Example #1
0
vx_object_t * _vxo_rect_private(vx_style_t * style, ...)
{
    // Make sure the static geometry is initialized safely, correctly, and quickly
    if (points == NULL) {
        vx_global_lock();
        if (points == NULL) {
            vxo_rect_init();
            vx_global_register_destroy(vxo_rect_destroy, NULL);
        }
        vx_global_unlock();
    }



    vx_object_t * vc = vxo_chain_create();
    va_list va;
    va_start(va, style);
    for (vx_style_t * sty = style; sty != NULL; sty = va_arg(va, vx_style_t *)) {

        switch(sty->type) {
            case VXO_POINTS_STYLE:
                vxo_chain_add(vc, vxo_points(points, NVERTS, sty));
                break;
            case VXO_LINES_STYLE:
                vxo_chain_add(vc, vxo_lines(points, NVERTS, GL_LINE_LOOP, sty));
                break;
            case VXO_MESH_STYLE:
                vxo_chain_add(vc, vxo_mesh_indexed(points, NVERTS, normals, indices, GL_TRIANGLES, sty));
                break;
        }
    }
    va_end(va);

    return vc;
}
Example #2
0
File: vxo_box.c Project: DH-std/A3
vx_object_t * _vxo_box_private(vx_style_t * style, ...)
{

    // Make sure the static geometry is initialized safely, correctly, and quickly
    if (vertex_points == NULL) {
        pthread_mutex_lock(&vx_convenience_mutex);
        if (vertex_points == NULL) {
            vxo_box_init();
            vx_global_register_destroy(vxo_box_destroy, NULL);
        }
        pthread_mutex_unlock(&vx_convenience_mutex);
    }

    vx_object_t * vc = vxo_chain_create();

    va_list va;
    va_start(va, style);

    for (vx_style_t * sty = style; sty != NULL; sty = va_arg(va, vx_style_t *)) {

        switch(sty->type) {
            case VXO_POINTS_STYLE:
                vxo_chain_add(vc, vxo_points(vertex_points, NVERTS, sty));
                break;
            case VXO_LINES_STYLE:
                vxo_chain_add(vc, vxo_lines_indexed(vertex_points, NVERTS, line_indices, GL_LINES, sty));
                break;
            case VXO_MESH_STYLE:
                // XXX always pass normals?
                vxo_chain_add(vc, vxo_mesh(tri_points, N_TRI_VERT,  tri_normals, GL_TRIANGLES, sty));
                break;
        }
    }
    va_end(va);

    return vc;
}
Example #3
0
static void draw(state_t * state, vx_world_t * world)
{
    // Draw from the vx shape library
    vx_buffer_add_back(vx_world_get_buffer(world, "fixed-cube"), vxo_chain(vxo_mat_translate3(3.0,0,0),
                       vxo_mat_scale(2),
                       vxo_box(vxo_mesh_style(vx_orange))));
    vx_buffer_swap(vx_world_get_buffer(world, "fixed-cube"));

    // Draw some text
    if (1) {
        vx_object_t *vt = vxo_text_create(VXO_TEXT_ANCHOR_LEFT, "<<right>>hello!\n<<serif-italic-4>>line 2\nfoo<<#ff0000>>red<<sansserif-bold-30,#0000ff80>>blue semi\n<<serif-italic-4>>foo bar baz");
        vx_buffer_t *vb = vx_world_get_buffer(world, "text");
        vx_buffer_add_back(vb, vt);
        vx_buffer_swap(vb);
    }

    // Draw a custom ellipse:
    {
        int npoints = 35;
        float points[npoints*3];
        for (int i = 0; i < npoints; i++) {
            float angle = 2*M_PI*i/npoints;

            float x = 5.0f*cosf(angle);
            float y = 8.0f*sinf(angle);
            float z = 0.0f;

            points[3*i + 0] = x;
            points[3*i + 1] = y;
            points[3*i + 2] = z;
        }

        vx_buffer_add_back(vx_world_get_buffer(world, "ellipse"), vxo_lines(vx_resc_copyf (points, npoints*3),
                           npoints, GL_LINE_LOOP,
                           vxo_lines_style(vx_purple, 1.0f) ));
        vx_buffer_swap(vx_world_get_buffer(world, "ellipse"));
    }

    // Draw a sin wave
    {
        int npoints = 100;
        float points[npoints*3];

        for (int i = 0; i < npoints; i++) {
            float angle = 2*M_PI*i/npoints;

            float x = i*.1;
            float y = sinf(angle);
            float z = 0.0f;

            points[3*i + 0] = x;
            points[3*i + 1] = y;
            points[3*i + 2] = z;
        }

        vx_buffer_add_back(vx_world_get_buffer(world, "sin"), vxo_points(vx_resc_copyf (points, npoints*3), npoints,
                           vxo_points_style(vx_purple, 10.0)));
        vx_buffer_swap(vx_world_get_buffer(world, "sin"));

    }

    // Draw a cos wave
    {
        int npoints = 100;
        float points[npoints*3];
        float colors[npoints*4];

        for (int i = 0; i < npoints; i++) {
            float angle = 2*M_PI*i/npoints;

            float x = i*.1;
            float y = cosf(angle);
            float z = 0.0f;

            points[3*i + 0] = x;
            points[3*i + 1] = y;
            points[3*i + 2] = z;

            float r = angle/(2*M_PI);
            float g = 0.3f;
            float b = 1.0f-(angle/(2*M_PI));

            colors[4*i + 0] = r;
            colors[4*i + 1] = g;
            colors[4*i + 2] = b;
            colors[4*i + 3] = 1.0f;

        }

        vx_buffer_add_back(vx_world_get_buffer(world, "cos"), vxo_points(vx_resc_copyf (points, npoints*3), npoints,
                           vxo_points_style_multi_colored(vx_resc_copyf(colors, npoints*4), 10.0)));
        vx_buffer_swap(vx_world_get_buffer(world, "cos"));

    }

    // Draw a rose
    if (1) {
        int npoints = 100;
        float points[npoints*3];
        float colors[npoints*4];
        int k = 3;

        for (int i = 0; i < npoints; i++) {
            float angle = M_PI*i/npoints; // [0, Pi] for Odd

            float x = cosf(k*angle)*sin(angle);
            float y = cosf(k*angle)*cos(angle);
            float z = 0.0f;

            points[3*i + 0] = x;
            points[3*i + 1] = y;
            points[3*i + 2] = z;

            float r = angle/(M_PI);
            float g = 1.0f-(angle/(M_PI));
            float b = 0.3f;

            colors[4*i + 0] = r;
            colors[4*i + 1] = g;
            colors[4*i + 2] = b;
            colors[4*i + 3] = 1.0f;

        }

        vx_buffer_add_back(vx_world_get_buffer(world, "rose"), vxo_lines(vx_resc_copyf (points, npoints*3), npoints,
                           GL_LINE_LOOP,
                           vxo_lines_style_multi_colored(vx_resc_copyf(colors, npoints*4), 1.0)));
        vx_buffer_swap(vx_world_get_buffer(world, "rose"));

    }


    if (1) { // draw a box with all the fixings
        vx_buffer_t * vb = vx_world_get_buffer(world, "rect");

        // should draw purple square, with green lines, all occluded by red corners.
        vx_buffer_add_back(vb, vxo_depth_test(0,vxo_chain(
                vxo_mat_translate2(-5,-5),
                vxo_rect(vxo_mesh_style(vx_purple),
                         vxo_lines_style(vx_green, 6.0f),
                         vxo_points_style(vx_red, 6.0f)))));
        vx_buffer_swap(vb);

    }

    // Draw a texture
    if (state->img != NULL) {
        image_u8_t * img = state->img;
        vx_object_t * o3 = vxo_image(vx_resc_copyub(img->buf, img->width*img->height*img->bpp),
                                     img->width, img->height, img->bpp == 4? GL_RGBA : GL_RGB, VXO_IMAGE_FLIPY);

        // pack the image into the unit square
        vx_buffer_t * vb = vx_world_get_buffer(world, "texture");
        vx_buffer_add_back(vb, vxo_chain(vxo_mat_scale3(1.0/img->width, 1.0/img->height, 1), o3));
        vx_buffer_swap(vb);
    }
}