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Diffstat (limited to 'headtrack_stereo_demo/src/scenerenderer.cpp')
-rw-r--r--headtrack_stereo_demo/src/scenerenderer.cpp42
1 files changed, 27 insertions, 15 deletions
diff --git a/headtrack_stereo_demo/src/scenerenderer.cpp b/headtrack_stereo_demo/src/scenerenderer.cpp
index 2fc7042..a85b5a1 100644
--- a/headtrack_stereo_demo/src/scenerenderer.cpp
+++ b/headtrack_stereo_demo/src/scenerenderer.cpp
@@ -6,6 +6,18 @@
extern GameState_t g_GameState;
+void setColorMaterial(float r, float g, float b, float shin)
+{
+ float ambdif[] = {r, g, b, 1.0},
+ em[] = {0.0, 0.0, 0.0, 1.0},
+ spec[] = {1.0, 1.0, 1.0, 1.0};
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, ambdif);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, em);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
+}
+
void DrawRasterBox()
{
double l_dHalfHeight = 0.5 * g_GameState.m_FrustumParms.m_dScreenHeightWorld,
@@ -20,7 +32,7 @@ void DrawRasterBox()
l_dVariable = -l_dHalfHeight + (double)i * l_dDH;
//draw U on xz
glBegin(GL_LINE_STRIP);
- glColor3d(0.0, 0.0, 1.0);
+ setColorMaterial(0.0, 0.0, 1.0, 256.0);
glVertex3d(-l_dHalfWidth, l_dVariable, 0.0);
glVertex3d(-l_dHalfWidth, l_dVariable, -l_dBoxDepth);
glVertex3d(l_dHalfWidth, l_dVariable, -l_dBoxDepth);
@@ -72,7 +84,7 @@ void DrawRasterBox()
//
// //draw a background rectangle
// glBegin(GL_POLYGON);
-// glColor3d(0.5, 0.5, 0.5);
+// setColorMaterial(0.5, 0.5, 0.5, 128.0);
// glVertex2i(0, 0);
// glVertex2i(0, 50);
// glVertex2i(250, 50);
@@ -84,14 +96,14 @@ void DrawRasterBox()
//
// sprintf_s(l_pFpsString, 256, "FPS : %03.1f", g_pFrameTimer->getTicksPerSecond());
// size_t l_sStrLen = strlen(l_pFpsString);
-// glColor3d(0.0, 0.0, 0.0);
+// setColorMaterial(0.0, 0.0, 0.0, 128.0);
// glRasterPos2i(5, 13);
// for (size_t i=0; i<l_sStrLen; i++)
// glutBitmapCharacter(GLUT_BITMAP_8_BY_13, l_pFpsString[i]);
//
// sprintf_s(l_pFpsString, 256, "(Avg: %03.1f)", g_pFrameTimer->getAvgTicksPerSecond());
// l_sStrLen = strlen(l_pFpsString);
-// //glColor3d(0.0, 0.0, 1.0);
+// //setColorMaterial(0.0, 0.0, 1.0, 128.0);
// glRasterPos2i(125, 13);
// for (size_t i=0; i<l_sStrLen; i++)
// glutBitmapCharacter(GLUT_BITMAP_8_BY_13, l_pFpsString[i]);
@@ -99,14 +111,14 @@ void DrawRasterBox()
// //draw the poll timer
// sprintf_s(l_pFpsString, 256, "POLLS: %03.1f", g_pPollTimer->getTicksPerSecond());
// l_sStrLen = strlen(l_pFpsString);
-// //glColor3d(0.0, 0.0, 1.0);
+// //setColorMaterial(0.0, 0.0, 1.0, 128.0);
// glRasterPos2i(5, 39);
// for (size_t i=0; i<l_sStrLen; i++)
// glutBitmapCharacter(GLUT_BITMAP_8_BY_13, l_pFpsString[i]);
//
// sprintf_s(l_pFpsString, 256, "(Avg: %03.1f)", g_pPollTimer->getAvgTicksPerSecond());
// l_sStrLen = strlen(l_pFpsString);
-// //glColor3d(0.0, 0.0, 1.0);
+// //setColorMaterial(0.0, 0.0, 1.0, 128.0);
// glRasterPos2i(125, 39);
// for (size_t i=0; i<l_sStrLen; i++)
// glutBitmapCharacter(GLUT_BITMAP_8_BY_13, l_pFpsString[i]);
@@ -128,36 +140,36 @@ void RenderScene(void)
DrawRasterBox();
glPushMatrix();
- glColor3d(1.0, 0.0, 0.0);
+ setColorMaterial(1.0, 0.0, 0.0, 128.0);
glTranslated(-5.0, 5.0, -15.0);
glutSolidCube(5.0);
- glColor3d(0.0, 1.0, 0.0);
+ setColorMaterial(0.0, 1.0, 0.0, 128.0);
glTranslated(10.0, 0.0, 0.0);
glutSolidCube(5.0);
- glColor3d(0.0, 0.0, 1.0);
+ setColorMaterial(0.0, 0.0, 1.0, 128.0);
glTranslated(0.0, -10.0, 0.0);
glutSolidCube(5.0);
- glColor3d(1.0, 1.0, 0.0);
+ setColorMaterial(1.0, 1.0, 0.0, 128.0);
glTranslated(-10.0, 0.0, 0.0);
glutSolidCube(5.0);
glPopMatrix();
glPushMatrix();
- glColor3d(1.0, 1.0, 0.0);
+ setColorMaterial(1.0, 1.0, 0.0, 128.0);
glTranslated(-5.0, 5.0, -5.0);
glutSolidCube(5.0);
- glColor3d(0.0, 0.0, 1.0);
+ setColorMaterial(0.0, 0.0, 1.0, 128.0);
glTranslated(10.0, 0.0, 0.0);
glutSolidCube(5.0);
- glColor3d(0.0, 1.0, 0.0);
+ setColorMaterial(0.0, 1.0, 0.0, 128.0);
glTranslated(0.0, -10.0, 0.0);
glutSolidCube(5.0);
- glColor3d(1.0, 0.0, 0.0);
+ setColorMaterial(1.0, 0.0, 0.0, 128.0);
glTranslated(-10.0, 0.0, 0.0);
glutSolidCube(5.0);
glPopMatrix();
- glColor3d(1.0, 0.0, 1.0);
+ setColorMaterial(1.0, 0.0, 1.0, 128.0);
glPushMatrix();
glTranslated(0.0, 0.0, 5.0);
//glScaled(1.0, 1.0, 10.0);