computational form 23,
play 14,
information 13,
everybityoumake 12,
atoz 10,
processingtext 10,
mapping 9,
mobility 9,
nime 9,
fabricatinginformation 8,
interactivesound 7,
locative 7,
thesis 7,
ubicomp 5,
blah 4,
thinking 4,
isco 3,
pcomp 3,
assistive technologies 1,
howto 1,
visualization 1
CompuForm Assigment 1: landscape · posted by vaibhav bhawsar Sep 14, 2007
void drawLand ( void )
{
float c = .00392;
//glPolygonMode(GL_BACK,GL_LINE);
glBegin(GL_QUADS);
glColor3f(c*164,c*164,c*164);
glVertex2f(0,windowW);
glColor3f(c*60,c*95,c*105);
glVertex2f(0,windowH/2);
glVertex2f(windowW,windowH/2);
glColor3f(c*224,c*224,c*224);
glVertex2f(windowW,windowH);
glEnd();
// //
glBegin(GL_QUADS);
glColor3f(c*0,c*60,c*60);
glVertex2f(0,windowH/2);
glColor3f(c*66,c*105,c*60);
// //
glVertex2f(0,0);
glVertex2f(windowW,0);
glColor3f(c*66,c*105,c*60);
glVertex2f(windowW,windowH/2);
glEnd();
// //
float x = 40;
//hill1
glBegin(GL_TRIANGLES);
glColor3f(c*60,c*80,c*60);
glVertex2f(x+60,windowH/2+(70)+(mouseY/3));
glColor3f(c*16,c*105,c*60);
glVertex2f(x+180,windowH/2);
glColor3f(c*0,c*60,c*60);
glVertex2f(x,windowH/2);
glEnd();
// //
//hill3
glBegin(GL_TRIANGLES);
glColor3f(c*60,c*80,c*60);
glVertex2f(x+490,windowH/2+(120)+(mouseY/6));
glVertex2f(x+600,windowH/2);
glColor3f(c*0,c*60,c*60);
glVertex2f(x+190,windowH/2);
glEnd();
// //
//hill2
glBegin(GL_TRIANGLES);
glColor3f(c*60,c*80,c*60);
glVertex2f(x+190,windowH/2+(100)+(mouseY/6));
glVertex2f(x+300,windowH/2);
glColor3f(c*0,c*60,c*60);
glVertex2f(x+100,windowH/2);
glEnd();
// //
//hill4
glBegin(GL_TRIANGLES);
glColor3f(c*60,c*80,c*60);
glVertex2f(x+590,windowH/2+(70)+(mouseY/3));
glColor3f(c*16,c*105,c*60);
glVertex2f(x+690,windowH/2);
glColor3f(c*0,c*60,c*60);
glVertex2f(x+490,windowH/2);
glEnd();
// //
//cloud
float f = mouseX*.318/(255);
glBegin(GL_TRIANGLE_FAN);
glColor4f(c*53,c*230,c*233,mouseX*.318/(255));
glVertex2f(161,507);
glVertex2f(161,523);
glVertex2f(174,527);
glVertex2f(187,523);
glColor4f(c*10,c*150,c*233,mouseX*.318/(255));
glVertex2f(195,515);
glVertex2f(191,497);
glVertex2f(179,487);
glVertex2f(174,487);
glVertex2f(161,495);
glVertex2f(151,488);
glVertex2f(144,487);
glVertex2f(140,492);
glVertex2f(135,492);
glVertex2f(129,495);
glVertex2f(128,501);
glColor4f(c*53,c*230,c*233,mouseX*.318/(255));
glVertex2f(133,508);
glVertex2f(139,512);
glVertex2f(151,519);
glVertex2f(161,523);
glEnd();
// //
//river
float xr = windowW/2+(mouseX);
float yr = windowH/2;
glColor4f(c*53,c*230,c*233,.1);
glBegin(GL_TRIANGLE_STRIP);
//left
glVertex2f(windowW/2-(10),windowH/2);
//right
glVertex2f(windowW/2+40,windowH/2);
glVertex2f(windowW/2-(xr/5),yr-20);
glVertex2f(xr,yr-10);
glVertex2f(windowW/2-(xr/4.5),yr-40);
glVertex2f(xr,yr-20);
glVertex2f(windowW/2-(xr/4.3),yr-50);
glVertex2f(xr+20,yr-60);
glVertex2f(windowW/2-(xr/4),yr-60);
glVertex2f(xr+40,yr-80);
glVertex2f(windowW/2-(xr/3.5),yr-80);
glVertex2f(xr+60,yr-100);
glVertex2f(windowW/2-(xr/3),yr-100);
glVertex2f(xr+80,yr-120);
glVertex2f(windowW/2-(xr/2.5),yr-120);
glVertex2f(xr+100,yr-140);
glVertex2f(windowW/2-(xr/2),yr-140);
glVertex2f(xr+120,yr-160);
glVertex2f(windowW/2-(xr/1.5),yr-160);
glVertex2f(xr+140,yr-180);
glVertex2f(windowW/2-(xr),60);
glVertex2f(xr+180,0);
glVertex2f(windowW/2-(xr),0);
glEnd();
}
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