTOR::x, VECTOR::y, and VECTOR::z. Referenced by DrawGLScene().
00273 { 00274 VECTOR facenormal; 00275 VECTOR SkyboxVertex[8]; 00276 00277 // make the skybox relative to the camera position 00278 SkyboxVertex[0].x = camera[currentCamera].Position.x - 50.0; 00279 SkyboxVertex[0].y = camera[currentCamera].Position.y - 10.0; 00280 SkyboxVertex[0].z = camera[currentCamera].Position.z + 50.0; 00281 00282 SkyboxVertex[1].x = camera[currentCamera].Position.x - 50.0; 00283 SkyboxVertex[1].y = camera[currentCamera].Position.y - 10.0; 00284 SkyboxVertex[1].z = camera[currentCamera].Position.z - 50.0; 00285 00286 SkyboxVertex[2].x = camera[currentCamera].Position.x + 50.0; 00287 SkyboxVertex[2].y = camera[currentCamera].Position.y - 10.0; 00288 SkyboxVertex[2].z = camera[currentCamera].Position.z - 50.0; 00289 00290 SkyboxVertex[3].x = camera[currentCamera].Position.x + 50.0; 00291 SkyboxVertex[3].y = camera[currentCamera].Position.y - 10.0; 00292 SkyboxVertex[3].z = camera[currentCamera].Position.z + 50.0; 00293 00294 SkyboxVertex[4].x = camera[currentCamera].Position.x - 50.0; 00295 SkyboxVertex[4].y = camera[currentCamera].Position.y + 20.0; 00296 SkyboxVertex[4].z = camera[currentCamera].Position.z + 50.0; 00297 00298 SkyboxVertex[5].x = camera[currentCamera].Position.x - 50.0; 00299 SkyboxVertex[5].y = camera[currentCamera].Position.y + 20.0; 00300 SkyboxVertex[5].z = camera[currentCamera].Position.z - 50.0; 00301 00302 SkyboxVertex[6].x = camera[currentCamera].Position.x + 50.0; 00303 SkyboxVertex[6].y = camera[currentCamera].Position.y + 20.0; 00304 SkyboxVertex[6].z = camera[currentCamera].Position.z - 50.0; 00305 00306 SkyboxVertex[7].x = camera[currentCamera].Position.x + 50.0; 00307 SkyboxVertex[7].y = camera[currentCamera].Position.y + 20.0; 00308 SkyboxVertex[7].z = camera[currentCamera].Position.z + 50.0; 00309 00310 glDisable(GL_CULL_FACE); 00311 glDisable(GL_LIGHTING); 00312 glPushMatrix(); 00313 glColor3f(1.0f, 1.0f, 1.0f); 00314 00315 // Left Face 00316 glBindTexture(GL_TEXTURE_2D, texture[1].TexID); 00317 glBegin(GL_QUADS); 00318 facenormal = GetNormal(SkyboxVertex[6], SkyboxVertex[0], SkyboxVertex[3]); 00319 glNormal3fv(&facenormal.x); 00320 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&SkyboxVertex[0].x); 00321 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&SkyboxVertex[1].x); 00322 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&SkyboxVertex[5].x); 00323 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&SkyboxVertex[4].x); 00324 glEnd(); 00325 00326 // Back Face 00327 glBindTexture(GL_TEXTURE_2D, texture[2].TexID); 00328 glBegin(GL_QUADS); 00329 facenormal = GetNormal(SkyboxVertex[4], SkyboxVertex[5], SkyboxVertex[7]); 00330 glNormal3fv(&facenormal.x); 00331 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&SkyboxVertex[1].x); 00332 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&SkyboxVertex[2].x); 00333 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&SkyboxVertex[6].x); 00334 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&SkyboxVertex[5].x); 00335 glEnd(); 00336 00337 // Right Face 00338 glBindTexture(GL_TEXTURE_2D, texture[3].TexID); 00339 glBegin(GL_QUADS); 00340 facenormal = GetNormal(SkyboxVertex[1], SkyboxVertex[7], SkyboxVertex[5]); 00341 glNormal3fv(&facenormal.x); 00342 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&SkyboxVertex[2].x); 00343 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&SkyboxVertex[3].x); 00344 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&SkyboxVertex[7].x); 00345 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&SkyboxVertex[6].x); 00346 glEnd(); 00347 00348 // Front Face 00349 glBindTexture(GL_TEXTURE_2D, texture[4].TexID); 00350 glBegin(GL_QUADS); 00351 glColor3f(1.0f,1.0f,1.0f); 00352 facenormal = GetNormal(SkyboxVertex[0], SkyboxVertex[1], SkyboxVertex[2]); 00353 glNormal3fv(&facenormal.x); 00354 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&SkyboxVertex[3].x); 00355 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&SkyboxVertex[0].x); 00356 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&SkyboxVertex[4].x); 00357 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&SkyboxVertex[7].x); 00358 glEnd(); 00359 00360 // Top Face 00361 glBindTexture(GL_TEXTURE_2D, texture[5].TexID); 00362 glBegin(GL_QUADS); 00363 facenormal = GetNormal(SkyboxVertex[3], SkyboxVertex[2], SkyboxVertex[5]); 00364 glNormal3fv(&facenormal.x); 00365 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&SkyboxVertex[7].x); 00366 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&SkyboxVertex[4].x); 00367 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&SkyboxVertex[5].x); 00368 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&SkyboxVertex[6].x); 00369 glEnd(); 00370 00371 glPopMatrix(); 00372 glEnable(GL_CULL_FACE); 00373 glEnable(GL_LIGHTING); 00374 } |
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Definition at line 526 of file general.cpp. Referenced by DrawGLScene().
00527 { 00528 float mat_ambient[] = { 0.8, 0.5, 0.1, 1.0 }; 00529 float mat_diffuse[] = { 0.8, 0.5, 0.1, 1.0 }; 00530 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 00531 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 00532 00533 glDisable(GL_TEXTURE_2D); 00534 glPushMatrix(); 00535 glTranslatef(-3.0f,-1.0f,-8.0f); 00536 GLUquadricObj * sphere = gluNewQuadric(); 00537 gluQuadricOrientation(sphere, GLU_OUTSIDE); 00538 gluSphere(sphere,1.0,50,50); 00539 glPopMatrix(); 00540 glEnable(GL_TEXTURE_2D); 00541 } |
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Definition at line 376 of file general.cpp. Referenced by DrawGLScene().
00377 { 00378 float mat_ambient[] = { 0.8, 0.8, 0.8, 1.0 }; 00379 float mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 }; 00380 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 00381 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 00382 00383 glBindTexture(GL_TEXTURE_2D, texture[7].TexID); 00384 00385 glDisable(GL_CULL_FACE); 00386 glPushMatrix(); 00387 glBegin(GL_QUADS); 00388 glNormal3f(0.0, 1.0, 0.0); 00389 glTexCoord2f( 0.0f, 0.0f ); 00390 glVertex3f(-10.0, -2.0, 10.0); 00391 glTexCoord2f( 1.0f, 0.0f ); 00392 glVertex3f(10.0, -2.0, 10.0); 00393 glTexCoord2f( 1.0f, 1.0f ); 00394 glVertex3f(10.0, -2.0, -10.0); 00395 glTexCoord2f( 0.0f, 1.0f ); 00396 glVertex3f(-10, -2.0, -10.0); 00397 glEnd(); 00398 glPopMatrix(); 00399 glEnable(GL_CULL_FACE); 00400 } |
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Definition at line 563 of file general.cpp. References average, fps, lastmultiplier, lasttime, and multiplier. Referenced by WinMain().
00564 { 00565 float timeoffset; 00566 float currenttime; 00567 /* 00568 If the program has just started, set last tickcount to the current tickcount. 00569 This prevents the program from thinking that several hours have passed since the last frame. 00570 */ 00571 if (lasttime == 0) 00572 lasttime = (float)GetTickCount(); 00573 // Get the current time 00574 currenttime = (float)GetTickCount(); 00575 // Calculate the offset 00576 timeoffset = currenttime - lasttime; 00577 // If timeoffset less than 1/120 of a second (in milliseconds) then set to minimum offset 00578 if (timeoffset < 8.333333) 00579 { 00580 timeoffset = 8.333333; 00581 currenttime = lasttime + timeoffset; 00582 } 00583 // Put the current time in the lasttime variable 00584 lasttime = currenttime; 00585 // return the time offset in seconds per frame 00586 multiplier = timeoffset / 1000; 00587 for (int loop = 0; loop < average - 1; loop++) 00588 { 00589 lastmultiplier[loop] = lastmultiplier[loop + 1]; 00590 } 00591 lastmultiplier[average - 1] = multiplier; 00592 for (int loop = 0; loop < average - 1; loop++) 00593 multiplier += lastmultiplier[loop]; 00594 multiplier /= (float)average; 00595 if (multiplier) 00596 fps = (int)(1.0 / multiplier); 00597 return multiplier; 00598 } |
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Definition at line 30 of file general.cpp. References numCameras, and CAMERA::Reset(). Referenced by InitGL().
00031 { 00032 int temp; 00033 for(temp = 0; temp <= numCameras; temp++) 00034 camera[temp].Reset(); 00035 } |
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Definition at line 19 of file general.cpp. References LIGHT::LightNumber, numLights, and LIGHT::Reset(). Referenced by InitGL().
00020 { 00021 int temp; 00022 for (temp = 0; temp <= numLights; temp++) 00023 { 00024 light[temp].LightNumber = temp; 00025 light[temp].Reset(); 00026 } 00027 glEnable(GL_LIGHTING); 00028 } |
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Definition at line 203 of file general.cpp. Referenced by InitGL().
00204 { 00205 float mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; 00206 float mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; 00207 float mat_specular[] = { 0.9, 0.9, 0.9, 1.0 }; 00208 float mat_emission[] = { 0.0, 0.0, 0.0, 1.0 }; 00209 float mat_shininess[] = { 80.0 }; 00210 00211 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 00212 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); 00213 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 00214 glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); 00215 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); 00216 } |
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Definition at line 186 of file general.cpp. Referenced by SetGLView().
00187 { 00188 if (Height==0) 00189 Height=1; 00190 glViewport(0, 0, Width, Height); 00191 glMatrixMode(GL_PROJECTION); 00192 glLoadIdentity(); 00193 gluPerspective(45.0,(float)Width/(float)Height,0.5,200.0); 00194 } |
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Definition at line 174 of file general.cpp. Referenced by InitGL().
00175 { 00176 glCullFace(GL_BACK); 00177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 00178 glClearDepth(1.0); 00179 glDepthFunc(GL_LESS); 00180 glEnable(GL_DEPTH_TEST); 00181 glShadeModel(GL_SMOOTH); 00182 glEnable(GL_NORMALIZE); 00183 glEnable(GL_CULL_FACE); 00184 } |
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Definition at line 218 of file general.cpp. References TEXTURE::LoadTGA(). Referenced by InitGL().
00219 { 00220 sprintf(texture[0].TexName, "%s", "tile.tga"); 00221 texture[0].LoadTGA(); 00222 00223 sprintf(texture[1].TexName, "%s", "north.tga"); 00224 texture[1].LoadTGA(); 00225 00226 sprintf(texture[2].TexName, "%s", "east.tga"); 00227 texture[2].LoadTGA(); 00228 00229 sprintf(texture[3].TexName, "%s", "south.tga"); 00230 texture[3].LoadTGA(); 00231 00232 sprintf(texture[4].TexName, "%s", "west.tga"); 00233 texture[4].LoadTGA(); 00234 00235 sprintf(texture[5].TexName, "%s", "sky.tga"); 00236 texture[5].LoadTGA(); 00237 00238 sprintf(texture[6].TexName, "%s", "glare.tga"); 00239 texture[6].LoadTGA(); 00240 00241 sprintf(texture[7].TexName, "%s", "terrain.tga"); 00242 texture[7].LoadTGA(); 00243 } |
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Definition at line 196 of file general.cpp. References SetGLProjection(). Referenced by InitGL(), and ReSizeGLScene().
00197 { 00198 SetGLProjection(Width, Height); 00199 glMatrixMode(GL_MODELVIEW); 00200 glLoadIdentity(); 00201 } |
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Definition at line 37 of file general.cpp. References polygon, POLYGON::SetNormal(), POLYGON::Vertex, VERTEX::x, VERTEX::y, and VERTEX::z. Referenced by InitGL().
00038 { 00039 //Front 00040 polygon[0].Vertex[0].x = -1.0; 00041 polygon[0].Vertex[0].y = -1.0; 00042 polygon[0].Vertex[0].z = -4.0; 00043 polygon[0].Vertex[1].x = 1.0; 00044 polygon[0].Vertex[1].y = -1.0; 00045 polygon[0].Vertex[1].z = -4.0; 00046 polygon[0].Vertex[2].x = 1.0; 00047 polygon[0].Vertex[2].y = 1.0; 00048 polygon[0].Vertex[2].z = -4.0; 00049 00050 polygon[1].Vertex[0].x = -1.0; 00051 polygon[1].Vertex[0].y = -1.0; 00052 polygon[1].Vertex[0].z = -4.0; 00053 polygon[1].Vertex[1].x = 1.0; 00054 polygon[1].Vertex[1].y = 1.0; 00055 polygon[1].Vertex[1].z = -4.0; 00056 polygon[1].Vertex[2].x = -1.0; 00057 polygon[1].Vertex[2].y = 1.0; 00058 polygon[1].Vertex[2].z = -4.0; 00059 //Back 00060 polygon[2].Vertex[0].x = 1.0; 00061 polygon[2].Vertex[0].y = -1.0; 00062 polygon[2].Vertex[0].z = -6.0; 00063 polygon[2].Vertex[1].x = -1.0; 00064 polygon[2].Vertex[1].y = -1.0; 00065 polygon[2].Vertex[1].z = -6.0; 00066 polygon[2].Vertex[2].x = -1.0; 00067 polygon[2].Vertex[2].y = 1.0; 00068 polygon[2].Vertex[2].z = -6.0; 00069 00070 polygon[3].Vertex[0].x = 1.0; 00071 polygon[3].Vertex[0].y = -1.0; 00072 polygon[3].Vertex[0].z = -6.0; 00073 polygon[3].Vertex[1].x = -1.0; 00074 polygon[3].Vertex[1].y = 1.0; 00075 polygon[3].Vertex[1].z = -6.0; 00076 polygon[3].Vertex[2].x = 1.0; 00077 polygon[3].Vertex[2].y = 1.0; 00078 polygon[3].Vertex[2].z = -6.0; 00079 //Left 00080 polygon[4].Vertex[0].x = -1.0; 00081 polygon[4].Vertex[0].y = -1.0; 00082 polygon[4].Vertex[0].z = -6.0; 00083 polygon[4].Vertex[1].x = -1.0; 00084 polygon[4].Vertex[1].y = -1.0; 00085 polygon[4].Vertex[1].z = -4.0; 00086 polygon[4].Vertex[2].x = -1.0; 00087 polygon[4].Vertex[2].y = 1.0; 00088 polygon[4].Vertex[2].z = -4.0; 00089 00090 polygon[5].Vertex[0].x = -1.0; 00091 polygon[5].Vertex[0].y = -1.0; 00092 polygon[5].Vertex[0].z = -6.0; 00093 polygon[5].Vertex[1].x = -1.0; 00094 polygon[5].Vertex[1].y = 1.0; 00095 polygon[5].Vertex[1].z = -4.0; 00096 polygon[5].Vertex[2].x = -1.0; 00097 polygon[5].Vertex[2].y = 1.0; 00098 polygon[5].Vertex[2].z = -6.0; 00099 //Right 00100 polygon[6].Vertex[0].x = 1.0; 00101 polygon[6].Vertex[0].y = -1.0; 00102 polygon[6].Vertex[0].z = -4.0; 00103 polygon[6].Vertex[1].x = 1.0; 00104 polygon[6].Vertex[1].y = -1.0; 00105 polygon[6].Vertex[1].z = -6.0; 00106 polygon[6].Vertex[2].x = 1.0; 00107 polygon[6].Vertex[2].y = 1.0; 00108 polygon[6].Vertex[2].z = -6.0; 00109 00110 polygon[7].Vertex[0].x = 1.0; 00111 polygon[7].Vertex[0].y = -1.0; 00112 polygon[7].Vertex[0].z = -4.0; 00113 polygon[7].Vertex[1].x = 1.0; 00114 polygon[7].Vertex[1].y = 1.0; 00115 polygon[7].Vertex[1].z = -6.0; 00116 polygon[7].Vertex[2].x = 1.0; 00117 polygon[7].Vertex[2].y = 1.0; 00118 polygon[7].Vertex[2].z = -4.0; 00119 //Top 00120 polygon[8].Vertex[0].x = 1.0; 00121 polygon[8].Vertex[0].y = 1.0; 00122 polygon[8].Vertex[0].z = -4.0; 00123 polygon[8].Vertex[1].x = 1.0; 00124 polygon[8].Vertex[1].y = 1.0; 00125 polygon[8].Vertex[1].z = -6.0; 00126 polygon[8].Vertex[2].x = -1.0; 00127 polygon[8].Vertex[2].y = 1.0; 00128 polygon[8].Vertex[2].z = -6.0; 00129 00130 polygon[9].Vertex[0].x = 1.0; 00131 polygon[9].Vertex[0].y = 1.0; 00132 polygon[9].Vertex[0].z = -4.0; 00133 polygon[9].Vertex[1].x = -1.0; 00134 polygon[9].Vertex[1].y = 1.0; 00135 polygon[9].Vertex[1].z = -6.0; 00136 polygon[9].Vertex[2].x = -1.0; 00137 polygon[9].Vertex[2].y = 1.0; 00138 polygon[9].Vertex[2].z = -4.0; 00139 //Bottom 00140 polygon[10].Vertex[0].x = -1.0; 00141 polygon[10].Vertex[0].y = -1.0; 00142 polygon[10].Vertex[0].z = -4.0; 00143 polygon[10].Vertex[1].x = -1.0; 00144 polygon[10].Vertex[1].y = -1.0; 00145 polygon[10].Vertex[1].z = -6.0; 00146 polygon[10].Vertex[2].x = 1.0; 00147 polygon[10].Vertex[2].y = -1.0; 00148 polygon[10].Vertex[2].z = -6.0; 00149 00150 polygon[11].Vertex[0].x = -1.0; 00151 polygon[11].Vertex[0].y = -1.0; 00152 polygon[11].Vertex[0].z = -4.0; 00153 polygon[11].Vertex[1].x = 1.0; 00154 polygon[11].Vertex[1].y = -1.0; 00155 polygon[11].Vertex[1].z = -6.0; 00156 polygon[11].Vertex[2].x = 1.0; 00157 polygon[11].Vertex[2].y = -1.0; 00158 polygon[11].Vertex[2].z = -4.0; 00159 00160 polygon[0].SetNormal(); 00161 polygon[1].SetNormal(); 00162 polygon[2].SetNormal(); 00163 polygon[3].SetNormal(); 00164 polygon[4].SetNormal(); 00165 polygon[5].SetNormal(); 00166 polygon[6].SetNormal(); 00167 polygon[7].SetNormal(); 00168 polygon[8].SetNormal(); 00169 polygon[9].SetNormal(); 00170 polygon[10].SetNormal(); 00171 polygon[11].SetNormal(); 00172 } |