WINDOW display_image(IMAGE *image,
                     const char *title,
                     INT32 x,
                     INT32 y,
                     BOOL8 wait) {
  WINDOW im_window;
  INT16 i;
  GRAPHICS_EVENT event;          //output event

                                 // xmin xmax ymin ymax
  im_window = create_window (title, SCROLLINGWIN, x, y, 10 * image->get_xsize (), 10 * image->get_ysize (), 0, image->get_xsize (), 0, image->get_ysize (),
    TRUE, FALSE, FALSE, TRUE);   // down event & key only

  clear_view_surface(im_window); 
  show_sub_image (image,
    0, 0,
    image->get_xsize (), image->get_ysize (), im_window, 0, 0);

  line_color_index(im_window, RED); 
  for (i = 1; i < image->get_xsize (); i++) {
    move2d (im_window, i, 0);
    draw2d (im_window, i, image->get_ysize ());
  }
  for (i = 1; i < image->get_ysize (); i++) {
    move2d (im_window, 0, i);
    draw2d (im_window, image->get_xsize (), i);
  }
  overlap_picture_ops(TRUE); 

  if (wait)
    await_event(im_window, TRUE, ANY_EVENT, &event); 

  return im_window;
}
void display_images(IMAGE &clip_image, IMAGE &scaled_image) { 
  WINDOW clip_im_window;         //window for debug
  WINDOW scale_im_window;        //window for debug
  INT16 i;
  GRAPHICS_EVENT event;          //                                                      c;

                                 // xmin xmax ymin ymax
  clip_im_window = create_window ("Clipped Blob", SCROLLINGWIN, editor_word_xpos - 20, editor_word_ypos - 100, 5 * clip_image.get_xsize (), 5 * clip_image.get_ysize (), 0, clip_image.get_xsize (), 0, clip_image.get_ysize (),
    TRUE, FALSE, FALSE, TRUE);   // down event & key only

  clear_view_surface(clip_im_window); 
  show_sub_image (&clip_image,
    0, 0,
    clip_image.get_xsize (), clip_image.get_ysize (),
    clip_im_window, 0, 0);

  line_color_index(clip_im_window, RED); 
  for (i = 1; i < clip_image.get_xsize (); i++) {
    move2d (clip_im_window, i, 0);
    draw2d (clip_im_window, i, clip_image.get_xsize ());
  }
  for (i = 1; i < clip_image.get_ysize (); i++) {
    move2d (clip_im_window, 0, i);
    draw2d (clip_im_window, clip_image.get_xsize (), i);
  }

                                 // xmin xmax ymin ymax
  scale_im_window = create_window ("Scaled Blob", SCROLLINGWIN, editor_word_xpos + 300, editor_word_ypos - 100, 5 * scaled_image.get_xsize (), 5 * scaled_image.get_ysize (), 0, scaled_image.get_xsize (), 0, scaled_image.get_ysize (),
    TRUE, FALSE, FALSE, TRUE);   // down event & key only

  clear_view_surface(scale_im_window); 
  show_sub_image (&scaled_image,
    0, 0,
    scaled_image.get_xsize (), scaled_image.get_ysize (),
    scale_im_window, 0, 0);

  line_color_index(scale_im_window, RED); 
  for (i = 1; i < scaled_image.get_xsize (); i++) {
    move2d (scale_im_window, i, 0);
    draw2d (scale_im_window, i, scaled_image.get_xsize ());
  }
  for (i = 1; i < scaled_image.get_ysize (); i++) {
    move2d (scale_im_window, 0, i);
    draw2d (scale_im_window, scaled_image.get_xsize (), i);
  }

  overlap_picture_ops(TRUE); 
  await_event(scale_im_window, TRUE, ANY_EVENT, &event); 
  destroy_window(clip_im_window); 
  destroy_window(scale_im_window); 
}
Exemple #3
0
static inline void display(void)
{
	glViewport(0, 0, (GLsizei)img_width, (GLsizei)img_height);
#if 0
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0, 1, 0, 1);
#endif

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

	

	glEnable(GL_TEXTURE_2D);
	glShadeModel(GL_FLAT);

	// Display LIC image using texture mapping
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img_width, img_height, 0,
		GL_RGB, GL_UNSIGNED_BYTE, &(glTex_img[0]));

	glBegin(GL_QUAD_STRIP);
	glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0);
	glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 1.0);
	glTexCoord2f(1.0, 0.0); glVertex2f(1.0, 0.0);
	glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
	glEnd();
	glDisable(GL_TEXTURE_2D);
	
	void draw2d(); draw2d();

	glutSwapBuffers();
	glFlush();
}
Exemple #4
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/* Metodo invocado quando trocamos de separador
*/
void MainWindow::on_tabSet_currentChanged( int index )
{
    Compass::Direction dir;

    switch( index )
        {
        case MainWindow::TAB_FP2D_INDEX:
            draw2d();
            assert( current_player >= 0  &&  current_player < MAX_PLAYERS  &&
                    current_player < num_players );  // Verificacoes basicas
            dir = players[current_player].compass.getDirection();
            break;
        case MainWindow::TAB_FP3D_INDEX:
            draw3d();
            assert( current_player >= 0  &&  current_player < MAX_PLAYERS  &&
                    current_player < num_players );  // Verificacoes basicas
            dir = players[current_player].compass.getDirection();
            break;
        default:  // MainWindow::TAB_MAP_INDEX e MainWindow::TAB_ABOUT_INDEX
            assert( num_players >= 0 );  // Verificacao basica
            dir = Compass::NORTH;
            break;
        }
    ui->dialCompass->setValue( dir );
}
Exemple #5
0
/* Este metodo e' chamado quando o utilizador carrega em "OK" apos escolher o
   tamanho do labirinto, e apos ter sido chamado resetStateNew().
   Ele inicia o processo de desenhar um novo labirinto.

   Restricoes (verificadas no assert(), abaixo):
	width  >= 3 e impar
	height >= 3 e impar
	0 < complexity <= 100
*/
void MainWindow::buildMaze( int width, int height, int complexity )
{
    Map *map_old;
    int p, num;

    // Verificacoes basicas
    assert( ui != NULL                          &&
            width  >= 3  &&  (width  & 1) == 1  &&
            height >= 3  &&  (height & 1) == 1  &&
            complexity > 0  &&  complexity <= 100 );

    // Feedback visual de "a trabalhar"
    ui->pushNew->setEnabled( false );
    setCursor( QCursor(Qt::WaitCursor) );

    num_players = 0;

    // Criar o labirinto
    map_old = map;  // Para o apagar *depois* de associar o novo aos QGLWidgets
    map = new Map( width, height );
    ui->glViewMap->setMap( map );
    ui->glView2D ->setMap( map );
    ui->glView3D ->setMap( map );

    // Apagar o labirinto anterior (se existir)
    if( map_old != NULL )
        delete map_old;

    // Construir agora o labirinto
    MapCreate::walls   ( map, complexity );
    MapCreate::features( map );

    // Posicionar os jogadores
    // Nota: por enquanto so' usamos um jogador (o jogador 0). Futuramente,
    // se quisermos mais de um jogador, eles devem ter um posicionamento
    // aleatorio dentro do labirinto, ou obtido pela rede.
    num = 1;
    for( p = 0;  p < num;  p++ )
        {
        players[p].x = players[p].y = 1;
        players[p].compass = Compass( Compass::NORTH );
        // this->map->setPlayer() e' chamado por this->draw2d() e this->draw3d()
        }
    current_player = 0;
    num_players = num;
    draw2d();
    draw3d();

    // Feedback visual de "pronto a jogar"
    setCursor( QCursor(Qt::ArrowCursor) );
    ui->pushNew->setEnabled( true );
    resetStatePlay();
}
Exemple #6
0
/* GLTexture::draw2dTiled
 * Draws the texture tiled within an area [width]x[height]. Returns
 * false if the texture isn't loaded, true otherwise
 *******************************************************************/
bool GLTexture::draw2dTiled(uint32_t width, uint32_t height)
{
	// Can't draw if texture not loaded
	if (!loaded || tex.empty())
		return false;

	// If the texture isn't split, just draw it straight
	if (OpenGL::validTexDimension(width) && OpenGL::validTexDimension(height))
	{
		// Bind the texture
		glBindTexture(GL_TEXTURE_2D, tex[0].id);

		// Calculate texture coordinates
		double tex_x = (double)width / (double)this->width;
		double tex_y = (double)height / (double)this->height;

		// Draw
		glBegin(GL_QUADS);
		glTexCoord2d(0, 0);			glVertex2d(0, 0);
		glTexCoord2d(0, tex_y);		glVertex2d(0, height);
		glTexCoord2d(tex_x, tex_y);	glVertex2d(width, height);
		glTexCoord2d(tex_x, 0);		glVertex2d(width, 0);
		glEnd();
	}

	// Otherwise draw the 128x128 chunks
	else
	{
		uint32_t x = 0;
		while (x < width)
		{
			uint32_t y = 0;
			while (y < height)
			{
				// Draw texture
				draw2d(x, y);

				// Move down
				y += this->height;
			}

			// Move right
			x += this->width;
		}
	}

	return true;
}
Exemple #7
0
void draw(float stateBlend) {
	display->updateViewport();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if (stereo.enabled) {
		int height = display->height();
		int width = display->width();
		float sep = stereo.separation;
		if (stereo.cross) {
			sep = -sep;
		}
		glViewport(0, height / 4, width / 2, height / 2);
		draw3d(stateBlend, narf::Matrix4x4f::translate(sep, 0, 0));
		glViewport(width / 2, height / 4, width / 2, height / 2);
		draw3d(stateBlend, narf::Matrix4x4f::translate(-sep, 0, 0));
		glViewport(0, 0, width, height);
	} else {
		draw3d(stateBlend, narf::Matrix4x4f::translate(0, 0, 0));
	}

	draw2d();

	display->swap();

	if (screenshot) {
		screenshot = false;
		auto dwidth = static_cast<int>(display->width());
		auto dheight = static_cast<int>(display->height());
		SDL_Surface* image = SDL_CreateRGBSurface(SDL_SWSURFACE, dwidth, dheight, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
		glReadPixels(0, 0, dwidth, dheight, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);
		narf::console->println("Taking a screenshot. " + std::to_string(image->w) + "x" + std::to_string(image->h) + "x24");

		// Flip upside down
		auto linesize = image->w * 3;
		auto pixels = static_cast<uint8_t*>(image->pixels);
		auto halfHeight = image->h / 2;
		for (int32_t y = 0; y < halfHeight; y++) {
			auto p1 = pixels + y * linesize;
			auto p2 = pixels + (image->h - y - 1) * linesize;
			std::swap_ranges(p1, p1 + linesize, p2);
		}
		SDL_SaveBMP(image, "pic.bmp");
		SDL_FreeSurface(image);
	}
}
Exemple #8
0
void MainWindow::on_pushTurnRight2D_clicked()
{
    turnRight();
    draw2d();
}
Exemple #9
0
void MainWindow::on_pushMoveFwd2D_clicked()
{
    moveFwd();
    draw2d();
}
Exemple #10
0
void MainWindow::on_pushTurnLeft2D_clicked()
{
    turnLeft();
    draw2d();
}
void NormalBlendedDecal::draw(void)
{
    if ((m_width == 0) || (m_height == 0)) return;

    nv::matrix4f proj;
    nv::perspective(proj, 45.0f, (GLfloat)m_width / (GLfloat)m_height, 0.01f, 100.0f);

    float uScreenSize[] = { (float)m_width, (float)m_height, 0, 0 };
    static const GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);

    // Draw world geometries into gbuffer
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mGbufferFBO);
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        // Enable all color buffers
        glDrawBuffers(3, drawBuffers);

        // Clear render targets
        static const GLfloat floatZeroes[] = { 0.0f, 0.0f, 0.0f, 0.0f };
        static const GLfloat floatOnes[] = { 1.0f, 1.0f, 1.0f, 1.0f };
        glClearBufferfv(GL_COLOR, 0, floatZeroes);
        glClearBufferfv(GL_COLOR, 1, floatZeroes);
        glClearBufferfv(GL_COLOR, 2, floatZeroes);
        glClearBufferfv(GL_DEPTH, 0, floatOnes);
        
        // Enable GBuffer program
        mGbufferProgram->enable();

        // Draw scene objects
        for (unsigned int j = 0; j < mSqrtNumModels; j++) {
            for (unsigned int i = 0; i < mSqrtNumModels; i++) {
                // Model transform
                nv::matrix4f matModel;
                matModel.set_scale(1.0f);
                matModel.set_translate(nv::vec3f(
                    .5f*mModelDistance*(mSqrtNumModels - 1.0f) - mModelDistance*i, 
                    .5f*mModelDistance*(mSqrtNumModels - 1.0f) - mModelDistance*j, 0.0f));

                // Model view transform
                nv::matrix4f matMV = m_transformer->getModelViewMat() * matModel;

                // Movel view projection transform
                nv::matrix4f matMVP = proj * matMV;

                // Set uniforms
                mGbufferProgram->setUniformMatrix4fv("uModelViewMatrix", matMV._array);
                mGbufferProgram->setUniformMatrix4fv("uModelViewProjMatrix", matMVP._array);
                mGbufferProgram->setUniformMatrix4fv("uModelMatrix", matModel._array);

                // Draw model
                mModels[mModelID]->drawElements(0, 1, 2, 3);
            }
        }
    }

    // Draw decal box into gbuffer
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mGbufferDecalFBO);
        
        // Enable only color buffer
        glDrawBuffers(1, drawBuffers);
      
        if (mViewOption == VIEW_DECAL_BOXES) {
            glDisable(GL_DEPTH_TEST);
            glEnable(GL_BLEND);
            //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glBlendFunc(GL_ONE, GL_ONE);
        }

        mDecalProgram->enable();

        // uNormalImage
        glBindImageTexture(0, mGbufferTextures[NORMAL_TEXTURE], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);

        // uWorldPosTex
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, mGbufferTextures[WORLDPOS_TEXTURE]);

        mDecalProgram->setUniform4fv("uScreenSize", uScreenSize);
        mDecalProgram->setUniform1i("uShowDecalBox", (mViewOption == VIEW_DECAL_BOXES) ? true : false);

        float gridSize = mModelDistance*(mSqrtNumModels - 1.0f);

        for (unsigned int idx = 0; idx < mNumDecals; idx++) {
            nv::matrix4f matDecal;
            matDecal.make_identity();
            matDecal.set_scale(nv::vec3f(mDecalSize, mDecalSize, 2.0f));
            matDecal.set_translate(nv::vec3f(gridSize*mDecalDistance*mDecalPos[idx].x,
                gridSize*mDecalDistance*mDecalPos[idx].y, 0));
            nv::matrix4f matMVP = proj * m_transformer->getModelViewMat() * matDecal;
            nv::matrix4f invMVP = inverse(matMVP);
            nv::matrix4f invModel = inverse(matDecal);
            mDecalProgram->setUniformMatrix4fv("uModelMatrix", matDecal._array);
            mDecalProgram->setUniformMatrix4fv("uInvModelMatrix", invModel._array);
            mDecalProgram->setUniformMatrix4fv("uModelViewProjMatrix", matMVP._array);
            mDecalProgram->setUniformMatrix4fv("uViewMatrix", m_transformer->getModelViewMat()._array);

            float weight = mBlendWeight;
            for (int blendIdx = 0; blendIdx < NUM_DECAL_BLENDS; ++blendIdx) {
                // uDecalNormalTex
                glActiveTexture(GL_TEXTURE2);
                glBindTexture(GL_TEXTURE_2D, mDecalNormals[blendIdx]);

                mDecalProgram->setUniform1f("uBlendWeight", weight);
                weight = (blendIdx == (NUM_DECAL_BLENDS - 2)) ? (1.0f - weight) : weight*mBlendWeight;

                // Draw decal cube
                mCube->drawElements(0, 1, 2, 3);

                if (mLock == LOCK_MEMORY_BARRIER) {
                    glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
                }
            }
        }

        // Restore states
        glEnable(GL_DEPTH_TEST);
        glDisable(GL_BLEND);
    }

    // Draw combiner pass
    {
        // Back to main FBO
        glBindFramebuffer(GL_FRAMEBUFFER, getMainFBO());

        // Disable depth testing
        glDisable(GL_DEPTH_TEST);

        // Enable combiner program
        mCombinerProgram->enable();

        // uColorTex
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, mGbufferTextures[COLOR_TEXTURE]);

        // uNormalTex
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, mGbufferTextures[NORMAL_TEXTURE]);

        // Set decal box option
        mCombinerProgram->setUniform1i("uShowDecalBox", (mViewOption == VIEW_DECAL_BOXES) ? true : false);

        // Set decal box option
        mCombinerProgram->setUniform1i("uShowNormals", (mViewOption == VIEW_NORMALS) ? true : false);

        // Set light direction
        nv::matrix4f invViewMatrix = inverse(m_transformer->getModelViewMat());
        nv::vec4f lightDir = invViewMatrix * nv::vec4f(0, 0, 1.0f, 0);
        lightDir = normalize(lightDir);
        mCombinerProgram->setUniform4fv("uLightDir", lightDir);

        // Set view direction
        nv::vec4f viewDir = invViewMatrix * nv::vec4f(0, 0, -1.0f, 0);
        viewDir = normalize(viewDir);
        mCombinerProgram->setUniform4fv("uViewDir", viewDir);

        // Draw combiner program with screen quad
        draw2d(0, mCombinerProgram);
        
        // Restore states
        glEnable(GL_DEPTH_TEST);
    }
}
int main(int argc, char *argv[])
{

  // init glfw
  if ( glfwInit( ) == GL_FALSE)
  {
    std::cerr << std::endl;
    std::cerr << std::endl << "ERROR while calling glfwInit()";
    return EXIT_FAILURE;
  }

  std::cerr << std::endl;
  std::cerr << std::endl << "glfw initialised...";
  std::cerr << std::endl;
  std::flush(std::cout);



  // Open an OpenGL window
//  glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_FALSE);
//  glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 16);
//  glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);



  if( !glfwOpenWindow( g_screenWidth, g_screenHeight, 0,0,0,0,0,0, GLFW_WINDOW ) )
  {
    std::cerr << std::endl << "ERROR while calling glfwOpenWindow(...)";
    glfwTerminate();
    return EXIT_FAILURE;
  }


  glfwSetWindowPos( 500, 0);
  glfwSetWindowSizeCallback(resize);
  glfwSetKeyCallback(key);



  /// initialize GLEW
  if (GLEW_OK != glewInit())
  {
    /// ... or die trying
    std::cout << "'glewInit()' failed." << std::endl;
    exit(0);
  }


  /// set some gl states
  glEnable(GL_TEXTURE_2D);   /// enable texture support
  glEnable(GL_DEPTH_TEST);   /// enable z-buffering
  glDepthFunc(GL_LEQUAL);

//  glfwSwapInterval( 1 );


//  glfwSwapBuffers();

  /// load and intialize stuff for our demo
  init();


  // Main loop
  int running = GL_TRUE;
  while( running )
  {
    double startTime = glfwGetTime();

    // OpenGL rendering goes here...
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    frameStep();
    draw2d();

    // Swap front and back rendering buffers
    glfwSwapBuffers();

    // Check if ESC key was pressed or window was closed
    running = glfwGetWindowParam( GLFW_OPENED );

    g_timePerFrame = glfwGetTime() - startTime;
  }


  glfwCloseWindow();
  glfwTerminate();

  /// cleanup all resources we created for the demo
  cleanup();


  return EXIT_SUCCESS;
}
Exemple #13
0
void ofxAruco::draw()
{
  if ( camParams.isValid() ) 
    draw3d();
  else draw2d();
}
void stepGoto(s16 x, s16 y, s16 z)
{
    draw2d(x, y);
}
void display_images(IMAGE *image_w, IMAGE *image_n, IMAGE *match_image) { 
  WINDOW w_im_window;
  WINDOW n_im_window;
  WINDOW match_window;
  GRAPHICS_EVENT event;          //output event
  INT16 i;

                                 // xmin xmax ymin ymax
  w_im_window = create_window ("Image 1", SCROLLINGWIN, 20, 100, 10 * image_w->get_xsize (), 10 * image_w->get_ysize (), 0, image_w->get_xsize (), 0, image_w->get_ysize (),
    TRUE, FALSE, FALSE, TRUE);   // down event & key only

  clear_view_surface(w_im_window); 
  show_sub_image (image_w,
    0, 0,
    image_w->get_xsize (), image_w->get_ysize (),
    w_im_window, 0, 0);

  line_color_index(w_im_window, RED); 
  for (i = 1; i < image_w->get_xsize (); i++) {
    move2d (w_im_window, i, 0);
    draw2d (w_im_window, i, image_w->get_ysize ());
  }
  for (i = 1; i < image_w->get_ysize (); i++) {
    move2d (w_im_window, 0, i);
    draw2d (w_im_window, image_w->get_xsize (), i);
  }

                                 // xmin xmax ymin ymax
  n_im_window = create_window ("Image 2", SCROLLINGWIN, 240, 100, 10 * image_n->get_xsize (), 10 * image_n->get_ysize (), 0, image_n->get_xsize (), 0, image_n->get_ysize (),
    TRUE, FALSE, FALSE, TRUE);   // down event & key only

  clear_view_surface(n_im_window); 
  show_sub_image (image_n,
    0, 0,
    image_n->get_xsize (), image_n->get_ysize (),
    n_im_window, 0, 0);

  line_color_index(n_im_window, RED); 
  for (i = 1; i < image_n->get_xsize (); i++) {
    move2d (n_im_window, i, 0);
    draw2d (n_im_window, i, image_n->get_ysize ());
  }
  for (i = 1; i < image_n->get_ysize (); i++) {
    move2d (n_im_window, 0, i);
    draw2d (n_im_window, image_n->get_xsize (), i);
  }
  overlap_picture_ops(TRUE); 

                                 // xmin xmax ymin ymax
  match_window = create_window ("Match Result", SCROLLINGWIN, 460, 100, 10 * match_image->get_xsize (), 10 * match_image->get_ysize (), 0, match_image->get_xsize (), 0, match_image->get_ysize (),
    TRUE, FALSE, FALSE, TRUE);   // down event & key only

  clear_view_surface(match_window); 
  show_sub_image (match_image,
    0, 0,
    match_image->get_xsize (), match_image->get_ysize (),
    match_window, 0, 0);

  line_color_index(match_window, RED); 
  for (i = 1; i < match_image->get_xsize (); i++) {
    move2d (match_window, i, 0);
    draw2d (match_window, i, match_image->get_ysize ());
  }
  for (i = 1; i < match_image->get_ysize (); i++) {
    move2d (match_window, 0, i);
    draw2d (match_window, match_image->get_xsize (), i);
  }
  overlap_picture_ops(TRUE); 

  await_event(match_window, TRUE, ANY_EVENT, &event); 
  destroy_window(w_im_window); 
  destroy_window(n_im_window); 
  destroy_window(match_window); 
}
Exemple #16
0
void  drawDelphes1(TString plotsToMake="all") {


    initSamples();
    setOutputDirectory("Delphes1");

    int nbins;
    float low,high;
    TString var,xtitle;

    doOverflowAddition(true);
    doRatio_=false;

    //normalize to unit area
    setStackMode(false,true,false); //stack,norm,label override
    stackSignal_=false;

    selection_ = "(1)"; //no cuts!
    nbins=40;
    low=0;
    high=1000;
    var="MET";
    xtitle="MET (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("001"))  drawPlots(var,nbins,low,high,xtitle,"Events", "MET",0,"GeV");

    selection_ = "(1)"; //no cuts!
    nbins=50;
    low=0;
    high=3000;
    var="HT";
    xtitle="HT (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("002"))   drawPlots(var,nbins,low,high,xtitle,"Events", "HT",0,"GeV");

    selection_ = "(1)"; //no cuts!
    nbins=14;
    low=0;
    high=14;
    var="njets40";
    xtitle="njets (40 GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("003"))  drawPlots(var,nbins,low,high,xtitle,"Events", "njets40",0,"");

    selection_ = "(1)"; //no cuts!
    nbins=6;
    low=0;
    high=6;
    var="nbjets40tight";
    xtitle="n tight b jets (40 GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("004"))   drawPlots(var,nbins,low,high,xtitle,"Events", "nTbjets40",0,"");

    selection_ = "(1)"; //no cuts!
    nbins=50;
    low=0;
    high=2000;
    var="MT2";
    xtitle="MT2 (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("005"))   drawPlots(var,nbins,low,high,xtitle,"Events", "MT2",0,"GeV");

    //edge selection cuts
    TCut dileptons="mll>20";
    TCut sf = "isSF==1";
    TCut jetsloose = "njets30eta3p0>=2";
    TCut jetstight = "njets30eta3p0>=3";
    TCut metloose = "MET>100";
    TCut mettight = "MET>150";

    selection_ = dileptons&&sf&&jetsloose&&mettight; //Edge selection 1
    nbins=60;
    low=0;
    high=300;
    var="mll";
    xtitle="m_{l+l-} (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("006"))   drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel1_mll",0,"GefV");

    //same plot, zoom on low mass region
    nbins=100;
    low=0;
    high=100;
    var="mll";
    xtitle="m_{l+l-} (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("012"))   drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel1_mll_zoom",0,"GeV");

    if (plotsToMake=="013") {//not compatible with other plots
        clearSamples();
        addSample("susyhit_slhaScenario1_v02",kRed,"Scenario 1");
        drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel1_mll_zoom_sigonly",0,"GeV");

        nbins=100;
        low=0;
        high=500;
        drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel1_mll_wide_sigonly",0,"GeV");

        selection_ = dileptons&&!sf&&jetsloose&&mettight; //sanity check -- veto SF
        drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel1_mllOF_zoom_sigonly",0,"GeV");


    }

    //also show with 'real' normalization
    setStackMode(true,false,false); //stack,norm,label override
    stackSignal_=false;
    if (plotsToMake.Contains("all")||plotsToMake.Contains("007"))   drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel1_mll",0,"GeV");

    setStackMode(false,true,false); //stack,norm,label override
    selection_ = dileptons&&sf&&jetstight&&metloose; //Edge selection 2
    nbins=50;
    low=0;
    high=300;
    var="mll";
    xtitle="m_{l+l-} (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("008"))   drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel2_mll",0,"GeV");

    //also show with 'real' normalization
    setStackMode(true,false,false); //stack,norm,label override
    stackSignal_=false;
    if (plotsToMake.Contains("all")||plotsToMake.Contains("009"))   drawPlots(var,nbins,low,high,xtitle,"Events", "edge_sel2_mll",0,"GeV");

    //now try a hadronic analysis selection
    TCut noleptons = "nElectrons==0 && nMuons==0";
    TCut ht600 = "HT>=600";
    TCut jets="njets40>=3";
    selection_=noleptons && ht600 && metloose && jets;

    nbins=40;
    low=0;
    high=800;
    var="MT2";
    xtitle="MT2 (GeV)";
    setStackMode(false,true,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("010"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_presel_MT2",0,"GeV");
    setStackMode(true,false,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("011"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_presel_MT2",0,"GeV");

    //try an MT2 cut instead?
    TCut mt2baseline = "MT2>=200";
    selection_=noleptons&&ht600&&jets&&mt2baseline;
    nbins=40;
    low=0;
    high=2000;
    var="HT";
    xtitle="HT (GeV)";
    setStackMode(false,true,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("014"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel_HT",0,"GeV");
    setStackMode(true,false,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("014"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel_HT",0,"GeV");


    //cut much tighter on HT and plot MT2
    TCut tighterht = "HT>1500";
    selection_ = noleptons && tighterht && jets && mt2baseline;
    //plot MT2 and njets
    nbins=40;
    low=0;
    high=2000;
    var="MT2";
    xtitle="MT2 (GeV)";
    setStackMode(false,true,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("015"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel2_MT2",0,"GeV");
    setStackMode(true,false,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("015"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel2_MT2",0,"GeV");

    nbins=12;
    low=0;
    high=12;
    var="njets40";
    xtitle="njets40 (GeV)";
    setStackMode(false,true,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("015"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel2_njets40",0,"GeV");
    setStackMode(true,false,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("015"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel2_njets40",0,"GeV");

    //tighter further!
    TCut tightermt2 = "MT2>350";
    TCut tighterjets = "njets40>=8";
    selection_ = noleptons&&TCut("HT>1000")&&tightermt2&&tighterjets;
    //plot HT again
    nbins=40;
    low=1000;
    high=3000;
    var="HT";
    xtitle="HT (GeV)";

    setStackMode(true,false,false); //stack,norm,label override
    customDivisionsVal_ = 505;
    customDivisions_=true;
    if (plotsToMake.Contains("all")||plotsToMake.Contains("016"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel3_HT",0,"GeV");
    customDivisions_=false;
    //ok, now we're getting somewhere!

    TCut ht2000="HT>2000";
    selection_ = noleptons && ht2000 && tightermt2 && tighterjets;
    //nbjets
    nbins=9;
    low=0;
    high=9;
    var="nbjets40tight";
    xtitle="n tight b tags";
    setStackMode(true,false,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("017"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel4_nbjets",0,"");
    //ntaus
    nbins=3;
    low=0;
    high=3;
    var="nTaus";
    xtitle="n tau tags";
    setStackMode(true,false,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("017"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel4_ntaus",0,"");
    setStackMode(false,true,false); //stack,norm,label override
    if (plotsToMake.Contains("all")||plotsToMake.Contains("017"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel4_ntaus",0,"");
    //and MT2
    setStackMode(true,false,false); //stack,norm,label override
    selection_ = noleptons && ht2000 && TCut("MT2>250") && tighterjets;
    nbins=65;
    low=250;
    high=1000;
    var="MT2";
    xtitle="MT2 (GeV)";
    if (plotsToMake.Contains("all")||plotsToMake.Contains("017"))   drawPlots(var,nbins,low,high,xtitle,"Events", "hadronic_mt2sel4_mt2",0,"GeV");

    //try a 2d plot
    selection_ = noleptons && TCut("HT>800") && TCut("MT2>200") && tighterjets;
    if (plotsToMake.Contains("all")||plotsToMake.Contains("018"))
        draw2d("MT2",15,200,500,"HT",15,800,3000,"MT2","HT", "hadronic_mt2sel5_mt2Vht",0,0,"susyhit_slhaScenario1_v02");


}
void TransIcelandicExpress::redraw( void ) {	

	static tex_init = 0;	

	
	if (!tex_init) {		

		ilutRenderer( ILUT_OPENGL );

		ilGenImages( 1, &ImageName );

		ilBindImage( ImageName );
		glEnable( GL_TEXTURE_2D );
		glEnable( GL_BLEND );
		glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
	
		if (!ilLoadImage( "ludum48.png" )) {
			printf("Loading image failed\n");
		}

		
		gl_tex_id = ilutGLBindTexImage();
		ilutGLTexImage( 0 );

		tex_init = 1;
	} 

	glBindTexture (GL_TEXTURE_2D, gl_tex_id );

	glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	//glEnable( GL_CULL_FACE );
	glEnable( GL_DEPTH_TEST );

	// 3d part
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity();
	gluPerspective( 60.0, 800.0/600.0, 0.05, 100.0 );



	gluLookAt(	player->pos[0]+cameraPos[0], 
				player->pos[1]+cameraPos[1]+c_PlayerHeight, 
				player->pos[2]+cameraPos[2],

				player->pos[0], 
				player->pos[1]+ c_PlayerHeight, 
				player->pos[2],

				0.0, 1.0, 0.0 );
				

	glMatrixMode( GL_MODELVIEW );
	glLoadIdentity();

	// apply some of the camera xform to the light just to make
	// it more shiny
	glPushMatrix();
	float viewHead = atan2( cameraPos[2], cameraPos[0] );	
	glRotated( viewHead * SG_RADIANS_TO_DEGREES, 0.0f, 1.0f, 0.0f );
	setupLights();
	glPopMatrix();

	draw3d();

	// 2d part
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity();	
	gluOrtho2D( 0, 800, 0, 600 ) ;

	glMatrixMode( GL_MODELVIEW );
	glLoadIdentity();

	glDisable( GL_LIGHTING );
	draw2d();

	SDL_GL_SwapBuffers();

}