#include <windows.h>#include "shared.h"#include "polygon.h"#include "camera.h"#include "texture.h"#include "light.h"#include "locmath.h"#include "mmgr.h"Go to the source code of this file.
Functions | |
| void | SetGLLighting (LIGHT *light) |
| void | SetGLCamera (CAMERA *camera) |
| void | SetGLWorld (POLYGON *polygon) |
| void | SetGLProperties () |
| void | SetGLProjection (int Width, int Height) |
| void | SetGLView (int Width, int Height) |
| void | SetGLMaterial () |
| void | SetGLTexture (TEXTURE *texture) |
| void | DrawGrid () |
| void | DrawCube (POLYGON *polygon, TEXTURE *texture) |
| void | DrawLightSphere (LIGHT *light) |
| void | DrawGreenSphere () |
| void | DrawSphere () |
| void | DrawCone () |
| float | GetTimePassed (float &lasttime, int average, float *lastmultiplier) |
| bool | CheckClipPlanes (CAMERA Camera, VECTOR Vect) |
Variables | |
| int | numCameras |
| int | numLights |
| int | currentLight |
| int | fps |
| float | multiplier |
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Definition at line 420 of file general.cpp. References MagnitudeVector(), MultMatrix(), OBJECT::Position, VECTOR::x, VECTOR::y, and VECTOR::z.
00421 {
00422 float ProjectionMatrix[16];
00423 float ModelViewMatrix[16];
00424 float A, B, C, Distance;
00425 int Counter = 0;
00426 glGetFloatv(GL_PROJECTION_MATRIX, ProjectionMatrix);
00427 glGetFloatv(GL_MODELVIEW_MATRIX, ModelViewMatrix);
00428
00429 MultMatrix(ProjectionMatrix, ModelViewMatrix);
00430
00431 //right clipping plane
00432 A = ProjectionMatrix[0] - ProjectionMatrix[3];
00433 B = ProjectionMatrix[4] - ProjectionMatrix[7];
00434 C = ProjectionMatrix[8] - ProjectionMatrix[11];
00435
00436 Distance = -1 * (A * (-Camera.Position.x + Vect.x) + B *
00437
00438 (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z +
00439
00440 Vect.z));
00441 if (Distance > 0)
00442 Counter++;
00443
00444 //left clipping plane
00445 A = ProjectionMatrix[0] + ProjectionMatrix[3];
00446 B = ProjectionMatrix[4] + ProjectionMatrix[7];
00447 C = ProjectionMatrix[8] + ProjectionMatrix[11];
00448
00449 Distance = A * (-Camera.Position.x + Vect.x) + B *
00450
00451 (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z);
00452 if (Distance > 0)
00453 Counter++;
00454
00455 //top clipping plane
00456 A = ProjectionMatrix[1] - ProjectionMatrix[3];
00457 B = ProjectionMatrix[5] - ProjectionMatrix[7];
00458 C = ProjectionMatrix[9] - ProjectionMatrix[11];
00459
00460 Distance = -1 * (A * (-Camera.Position.x + Vect.x) + B *
00461
00462 (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z +
00463
00464 Vect.z));
00465 if (Distance > 0)
00466 Counter++;
00467
00468 //bottom clipping plane
00469 A = ProjectionMatrix[1] + ProjectionMatrix[3];
00470 B = ProjectionMatrix[5] + ProjectionMatrix[7];
00471 C = ProjectionMatrix[9] + ProjectionMatrix[11];
00472
00473 Distance = A * (-Camera.Position.x + Vect.x) + B *
00474
00475 (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z);
00476 if (Distance > 0)
00477 Counter++;
00478
00479 // near clipping plane (might not be necessary when the near
00480 // frustrum plane is close, but just in case)
00481 A = ProjectionMatrix[2] - ProjectionMatrix[3];
00482 B = ProjectionMatrix[6] - ProjectionMatrix[7];
00483 C = ProjectionMatrix[10] - ProjectionMatrix[11];
00484
00485 Distance = A * (-Camera.Position.x + Vect.x) + B *
00486
00487 (-Camera.Position.y + Vect.y) + C * (-Camera.Position.z + Vect.z);
00488 if (Distance > 0)
00489 Counter++;
00490
00491 // far clipping plane (the equation didn't work for the far plane,
00492 // so I'll just use a distance test)
00493 VECTOR Vect2;
00494 Vect2.x = Vect.x - Camera.Position.x;
00495 Vect2.y = Vect.y - Camera.Position.y;
00496 Vect2.z = Vect.z - Camera.Position.z;
00497 if (MagnitudeVector(Vect2) < 200)
00498 Counter++;
00499
00500 if (Counter == 6)
00501 return 1;
00502 else
00503 return 0;
00504 }
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Definition at line 362 of file general.cpp. Referenced by DrawGLScene().
00363 {
00364 float mat_ambient[] = { 0.1, 0.5, 1.0, 1.0 };
00365 float mat_diffuse[] = { 0.1, 0.5, 1.0, 1.0 };
00366 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00367 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00368
00369 glDisable(GL_TEXTURE_2D);
00370 glDisable(GL_CULL_FACE);
00371 glPushMatrix();
00372 glTranslatef(3.0f,-2.0f,-8.0f);
00373 glRotatef(-90,1,0,0);
00374 GLUquadricObj * cylinder = gluNewQuadric();
00375 gluQuadricOrientation(cylinder, GLU_OUTSIDE);
00376 gluCylinder(cylinder,1.0,0.0,2.0,20,20);
00377 glPopMatrix();
00378 glEnable(GL_CULL_FACE);
00379 glEnable(GL_TEXTURE_2D);
00380 }
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Definition at line 244 of file general.cpp. References polygon, and texture. Referenced by DrawGLScene().
00245 {
00246 float mat_ambient[] = { 0.8, 0.8, 0.8, 1.0 };
00247 float mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
00248 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00249 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00250
00251 glBindTexture(GL_TEXTURE_2D, texture[0].TexID);
00252
00253 glPushMatrix();
00254 glBegin(GL_TRIANGLES);
00255 // Front Face
00256 glNormal3fv(&polygon[0].Vertex[0].nx);
00257 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[0].Vertex[0].x);
00258 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[0].Vertex[1].x);
00259 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[0].Vertex[2].x);
00260
00261 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[1].Vertex[0].x);
00262 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[1].Vertex[1].x);
00263 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[1].Vertex[2].x);
00264 // Back Face
00265 glNormal3fv(&polygon[2].Vertex[0].nx);
00266 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[2].Vertex[0].x);
00267 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[2].Vertex[1].x);
00268 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[2].Vertex[2].x);
00269
00270 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[3].Vertex[0].x);
00271 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[3].Vertex[1].x);
00272 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[3].Vertex[2].x);
00273 // Top Face
00274 glNormal3fv(&polygon[4].Vertex[0].nx);
00275 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[4].Vertex[0].x);
00276 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[4].Vertex[1].x);
00277 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[4].Vertex[2].x);
00278
00279 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[5].Vertex[0].x);
00280 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[5].Vertex[1].x);
00281 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[5].Vertex[2].x);
00282 // Bottom Face
00283 glNormal3fv(&polygon[6].Vertex[0].nx);
00284 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[6].Vertex[0].x);
00285 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[6].Vertex[1].x);
00286 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[6].Vertex[2].x);
00287
00288 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[7].Vertex[0].x);
00289 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[7].Vertex[1].x);
00290 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[7].Vertex[2].x);
00291 // Right face
00292 glNormal3fv(&polygon[8].Vertex[0].nx);
00293 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[8].Vertex[0].x);
00294 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[8].Vertex[1].x);
00295 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[8].Vertex[2].x);
00296
00297 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[9].Vertex[0].x);
00298 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[9].Vertex[1].x);
00299 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[9].Vertex[2].x);
00300 // Left Face
00301 glNormal3fv(&polygon[10].Vertex[0].nx);
00302 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[10].Vertex[0].x);
00303 glTexCoord2f(1.0f, 0.0f); glVertex3fv(&polygon[10].Vertex[1].x);
00304 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[10].Vertex[2].x);
00305
00306 glTexCoord2f(0.0f, 0.0f); glVertex3fv(&polygon[11].Vertex[0].x);
00307 glTexCoord2f(1.0f, 1.0f); glVertex3fv(&polygon[11].Vertex[1].x);
00308 glTexCoord2f(0.0f, 1.0f); glVertex3fv(&polygon[11].Vertex[2].x);
00309 glEnd();
00310 glPopMatrix();
00311 }
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Definition at line 329 of file general.cpp.
00330 {
00331 float mat_ambient[] = { 0.2, 1.0, 0.1, 1.0 };
00332 float mat_diffuse[] = { 0.2, 1.0, 0.1, 1.0 };
00333 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00334 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00335 glDisable(GL_TEXTURE_2D);
00336 glPushMatrix();
00337 glTranslatef(-2.0, -2.0, -8.0);
00338 GLUquadricObj * sphere = gluNewQuadric();
00339 gluQuadricOrientation(sphere, GLU_OUTSIDE);
00340 gluSphere(sphere,0.3,20,20);
00341 glPopMatrix();
00342 glEnable(GL_TEXTURE_2D);
00343 }
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Definition at line 221 of file general.cpp. Referenced by DrawGLScene().
00222 {
00223 glDisable(GL_TEXTURE_2D);
00224 glDisable(GL_LIGHTING);
00225 glPushMatrix();
00226 glTranslatef(0,-2.0,0);
00227 float Line = -10;
00228 int Grid;
00229 glBegin(GL_LINES);
00230 for(Grid = 0; Grid <= 20; Grid += 1)
00231 {
00232 glColor3f(0.0f,1.0f,0.0f);
00233 glVertex3f(Line + Grid, 0, -10);
00234 glVertex3f(Line + Grid, 0, 10);
00235 glVertex3f(-10, 0, Line + Grid);
00236 glVertex3f(10, 0, Line + Grid);
00237 }
00238 glEnd();
00239 glPopMatrix();
00240 glEnable(GL_TEXTURE_2D);
00241 glEnable(GL_LIGHTING);
00242 }
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Definition at line 313 of file general.cpp. References currentLight, and light. Referenced by DrawGLScene().
00314 {
00315 float mat_ambient[] = { 1.0, 0.2, 0.1, 1.0 };
00316 float mat_diffuse[] = { 1.0, 0.2, 0.1, 1.0 };
00317 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00318 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00319 glDisable(GL_TEXTURE_2D);
00320 glPushMatrix();
00321 glTranslatef(light[currentLight].Position.x, light[currentLight].Position.y, light[currentLight].Position.z);
00322 GLUquadricObj * sphere = gluNewQuadric();
00323 gluQuadricOrientation(sphere, GLU_OUTSIDE);
00324 gluSphere(sphere,0.3,20,20);
00325 glPopMatrix();
00326 glEnable(GL_TEXTURE_2D);
00327 }
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Definition at line 345 of file general.cpp. Referenced by DrawGLScene().
00346 {
00347 float mat_ambient[] = { 0.8, 0.5, 0.1, 1.0 };
00348 float mat_diffuse[] = { 0.8, 0.5, 0.1, 1.0 };
00349 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00350 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00351
00352 glDisable(GL_TEXTURE_2D);
00353 glPushMatrix();
00354 glTranslatef(-3.0f,-1.0f,-8.0f);
00355 GLUquadricObj * sphere = gluNewQuadric();
00356 gluQuadricOrientation(sphere, GLU_OUTSIDE);
00357 gluSphere(sphere,1.0,50,50);
00358 glPopMatrix();
00359 glEnable(GL_TEXTURE_2D);
00360 }
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Definition at line 382 of file general.cpp. References average, fps, lastmultiplier, lasttime, and multiplier. Referenced by WinMain().
00383 {
00384 float timeoffset;
00385 float currenttime;
00386 /*
00387 If the program has just started, set last tickcount to the current tickcount.
00388 This prevents the program from thinking that several hours have passed since the last frame.
00389 */
00390 if (lasttime == 0)
00391 lasttime = (float)GetTickCount();
00392 // Get the current time
00393 currenttime = (float)GetTickCount();
00394 // Calculate the offset
00395 timeoffset = currenttime - lasttime;
00396 // If timeoffset less than 1/120 of a second (in milliseconds) then set to minimum offset
00397 if (timeoffset < 8.333333)
00398 {
00399 timeoffset = 8.333333;
00400 currenttime = lasttime + timeoffset;
00401 }
00402 // Put the current time in the lasttime variable
00403 lasttime = currenttime;
00404 // return the time offset in seconds per frame
00405 multiplier = timeoffset / 1000;
00406 for (int loop = 0; loop < average - 1; loop++)
00407 {
00408 lastmultiplier[loop] = lastmultiplier[loop + 1];
00409 }
00410 lastmultiplier[average - 1] = multiplier;
00411 for (int loop = 0; loop < average - 1; loop++)
00412 multiplier += lastmultiplier[loop];
00413 multiplier /= (float)average;
00414 if (multiplier)
00415 fps = (int)(1.0 / multiplier);
00416 return multiplier;
00417 }
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Definition at line 27 of file general.cpp. References camera, numCameras, and CAMERA::Reset(). Referenced by InitGL().
00028 {
00029 int temp;
00030 for(temp = 0; temp <= numCameras; temp++)
00031 camera[temp].Reset();
00032 }
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Definition at line 16 of file general.cpp. References light, LIGHT::LightNumber, numLights, and LIGHT::Reset().
00017 {
00018 int temp;
00019 for (temp = 0; temp <= numLights; temp++)
00020 {
00021 light[temp].LightNumber = temp;
00022 light[temp].Reset();
00023 }
00024 glEnable(GL_LIGHTING);
00025 }
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Definition at line 200 of file general.cpp. Referenced by InitGL().
00201 {
00202 float mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
00203 float mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
00204 float mat_specular[] = { 0.9, 0.9, 0.9, 1.0 };
00205 float mat_emission[] = { 0.0, 0.0, 0.0, 1.0 };
00206 float mat_shininess[] = { 80.0 };
00207
00208 glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
00209 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
00210 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
00211 glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
00212 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
00213 }
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Definition at line 183 of file general.cpp. Referenced by SetGLView().
00184 {
00185 if (Height==0)
00186 Height=1;
00187 glViewport(0, 0, Width, Height);
00188 glMatrixMode(GL_PROJECTION);
00189 glLoadIdentity();
00190 gluPerspective(45.0,(float)Width/(float)Height,0.5,200.0);
00191 }
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Definition at line 171 of file general.cpp. Referenced by InitGL().
00172 {
00173 glCullFace(GL_BACK);
00174 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
00175 glClearDepth(1.0);
00176 glDepthFunc(GL_LESS);
00177 glEnable(GL_DEPTH_TEST);
00178 glShadeModel(GL_SMOOTH);
00179 glEnable(GL_NORMALIZE);
00180 glEnable(GL_CULL_FACE);
00181 }
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Definition at line 215 of file general.cpp. References TEXTURE::LoadTGA(), and texture. Referenced by InitGL().
00216 {
00217 sprintf(texture[0].TexName, "%s", "tile.tga");
00218 texture[0].LoadTGA();
00219 }
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Definition at line 193 of file general.cpp. References SetGLProjection(). Referenced by InitGL(), and ReSizeGLScene().
00194 {
00195 SetGLProjection(Width, Height);
00196 glMatrixMode(GL_MODELVIEW);
00197 glLoadIdentity();
00198 }
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Definition at line 34 of file general.cpp. References polygon, POLYGON::SetNormal(), POLYGON::Vertex, VERTEX::x, VERTEX::y, and VERTEX::z. Referenced by InitGL().
00035 {
00036 //Front
00037 polygon[0].Vertex[0].x = -1.0;
00038 polygon[0].Vertex[0].y = -1.0;
00039 polygon[0].Vertex[0].z = -4.0;
00040 polygon[0].Vertex[1].x = 1.0;
00041 polygon[0].Vertex[1].y = -1.0;
00042 polygon[0].Vertex[1].z = -4.0;
00043 polygon[0].Vertex[2].x = 1.0;
00044 polygon[0].Vertex[2].y = 1.0;
00045 polygon[0].Vertex[2].z = -4.0;
00046
00047 polygon[1].Vertex[0].x = -1.0;
00048 polygon[1].Vertex[0].y = -1.0;
00049 polygon[1].Vertex[0].z = -4.0;
00050 polygon[1].Vertex[1].x = 1.0;
00051 polygon[1].Vertex[1].y = 1.0;
00052 polygon[1].Vertex[1].z = -4.0;
00053 polygon[1].Vertex[2].x = -1.0;
00054 polygon[1].Vertex[2].y = 1.0;
00055 polygon[1].Vertex[2].z = -4.0;
00056 //Back
00057 polygon[2].Vertex[0].x = 1.0;
00058 polygon[2].Vertex[0].y = -1.0;
00059 polygon[2].Vertex[0].z = -6.0;
00060 polygon[2].Vertex[1].x = -1.0;
00061 polygon[2].Vertex[1].y = -1.0;
00062 polygon[2].Vertex[1].z = -6.0;
00063 polygon[2].Vertex[2].x = -1.0;
00064 polygon[2].Vertex[2].y = 1.0;
00065 polygon[2].Vertex[2].z = -6.0;
00066
00067 polygon[3].Vertex[0].x = 1.0;
00068 polygon[3].Vertex[0].y = -1.0;
00069 polygon[3].Vertex[0].z = -6.0;
00070 polygon[3].Vertex[1].x = -1.0;
00071 polygon[3].Vertex[1].y = 1.0;
00072 polygon[3].Vertex[1].z = -6.0;
00073 polygon[3].Vertex[2].x = 1.0;
00074 polygon[3].Vertex[2].y = 1.0;
00075 polygon[3].Vertex[2].z = -6.0;
00076 //Left
00077 polygon[4].Vertex[0].x = -1.0;
00078 polygon[4].Vertex[0].y = -1.0;
00079 polygon[4].Vertex[0].z = -6.0;
00080 polygon[4].Vertex[1].x = -1.0;
00081 polygon[4].Vertex[1].y = -1.0;
00082 polygon[4].Vertex[1].z = -4.0;
00083 polygon[4].Vertex[2].x = -1.0;
00084 polygon[4].Vertex[2].y = 1.0;
00085 polygon[4].Vertex[2].z = -4.0;
00086
00087 polygon[5].Vertex[0].x = -1.0;
00088 polygon[5].Vertex[0].y = -1.0;
00089 polygon[5].Vertex[0].z = -6.0;
00090 polygon[5].Vertex[1].x = -1.0;
00091 polygon[5].Vertex[1].y = 1.0;
00092 polygon[5].Vertex[1].z = -4.0;
00093 polygon[5].Vertex[2].x = -1.0;
00094 polygon[5].Vertex[2].y = 1.0;
00095 polygon[5].Vertex[2].z = -6.0;
00096 //Right
00097 polygon[6].Vertex[0].x = 1.0;
00098 polygon[6].Vertex[0].y = -1.0;
00099 polygon[6].Vertex[0].z = -4.0;
00100 polygon[6].Vertex[1].x = 1.0;
00101 polygon[6].Vertex[1].y = -1.0;
00102 polygon[6].Vertex[1].z = -6.0;
00103 polygon[6].Vertex[2].x = 1.0;
00104 polygon[6].Vertex[2].y = 1.0;
00105 polygon[6].Vertex[2].z = -6.0;
00106
00107 polygon[7].Vertex[0].x = 1.0;
00108 polygon[7].Vertex[0].y = -1.0;
00109 polygon[7].Vertex[0].z = -4.0;
00110 polygon[7].Vertex[1].x = 1.0;
00111 polygon[7].Vertex[1].y = 1.0;
00112 polygon[7].Vertex[1].z = -6.0;
00113 polygon[7].Vertex[2].x = 1.0;
00114 polygon[7].Vertex[2].y = 1.0;
00115 polygon[7].Vertex[2].z = -4.0;
00116 //Top
00117 polygon[8].Vertex[0].x = 1.0;
00118 polygon[8].Vertex[0].y = 1.0;
00119 polygon[8].Vertex[0].z = -4.0;
00120 polygon[8].Vertex[1].x = 1.0;
00121 polygon[8].Vertex[1].y = 1.0;
00122 polygon[8].Vertex[1].z = -6.0;
00123 polygon[8].Vertex[2].x = -1.0;
00124 polygon[8].Vertex[2].y = 1.0;
00125 polygon[8].Vertex[2].z = -6.0;
00126
00127 polygon[9].Vertex[0].x = 1.0;
00128 polygon[9].Vertex[0].y = 1.0;
00129 polygon[9].Vertex[0].z = -4.0;
00130 polygon[9].Vertex[1].x = -1.0;
00131 polygon[9].Vertex[1].y = 1.0;
00132 polygon[9].Vertex[1].z = -6.0;
00133 polygon[9].Vertex[2].x = -1.0;
00134 polygon[9].Vertex[2].y = 1.0;
00135 polygon[9].Vertex[2].z = -4.0;
00136 //Bottom
00137 polygon[10].Vertex[0].x = -1.0;
00138 polygon[10].Vertex[0].y = -1.0;
00139 polygon[10].Vertex[0].z = -4.0;
00140 polygon[10].Vertex[1].x = -1.0;
00141 polygon[10].Vertex[1].y = -1.0;
00142 polygon[10].Vertex[1].z = -6.0;
00143 polygon[10].Vertex[2].x = 1.0;
00144 polygon[10].Vertex[2].y = -1.0;
00145 polygon[10].Vertex[2].z = -6.0;
00146
00147 polygon[11].Vertex[0].x = -1.0;
00148 polygon[11].Vertex[0].y = -1.0;
00149 polygon[11].Vertex[0].z = -4.0;
00150 polygon[11].Vertex[1].x = 1.0;
00151 polygon[11].Vertex[1].y = -1.0;
00152 polygon[11].Vertex[1].z = -6.0;
00153 polygon[11].Vertex[2].x = 1.0;
00154 polygon[11].Vertex[2].y = -1.0;
00155 polygon[11].Vertex[2].z = -4.0;
00156
00157 polygon[0].SetNormal();
00158 polygon[1].SetNormal();
00159 polygon[2].SetNormal();
00160 polygon[3].SetNormal();
00161 polygon[4].SetNormal();
00162 polygon[5].SetNormal();
00163 polygon[6].SetNormal();
00164 polygon[7].SetNormal();
00165 polygon[8].SetNormal();
00166 polygon[9].SetNormal();
00167 polygon[10].SetNormal();
00168 polygon[11].SetNormal();
00169 }
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Definition at line 12 of file general.cpp. Referenced by DrawLightSphere(), and WinMain(). |
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Definition at line 13 of file general.cpp. Referenced by DrawGLScene(), and GetTimePassed(). |
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Definition at line 14 of file general.cpp. Referenced by GetTimePassed(), and WinMain(). |
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Definition at line 10 of file general.cpp. Referenced by SetGLCamera(), and WinMain(). |
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Definition at line 11 of file general.cpp. Referenced by DrawGLScene(), SetGLLighting(), and WinMain(). |
1.2.15