void DrawStreamlinesImplementation::operator()( const Grid<Vec2D<float>>& vector_field, const Grid<float>& scalar_field) { glScalef(1.0 / (vector_field.x() - 1), 1.0 / (vector_field.y() - 1), 1.0); calibrateColor(vector_field, scalar_field); vector<Vec2D<float>> seeds; srand(23123); for (size_t i = 0; i < LINE_COUNT; ++i) { Vec2D<float> point((float)(1 + rand() % 1000) / 999.0, (float)(1 + rand() % 1000) / 999.0); seeds.push_back(point); } float depth = 0; for (auto& seed : seeds) { depth += 2.0 / LINE_COUNT; drawStreamline(seed, 0.5, vector_field, scalar_field, depth); drawStreamline(seed, -0.5, vector_field, scalar_field, depth); } }
void SoftADJDS311::calibrate(){ delay(2); //wait for LED to come full brintness if used calibrateColor(); // This calibrates R, G, and B int registers calibrateClear(); // This calibrates the C int registers calibrateCapacitors(); // This calibrates the RGB, and C cap registers }