Witam chciałbym z kopiować 2 kule
//dwie kule
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(-60,-1,-0,-0);
glRotated(0,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.0,1.2,-6);
glRotated(-60,-1,-0,-0);
glRotated(0,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
pętle którą wykonałem sam tylko nie wiem gdzie umieścić
for (int x=-2; x<=2; ++x)
for (int z=2; z<=2; ++z)
glPushMatrix();
glTranslated(0.0+x,0.0,0.0+z);
choinka();
glPopMatrix();
/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#define GLUT_DISABLE_ATEXIT_HACK
#include <windows.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
gluPerspective(60,ar,2.0,100.0);
}
float posx = 4;
float posz = 5;
float d = 0;
float f= 60;
float g1 = 90;
float g2 = 90;
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double b = t*g1;
const double a = t*g2;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(
posx, 0, posz,
0,0,-1,
0,1,0);
// gluRotated
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(0,1,d);
//dwie kule
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(-60,-1,-0,-0);
glRotated(0,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.0,1.2,-6);
glRotated(-60,-1,-0,-0);
glRotated(0,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
}
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}