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#include <windows.h>
#include <GL/glu.h>
#ifdef X11
#include <GL/glx.h>
#endif
#include <math.h>
#include <stdio.h>
#ifdef WIN32
#include "stonehen.h"
#endif
#include "Color.h"
#include "Telescop.h"
inline float radians(float a) {return M_PI * a / 180.0;}
Telescope::Telescope(GLfloat x, GLfloat y) { xpos = x; ypos = y;
divisions = 20; radius = .1; disk = gluNewQuadric(); cylinder = gluNewQuadric(); gluQuadricNormals(disk, GLU_FLAT); gluQuadricNormals(cylinder, GLU_SMOOTH); gluQuadricTexture(disk, GL_TRUE); gluQuadricTexture(cylinder, GL_TRUE);
}
Telescope::~Telescope() { gluDeleteQuadric(disk); gluDeleteQuadric(cylinder); }
void Telescope::draw_setup(GLfloat fov, GLfloat aspect, int perspective) { GLfloat near_plane;
/* Worry about the aspect ratio later */ near_plane = .5 / tan(radians(fov / 2.0));
glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); if (perspective) gluPerspective(fov, aspect, near_plane - .01, 10.0); else fprintf(stderr, "Warning: Drawing telescope using orthographic projection.\n"); gluLookAt(0, 0, -near_plane, 0, 0, 1, 0, 1, 0);
glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(xpos, ypos, 0); }
void Telescope::draw_fake() { glBegin(GL_QUADS); glColor3f(1, 1, 1); glVertex3f(-radius, -radius, .01); glVertex3f(radius, -radius, .01); glVertex3f(radius, radius, .01); glVertex3f(-radius, radius, .01); glEnd(); }
void Telescope::draw_body() { Color c; glPushMatrix();
glColor3f(1, 1, 0); gluDisk(disk, radius, 1.1 * radius, divisions, 1); gluCylinder(cylinder, 1.1 * radius, 1.1 * radius, .1 * radius, divisions, 1); glTranslatef(0, 0, .1*radius); gluDisk(disk, radius, 1.1 * radius, divisions, 1);
glPushAttrib(GL_ENABLE_BIT); glDisable(GL_TEXTURE_2D); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white.c); glColor3f(0, 0, 0); gluCylinder(cylinder, 1.05 * radius, .95 * radius, .25, divisions, 1); glPopAttrib();
/* Would just do this with a push / pop, but that seems to be broken.
* glGetMaterialfv also seems to be broken, so we can't use that either. */ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black.c);
glTranslatef(0, 0, .25); glColor3f(1, 1, 0); gluDisk(disk, .95 * radius, 1.05 * radius, divisions, 1); gluCylinder(cylinder, 1.05 * radius, 1.05 * radius, .1 * radius, divisions, 1); glTranslatef(0, 0, .1*radius); gluDisk(disk, .95 * radius, 1.05 * radius, divisions, 1);
glPopMatrix(); }
void Telescope::draw_takedown() { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); }
void Telescope::draw_lens() { gluDisk(disk, 0, radius, divisions, 1); }
void Telescope::set_divisions(int d) { // Someday we'll put all the quadric stuff in display lists...
divisions = d; }
int Telescope::get_divisions() { return divisions; }
void Telescope::set_radius(GLfloat r) { // Someday this might have to update some display lists
radius = r; }
GLfloat Telescope::get_radius() { return radius; }
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