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Copy pathdraw.cpp
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166 lines (142 loc) · 3.87 KB
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#include <stdlib.h>
#include <cmath>
#include <GL/glut.h>
using namespace std;
void DisegnaPavimento(GLfloat R)
{
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(R, R, -R);
glTexCoord2f(0, 1);
glVertex3f(-R, R, -R);
glTexCoord2f(0, 0);
glVertex3f(-R, R, R);
glTexCoord2f(1, 0);
glVertex3f(R, R, R);
glEnd();
}
void DisegnaAllarme(GLfloat R)
{
glColor3f(1.0,0.0,0.0);
glutSolidCube(R);
}
void DisegnaMuro(GLfloat R)
{
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2f(1, 1);
glVertex3f(R, R, R);
glTexCoord2f(0, 1);
glVertex3f(-R, R, R);
glTexCoord2f(0, 0);
glVertex3f(-R, -R, R);
glTexCoord2f(1, 0);
glVertex3f(R, -R, R);
glNormal3f(0, 0, -1);
glTexCoord2f(1, 1);
glVertex3f(-R, R, -R);
glTexCoord2f(0, 1);
glVertex3f(R, R, -R);
glTexCoord2f(0, 0);
glVertex3f(R, -R, -R);
glTexCoord2f(1, 0);
glVertex3f(-R, -R, -R);
glNormal3f(1, 0, 0);
glTexCoord2f(1, 1);
glVertex3f(R, R, -R);
glTexCoord2f(0, 1);
glVertex3f(R, R, R);
glTexCoord2f(0, 0);
glVertex3f(R, -R, R);
glTexCoord2f(1, 0);
glVertex3f(R, -R, -R);
glNormal3f(-1, 0, 0);
glTexCoord2f(1, 1);
glVertex3f(-R, R, R);
glTexCoord2f(0, 1);
glVertex3f(-R, R, -R);
glTexCoord2f(0, 0);
glVertex3f(-R, -R, -R);
glTexCoord2f(1, 0);
glVertex3f(-R, -R, R);
glNormal3f(0, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(R, R, -R);
glTexCoord2f(0, 1);
glVertex3f(-R, R, -R);
glTexCoord2f(0, 0);
glVertex3f(-R, R, R);
glTexCoord2f(1, 0);
glVertex3f(R, R, R);
glNormal3f(0, -1, 0);
glTexCoord2f(1, 1);
glVertex3f(-R, -R, -R);
glTexCoord2f(0, 1);
glVertex3f(R, -R, -R);
glTexCoord2f(0, 0);
glVertex3f(R, -R, R);
glTexCoord2f(1, 0);
glVertex3f(-R, -R, R);
glEnd();
}
void Draw_Skybox(float x, float y, float z, float width, float height, float length)
{
// Reset and transform the matrix.
//glLoadIdentity();
// Store the current matrix
glPushMatrix();
// Enable/Disable features
/*glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);*/
// Center the Skybox around the given x,y,z position
x = x - width / 2;
y = y - height / 2;
z = z - length / 2;
// Draw Front side
glBindTexture(GL_TEXTURE_2D, 4);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z+length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y+height, z+length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+width, y+height, z+length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+width, y, z+length);
glEnd();
// Draw Back side
glBindTexture(GL_TEXTURE_2D, 4);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y+height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y+height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
// Draw Left side
glBindTexture(GL_TEXTURE_2D, 4);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y+height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y+height, z+length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z+length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
// Draw Right side
glBindTexture(GL_TEXTURE_2D, 4);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+width, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y, z+length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y+height, z+length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+width, y+height, z);
glEnd();
// Draw Up side
glBindTexture(GL_TEXTURE_2D, 4);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+width, y+height, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y+height, z+length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y+height, z+length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y+height, z);
glEnd();
// Restore enable bits and matrix
//glPopAttrib();
glPopMatrix();
}