1 #include "SceneGlutPrimitives.hh"
3 #include <Gui/biasgl.h>
4 #include <Base/Math/Vector3.hh>
5 #include <Utils/GlutInitWrapper.hh>
14 bIcosahedron_ =
false;
15 bTetrahedron_ =
false;
33 float colorBronzeDiff[4] = { 0.8, 0.6, 0.0, 1.0 };
34 float colorBronzeSpec[4] = { 1.0, 1.0, 0.4, 1.0 };
35 float colorBlue[4] = { 0.0, 0.2, 1.0, 1.0 };
36 float colorBlueSpec[4] = { 1.0, 1.0, 0.2, 1.0 };
37 float colorNone[4] = { 0.0, 0.0, 0.0, 0.0 };
38 glMatrixMode(GL_MODELVIEW);
42 glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBlue);
43 glMaterialfv(GL_FRONT, GL_SPECULAR, colorNone);
44 glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
45 glColor4fv(colorBlue);
48 glutSolidCube(fCubeSize_);
52 glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBronzeDiff);
53 glMaterialfv(GL_FRONT, GL_SPECULAR, colorBronzeSpec);
54 glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
55 glColor4fv(colorBronzeDiff);
58 glutSolidTeapot(fTeapotSize_);
63 glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBronzeDiff);
64 glMaterialfv(GL_FRONT, GL_SPECULAR, colorBronzeSpec);
65 glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
66 glColor4fv(colorBronzeSpec);
68 glutSolidIcosahedron();
72 glMaterialfv(GL_FRONT, GL_DIFFUSE, colorBronzeDiff);
73 glMaterialfv(GL_FRONT, GL_SPECULAR, colorBronzeSpec);
74 glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
75 glColor4fv(colorBlueSpec);
77 glutSolidTetrahedron();
virtual void GetBoundingBox(BIAS::Vector3< double > &themin, BIAS::Vector3< double > &themax)
Determine and return the bouning box of all elements of the scene.
static GlutInitWrapper * GetInstance()
virtual void Draw()
To do anything usefull, overload this method, assume context is ready and draw.