Example #1
0
void kb_scan(void)
{
	static int d[4][4]={{13,9,5,1},{14,10,6,2},{15,11,7,3},{16,12,8,4}};
	static int scan[4]={0x7f,0xbf,0xdf,0xef};
	static int hmk[4]={240,240,240,240};
	static int lmk[4]={1,2,4,8};
	static int i=0,j=0,c=0,test=1,s=0;
	for(j=0;j<4;j++)
	{
		set(200,255,0,240);
		fpt(0,hmk[j],0,scan[j]);
		for(i=0;i<4;i++)
		{
			set(200,255,0,240);
			fgt(100,lmk[i],i,&test);
			if(test==0)
			{
				c=0;
				while(c==0)
				{
					set(200,255,0,240);
					fgt(100,lmk[i],i,&test);
					if(test>0)
					{

						s=d[j][i];
						printf("j=%d,i=%d\n",j,i );
						printf("%d\n",s);
						c=1;
					}
				}
			}
		}
	}




}
void SkyLine::draw(StelCore *core) const
{
	if (!fader.getInterstate())
		return;

	StelProjectorP prj = core->getProjection(frameType, frameType!=StelCore::FrameAltAz ? StelCore::RefractionAuto : StelCore::RefractionOff);

	// Get the bounding halfspace
	const SphericalCap& viewPortSphericalCap = prj->getBoundingCap();

	// Initialize a painter and set openGL state
	StelPainter sPainter(prj);
	sPainter.setColor(color[0], color[1], color[2], fader.getInterstate());
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode

	Vec4f textColor(color[0], color[1], color[2], 0);		
	textColor[3]=fader.getInterstate();

	ViewportEdgeIntersectCallbackData userData(&sPainter);	
	sPainter.setFont(font);
	userData.textColor = textColor;	
	userData.text = label;
	/////////////////////////////////////////////////
	// Draw the line
	SphericalCap meridianSphericalCap(Vec3d(0,0,1), 0);	
	Vec3d fpt(1,0,0);
	if (line_type==MERIDIAN)
	{
		meridianSphericalCap.n.set(0,1,0);
	}

	Vec3d p1, p2;
	if (!SphericalCap::intersectionPoints(viewPortSphericalCap, meridianSphericalCap, p1, p2))
	{
		if ((viewPortSphericalCap.d<meridianSphericalCap.d && viewPortSphericalCap.contains(meridianSphericalCap.n))
			|| (viewPortSphericalCap.d<-meridianSphericalCap.d && viewPortSphericalCap.contains(-meridianSphericalCap.n)))
		{
			// The meridian is fully included in the viewport, draw it in 3 sub-arcs to avoid length > 180.
			const Mat4d& rotLon120 = Mat4d::rotation(meridianSphericalCap.n, 120.*M_PI/180.);
			Vec3d rotFpt=fpt;
			rotFpt.transfo4d(rotLon120);
			Vec3d rotFpt2=rotFpt;
			rotFpt2.transfo4d(rotLon120);
			sPainter.drawGreatCircleArc(fpt, rotFpt, NULL, viewportEdgeIntersectCallback, &userData);
			sPainter.drawGreatCircleArc(rotFpt, rotFpt2, NULL, viewportEdgeIntersectCallback, &userData);
			sPainter.drawGreatCircleArc(rotFpt2, fpt, NULL, viewportEdgeIntersectCallback, &userData);
			return;
		}
		else
			return;
	}


	Vec3d middlePoint = p1+p2;
	middlePoint.normalize();
	if (!viewPortSphericalCap.contains(middlePoint))
		middlePoint*=-1.;

	// Draw the arc in 2 sub-arcs to avoid lengths > 180 deg
	sPainter.drawGreatCircleArc(p1, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);
	sPainter.drawGreatCircleArc(p2, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);

// 	// Johannes: use a big radius as a dirty workaround for the bug that the
// 	// ecliptic line is not drawn around the observer, but around the sun:
// 	const Vec3d vv(1000000,0,0);

}
Example #3
0
void SkyLine::draw(StelCore *core) const
{
	if (!fader.getInterstate())
		return;

	StelProjectorP prj = core->getProjection(frameType, frameType!=StelCore::FrameAltAz ? StelCore::RefractionAuto : StelCore::RefractionOff);

	// Get the bounding halfspace
	const SphericalCap& viewPortSphericalCap = prj->getBoundingCap();

	// Initialize a painter and set openGL state
	StelPainter sPainter(prj);
	sPainter.setColor(color[0], color[1], color[2], fader.getInterstate());
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
	#ifdef GL_LINE_SMOOTH
	if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
		glEnable(GL_LINE_SMOOTH);
	#endif
	Vec4f textColor(color[0], color[1], color[2], 0);		
	textColor[3]=fader.getInterstate();

	ViewportEdgeIntersectCallbackData userData(&sPainter);	
	sPainter.setFont(font);
	userData.textColor = textColor;	
	userData.text = label;
	/////////////////////////////////////////////////
	// Draw the line

	// Precession circles are Small Circles, all others are Great Circles.
	if (line_type==PRECESSIONCIRCLE_N || line_type==PRECESSIONCIRCLE_S)
	{
		const double lat=(line_type==PRECESSIONCIRCLE_S ? -1.0 : 1.0) * (M_PI/2.0-getPrecessionAngleVondrakCurrentEpsilonA());
		SphericalCap declinationCap(Vec3d(0,0,1), std::sin(lat));
		const Vec3d rotCenter(0,0,declinationCap.d);

		Vec3d p1, p2;
		if (!SphericalCap::intersectionPoints(viewPortSphericalCap, declinationCap, p1, p2))
		{
			if ((viewPortSphericalCap.d<declinationCap.d && viewPortSphericalCap.contains(declinationCap.n))
				|| (viewPortSphericalCap.d<-declinationCap.d && viewPortSphericalCap.contains(-declinationCap.n)))
			{
				// The line is fully included in the viewport, draw it in 3 sub-arcs to avoid length > 180.
				Vec3d pt1;
				Vec3d pt2;
				Vec3d pt3;
				const double lon1=0.0;
				const double lon2=120.0*M_PI/180.0;
				const double lon3=240.0*M_PI/180.0;
				StelUtils::spheToRect(lon1, lat, pt1); pt1.normalize();
				StelUtils::spheToRect(lon2, lat, pt2); pt2.normalize();
				StelUtils::spheToRect(lon3, lat, pt3); pt3.normalize();

				sPainter.drawSmallCircleArc(pt1, pt2, rotCenter, viewportEdgeIntersectCallback, &userData);
				sPainter.drawSmallCircleArc(pt2, pt3, rotCenter, viewportEdgeIntersectCallback, &userData);
				sPainter.drawSmallCircleArc(pt3, pt1, rotCenter, viewportEdgeIntersectCallback, &userData);
				#ifdef GL_LINE_SMOOTH
				if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
					glDisable(GL_LINE_SMOOTH);
				#endif
				glDisable(GL_BLEND);
				return;
			}
			else
			{
				#ifdef GL_LINE_SMOOTH
				if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
					glDisable(GL_LINE_SMOOTH);
				#endif
				glDisable(GL_BLEND);
				return;
			}
		}
		// Draw the arc in 2 sub-arcs to avoid lengths > 180 deg
		Vec3d middlePoint = p1-rotCenter+p2-rotCenter;
		middlePoint.normalize();
		middlePoint*=(p1-rotCenter).length();
		middlePoint+=rotCenter;
		if (!viewPortSphericalCap.contains(middlePoint))
		{
			middlePoint-=rotCenter;
			middlePoint*=-1.;
			middlePoint+=rotCenter;
		}

		sPainter.drawSmallCircleArc(p1, middlePoint, rotCenter,viewportEdgeIntersectCallback, &userData);
		sPainter.drawSmallCircleArc(p2, middlePoint, rotCenter, viewportEdgeIntersectCallback, &userData);

		// OpenGL ES 2.0 doesn't have GL_LINE_SMOOTH
		#ifdef GL_LINE_SMOOTH
		if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
			glDisable(GL_LINE_SMOOTH);
		#endif

		glDisable(GL_BLEND);


		return;
	}

	// All the other "lines" are Great Circles
	SphericalCap meridianSphericalCap(Vec3d(0,0,1), 0);	
	Vec3d fpt(1,0,0);
	if ((line_type==MERIDIAN) || (line_type==COLURE_1))
	{
		meridianSphericalCap.n.set(0,1,0);
	}
	if ((line_type==PRIME_VERTICAL) || (line_type==COLURE_2))
	{
		meridianSphericalCap.n.set(1,0,0);
		fpt.set(0,0,1);
	}

	if (line_type==LONGITUDE)
	{
		Vec3d coord;
		double lambda, beta;
		StelUtils::rectToSphe(&lambda, &beta, core->getCurrentPlanet()->getHeliocentricEclipticPos());
		StelUtils::spheToRect(lambda + M_PI/2., 0., coord);
		meridianSphericalCap.n.set(coord[0],coord[1],coord[2]);
		fpt.set(0,0,1);
	}

	Vec3d p1, p2;
	if (!SphericalCap::intersectionPoints(viewPortSphericalCap, meridianSphericalCap, p1, p2))
	{
		if ((viewPortSphericalCap.d<meridianSphericalCap.d && viewPortSphericalCap.contains(meridianSphericalCap.n))
			|| (viewPortSphericalCap.d<-meridianSphericalCap.d && viewPortSphericalCap.contains(-meridianSphericalCap.n)))
		{
			// The meridian is fully included in the viewport, draw it in 3 sub-arcs to avoid length > 180.
			const Mat4d& rotLon120 = Mat4d::rotation(meridianSphericalCap.n, 120.*M_PI/180.);
			Vec3d rotFpt=fpt;
			rotFpt.transfo4d(rotLon120);
			Vec3d rotFpt2=rotFpt;
			rotFpt2.transfo4d(rotLon120);
			sPainter.drawGreatCircleArc(fpt, rotFpt, NULL, viewportEdgeIntersectCallback, &userData);
			sPainter.drawGreatCircleArc(rotFpt, rotFpt2, NULL, viewportEdgeIntersectCallback, &userData);
			sPainter.drawGreatCircleArc(rotFpt2, fpt, NULL, viewportEdgeIntersectCallback, &userData);
			return;
		}
		else
			return;
	}


	Vec3d middlePoint = p1+p2;
	middlePoint.normalize();
	if (!viewPortSphericalCap.contains(middlePoint))
		middlePoint*=-1.;

	// Draw the arc in 2 sub-arcs to avoid lengths > 180 deg
	sPainter.drawGreatCircleArc(p1, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);
	sPainter.drawGreatCircleArc(p2, middlePoint, NULL, viewportEdgeIntersectCallback, &userData);

	// OpenGL ES 2.0 doesn't have GL_LINE_SMOOTH
	#ifdef GL_LINE_SMOOTH
	if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
		glDisable(GL_LINE_SMOOTH);
	#endif

	glDisable(GL_BLEND);

// 	// Johannes: use a big radius as a dirty workaround for the bug that the
// 	// ecliptic line is not drawn around the observer, but around the sun:
// 	const Vec3d vv(1000000,0,0);

}