Ejemplo n.º 1
0
void Cursor3dSample::demonstrate(const int width, const int height, const Crystal::Graphics::ICamera<float>& camera)
{
	this->rotationMatrix = camera.getRotationMatrix();
	glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	PointBuffer buffer;
	Point point( cursor, ColorRGBA<float>(1.0, 0.0, 0.0, 1.0), 100.0f);
	buffer.add(point);
	renderer.render(camera, buffer);
}
Ejemplo n.º 2
0
    inline void clipEdge( bool closePolygon,
                          PointBuffer<Point> &points, PointBuffer<Point> &clippedPoints ) const
    {
        clippedPoints.reset();

        if ( points.size() < 2 )
        {
            if ( points.size() == 1 )
                clippedPoints.add( points[0] );
            return;
        }

        const Edge edge( d_clipRect.x(), d_clipRect.x() + d_clipRect.width(),
                         d_clipRect.y(), d_clipRect.y() + d_clipRect.height() );

        int lastPos, start;
        if ( closePolygon )
        {
            start = 0;
            lastPos = points.size() - 1;
        }
        else
        {
            start = 1;
            lastPos = 0;

            if ( edge.isInside( points[0] ) )
                clippedPoints.add( points[0] );
        }

        const uint nPoints = points.size();
        for ( uint i = start; i < nPoints; i++ )
        {
            const Point &p1 = points[i];
            const Point &p2 = points[lastPos];

            if ( edge.isInside( p1 ) )
            {
                if ( edge.isInside( p2 ) )
                {
                    clippedPoints.add( p1 );
                }
                else
                {
                    clippedPoints.add( edge.intersection( p1, p2 ) );
                    clippedPoints.add( p1 );
                }
            }
            else
            {
                if ( edge.isInside( p2 ) )
                {
                    clippedPoints.add( edge.intersection( p1, p2 ) );
                }
            }
            lastPos = i;
        }
    }
Ejemplo n.º 3
0
void VolumeSample::demonstrate(const int width, const int height, const Crystal::Graphics::ICamera<float>& camera)
{
	glEnable(GL_DEPTH_TEST);

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	LegacyRenderer renderer;
	PointBuffer buffer;
	buffer.add(*volume);
	renderer.render(camera, buffer);

	LineBuffer lineBuffer;
	lineBuffer.add(*polygon, ColorRGBA<float>(1.0, 0.0, 0.0, 1.0));
	renderer.render(camera, lineBuffer);
}
Ejemplo n.º 4
0
void DamBreakSample::demonstrate(const int width, const int height, const Crystal::Graphics::ICamera<float>& camera)
{
	this->width = width;
	this->height = height;
	this->rotationMatrix = camera.getRotationMatrix();
	glEnable(GL_DEPTH_TEST);

	interaction.simulate(1.0f / 60.0f);


	PointLight<float> light;
	light.setPos(Vector3d<float>(10.0f, 10.0f, -10.0f));
	light.setDiffuse(ColorRGBA<float>(1.0f, 0.0f, 0.0f, 1.0f));

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	for (auto r : rigids) {
		const auto matrix = r->getTransformMatrix();
		auto p = r->getShape()->clone(r->getShape()->getId());
		p->transform(matrix);

		glViewport(0, 0, width, height);

		TriangleBuffer triangleBuffer;
		triangleBuffer.add(*p);
		//renderer.render(camera, lineBuffer);
		Material material;
		material.setAmbient(ColorRGBA<float>(0.2, 0.2, 0.2, 0.0));
		smoothRenderer.render(camera, triangleBuffer, light, material);

		glViewport(0, 0, fb.getWidth(), fb.getHeight());
		fb.bind();
		idRenderer.render(camera, triangleBuffer);
		fb.unbind();

		delete p;
	}

	glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	for (auto r : rigids) {
		const auto matrix = r->getTransformMatrix();
		auto p = r->getShape()->clone(r->getShape()->getId());
		p->transform(matrix);

		glViewport(0, 0, width, height);

		TriangleBuffer triangleBuffer;
		triangleBuffer.add(*p);
		//renderer.render(camera, lineBuffer);
		Material material;
		smoothRenderer.render(camera, triangleBuffer, light, material);

		//glViewport(0, 0, fb.getWidth(), fb.getHeight());

		delete p;
	}

	glViewport(0, 0, width, height);

	const auto& particles = fluid->getParticles();
	float minPressure = +FLT_MAX;
	float maxPressure = -FLT_MAX;
	for (auto p : particles) {
		minPressure = std::min<float>(minPressure, p->getDensity());
		maxPressure = std::max<float>(maxPressure, p->getDensity());
	}
	colorMap.setMinMax(900.0f, 1400.0f);

	//colorMap.setMinMax(800.0f, 2000.0f);
	PointBuffer buffer;
	for (auto p : particles) {
		const auto pos = p->getPosition();
		auto color = colorMap.getColor(p->getDensity());
		color.setAlpha(0.5f);
		Crystal::Graphics::Point point(pos, color, 500.0f);
		buffer.add(point);
	}
	pointRenderer.render(camera, buffer);

}