void
SplineTransferFunction::insertPointAt(int i, QPointF sp)
{
  if (Global::use1D())
    return;

  if (i == 0)
    {
      m_points.insert(i, sp);

      float rot = m_normalRotations[i];
      m_normalRotations.insert(i, rot);

      QPointF nw = m_normalWidths[i];
      m_normalWidths.insert(i, nw);
    }
  else
    {
      m_points.insert(i, sp);
      
      float rot = (m_normalRotations[i]+m_normalRotations[i-1])/2;
      m_normalRotations.insert(i, rot);
      
      QPointF nw = (m_normalWidths[i]+m_normalWidths[i-1])/2;
      m_normalWidths.insert(i, nw);
    }

  updateNormals();
  updateColorMapImage();
}
SplineTransferFunction::SplineTransferFunction() : QObject()
{
  m_name = "TF";

  m_on.clear();

  m_points.clear();
  m_points << QPointF(0.5, 1.0)
           << QPointF(0.5, 0.0);

  m_normals.clear();
  m_rightNormals.clear();
  m_leftNormals.clear();

  m_normalWidths.clear();
  m_normalWidths << QPointF(0.4, 0.4)
		 << QPointF(0.4, 0.4);

  m_normalRotations.clear();
  m_normalRotations << 0.0
                    << 0.0;

  m_gradientStops.clear();
  m_gradientStops << QGradientStop(0.0, QColor(0,0,0,128))
                  << QGradientStop(1.0, QColor(255,255,255,128));

  m_colorMapImage = QImage(256, 256, QImage::Format_ARGB32);
  m_colorMapImage.fill(0);

  switch1D();

  updateNormals();
  updateColorMapImage();
}
//-*****************************************************************************
void MeshDrwHelper::update( P3fArraySamplePtr iP,
                            V3fArraySamplePtr iN,
                            Abc::Box3d iBounds )
{
    // Check validity.
    if ( !m_valid || !iP || !m_meshP ||
         ( iP->size() != m_meshP->size() ) )
    {
        makeInvalid();
        return;
    }

    // Set meshP
    m_meshP = iP;

    if ( iBounds.isEmpty() )
    {
        computeBounds();
    }
    else
    {
        m_bounds = iBounds;
    }

    updateNormals( iN );
}
void
SplineTransferFunction::switch1D()
{
  if (Global::use1D() == false)
    return;

  QPointF pt = m_points[0];
  m_points.clear();
  pt.setY(1.0);
  m_points << pt;
  pt.setY(0.0);
  m_points << pt;

  pt = m_normalWidths[0];
  m_normalWidths.clear();
  m_normalWidths << pt;
  m_normalWidths << pt;

  m_normalRotations.clear();
  m_normalRotations << 0.0
                    << 0.0;
  

  updateNormals();
  updateColorMapImage();
}
Exemple #5
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inline void vertex_buffer_object<Ta, Te>::update()
{
    updateVertices();
    updateNormals();
    updateColors();
    updateTexCoords();
    updateElements();
}
void
SplineTransferFunction::moveAllPoints(const QPointF diff)
{
  for (int i=0; i<m_points.size(); i++)
    m_points[i] += diff;

  updateNormals();
  updateColorMapImage();
}
Exemple #7
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// ----------------------------------------------------------------------
void ObjMesh::transform(const NxMat34 &a)
{
	for (int i = 0; i < (int)mVertices.size(); i++) {
		NxVec3 &v = mVertices[i];
		v = a * v;
	}
	updateBounds();
	updateNormals();
}
Exemple #8
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void REdit::undo()
{
    //replace edited elements with their "before" value
    for(int i = 0; i < _vertex.size(); i++)
        Model::vertex()[_vertex[i].index] = _vertex[i].before;
    for(int i = 0; i < _triangle.size(); i++)
        *_triangle[i].iterator = _triangle[i].before;
    updateNormals();
}
void
SplineTransferFunction::removePointAt(int index)
{
  if (Global::use1D())
    return;

  m_points.remove(index);
  m_normalRotations.remove(index);
  m_normalWidths.remove(index);
  updateNormals();
  updateColorMapImage();
}
void
SplineTransferFunction::setSpline(SplineInformation splineInfo)
{  
  m_name = splineInfo.name();
  m_on = splineInfo.on();
  m_points = splineInfo.points();
  m_normalWidths = splineInfo.normalWidths();
  m_normalRotations = splineInfo.normalRotations();
  m_gradientStops = splineInfo.gradientStops();

  updateNormals();
  updateColorMapImage();
}
void
SplineTransferFunction::moveNormalAt(int idxCenter,
				     int idxNormal,
				     QPointF point,
				     bool shiftModifier)
{
  if (idxNormal == RightNormal) // move rigntNormal
    {
      QLineF l0 = QLineF(m_points[idxCenter], point);
      float dotp = (m_normals[idxCenter].x()*l0.dx() +
		    m_normals[idxCenter].y()*l0.dy());
      if (dotp >= 0)
	m_normalWidths[idxCenter].setX(dotp);
      else
	m_normalWidths[idxCenter].setX(0);

      if (shiftModifier)
	{
	  float w = m_normalWidths[idxCenter].x();
	  m_normalWidths[idxCenter].setY(w);
	}
    }
  else if (idxNormal == LeftNormal) // move rigntNormal
    {      
      QLineF l0 = QLineF(point, m_points[idxCenter]);
      float dotp = (m_normals[idxCenter].x()*l0.dx() +
		    m_normals[idxCenter].y()*l0.dy());
      if (dotp >= 0)
	m_normalWidths[idxCenter].setY(dotp);
      else
	m_normalWidths[idxCenter].setY(0);

      if (shiftModifier)
	{
	  float w = m_normalWidths[idxCenter].y();
	  m_normalWidths[idxCenter].setX(w);
	}	  
    }

  if (Global::use1D())
    {
      if (idxCenter == 0)
	m_normalWidths[1] = m_normalWidths[0];
      else
	m_normalWidths[0] = m_normalWidths[1];
    }

  updateNormals();
  updateColorMapImage();
}
void
SplineTransferFunction::movePointAt(int index,
				    QPointF point)
{
  if (Global::use1D())
    {
      m_points[0].setX(point.x());      
      m_points[1].setX(point.x());
    }
  else
      m_points[index] = point;

  updateNormals();
  updateColorMapImage();
}
Exemple #13
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void Mesh::triangulateFirstLayer() {
  bottom_cover.need_triangulate = true;

  auto layer = layers_[outLayers().first];
  bottom_cover.vertex = layerCenter(layer); // точка схода вершин первого слоя
  bottom_cover.triangles.clear();

  // третий индекс - фиктивный, вместо него будет top_cover.first
  bottom_cover.triangles.push_back(Trid(layer.second - 1, layer.first, BOTTOM_VERT_INDEX));
  for (int i = layer.first; i < layer.second - 1; ++i) {
    bottom_cover.triangles.push_back(Trid(i, i + 1, BOTTOM_VERT_INDEX));
  }

  updateNormals();
}
//-*****************************************************************************
void MeshDrwHelper::update( V3fArraySamplePtr iP,
                            V3fArraySamplePtr iN )
{
    // Check validity.
    if ( !m_valid || !iP || !m_meshP ||
            ( iP->size() != m_meshP->size() ) )
    {
        makeInvalid();
        return;
    }

    // Set meshP
    m_meshP = iP;
    computeBounds();
    updateNormals( iN );
}
void
SplineTransferFunction::rotateNormalAt(int idxCenter,
				       int idxNormal,
				       QPointF point)
{
  if (Global::use1D())
    return;

  QLineF dir, normVec, ln;

  if (idxCenter == 0)
    dir = QLineF(m_points[idxCenter], m_points[idxCenter+1]);
  else if (idxCenter == m_points.size()-1)
    dir = QLineF(m_points[idxCenter-1], m_points[idxCenter]);
  else
    dir = QLineF(m_points[idxCenter-1], m_points[idxCenter+1]);
  
  if (dir.length() > 0)
    dir = dir.unitVector();
  else
    dir = QLineF(dir.p1(), dir.p1()+QPointF(1,0));
  normVec = dir.normalVector();

  ln = QLineF(m_points[idxCenter], point);
  ln.translate(-ln.p1());

  float angle = 0;;
  if (idxNormal == RightNormal)
    {
      float angle1, angle2;
      angle1 = atan2(-ln.dy(), ln.dx());
      angle2 = atan2(-normVec.dy(), normVec.dx());
      angle = angle1-angle2;
    }
  else // LeftNormal
    {
      float angle1, angle2;
      angle1 = atan2(-ln.dy(), ln.dx());
      angle2 = atan2(normVec.dy(), -normVec.dx());
      angle = angle1-angle2;
    }
      
  m_normalRotations[idxCenter] = angle;

  updateNormals();
  updateColorMapImage();
}
void
SplineTransferFunction::appendPoint(QPointF sp)
{
  if (Global::use1D())
    return;

  m_points.push_back(sp);
  
  float rot = m_normalRotations[m_normalRotations.size()-1];
  m_normalRotations.push_back(rot);
  
  QPointF nw = m_normalWidths[m_normalWidths.size()-1];
  m_normalWidths.push_back(nw);

  updateNormals();
  updateColorMapImage();
}
Exemple #17
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Mesh& Mesh::mirror(int anchor) {
  if (!anchor) {
    anchor = center().x;
  }

  bottom_cover.vertex.x = anchor - (bottom_cover.vertex.x - anchor);
  top_cover.vertex.x = anchor - (top_cover.vertex.x - anchor);

  for (auto& e : vertices) {
    e.x = anchor - (e.x - anchor);
  }

  for (auto &layer : anchor_points) {
    for (auto &e : layer) {
      e.x = anchor - (e.x - anchor);
    }
  }

  updateNormals();
  return *this;
}
Exemple #18
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// ----------------------------------------------------------------------
bool ObjMesh::updateTetraLinks(const NxMeshData &tetraMeshData)
{
	if (mTetraLinks.size() != mVertices.size()) return false;

	NxU32 numVertices = *tetraMeshData.numVerticesPtr;
	NxU32 numTetrahedra = *tetraMeshData.numIndicesPtr / 4;
	const NxVec3 *vertices = (NxVec3*)tetraMeshData.verticesPosBegin;
	NxU32* indices = (NxU32*)tetraMeshData.indicesBegin;

	for (int i = 0; i < (int)mVertices.size(); i++) {
		ObjMeshTetraLink &link = mTetraLinks[i];

		if (!mDrainedTriVertices[i]) {
			// only done if tetra was not drained before
			const NxU32 *ix = &indices[4*link.tetraNr];

			if (*ix == *(ix + 1)) {
				// this tetra was drained
				removeTrisRelatedToVertex(i);
				mDrainedTriVertices[i] = true;
				continue;
			}

			const NxVec3 &p0 = vertices[*ix++];
			const NxVec3 &p1 = vertices[*ix++];
			const NxVec3 &p2 = vertices[*ix++];
			const NxVec3 &p3 = vertices[*ix++];

			NxVec3 &b = link.barycentricCoords;
			mVertices[i] = p0 * b.x + p1 * b.y + p2 * b.z + p3 * (1.0f - b.x - b.y - b.z);
		}
	}
	updateNormals();

	return true;
}
Exemple #19
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    /*!
     * \brief Initializes the triangle object
     * 
     * This method is invoked by different constructors to do the same generic
     * initializing of the triangle object. This includes setting the internal
     * vertices variable mVertices and the internal normals variable mNormals.
     * 
     * When one or more of the given normal vectors \p n1, \p n2 or \p n3 equals
     * null it is replaced by a internally calculated value, see
     * Triangle::updateNormals() for more details).
     * 
     * Throws an MeshTopologyException when one of the given vertices is null.
     */
    void Triangle::init(Vertex* v1, Vector3* n1,
                        Vertex* v2, Vector3* n2,
                        Vertex* v3, Vector3* n3) {
        
        if (!v1 || !v2 || !v3) {
            throw MeshTopologyException(
                "The triangle hasn't enough vertices!" );
        }
        
       
        mVertices[0] = v1;
        mVertices[1] = v2;
        mVertices[2] = v3;

             
        
        if (!n1 || !n2 || !n3) {
            updateNormals();
            
            mNormals[0] = (!n1) ? mNormals[0] : n1;
            mNormals[1] = (!n2) ? mNormals[1] : n2;
            mNormals[2] = (!n3) ? mNormals[2] : n3;
            
        } else {
            mNormals = std::vector<Vector3*>(3);

            mNormals[0] = n1;
            mNormals[1] = n2;
            mNormals[2] = n3;
        }
        
        mNormalsInitialized = true;
        mNormalConeInitialized = false;
        mNormalVectorInitialized = false;
        mWorldCoordinatesNormalVectorInitialized = false;
    }
Exemple #20
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// ----------------------------------------------------------------------
bool ObjMesh::loadFromObjFile(char *filename)
{
	FILE *f = fopen(filename, "r");
	if (!f) return false;
	clear();
	ObjMeshString s, subs[maxVerticesPerFace];
	ObjMeshString mtllib, matName;

	mHasTextureCoords = false;
	mHasNormals = false;

	strcpy(mtllib, "");
	int materialNr = -1;
	int i,j;
	NxVec3 v;
	ObjMeshTriangle t;
	TexCoord tc;

	std::vector<NxVec3> centermVertices;
	std::vector<TexCoord> centermTexCoords;
	std::vector<NxVec3> centerNormals;

	extractPath(filename);

	while (!feof(f)) {
		if (fgets(s, OBJ_MESH_STRING_LEN, f) == NULL) break;

		if (strncmp(s, "mtllib", 6) == 0) {  // material library
			sscanf(&s[7], "%s", mtllib);
			importMtlFile(mtllib);
		}
		else if (strncmp(s, "usemtl", 6) == 0) {  // use material
			sscanf(&s[7], "%s", matName);
			materialNr = 0;
			int numMaterials = (int)mMaterials.size();
			while (materialNr < numMaterials &&
				   strcasecmp(mMaterials[materialNr].name, matName) != 0)
				materialNr++;
			if (materialNr >= numMaterials) 
				materialNr = -1;
		}
		else if (strncmp(s, "v ", 2) == 0) {	// vertex
			sscanf(s, "v %f %f %f", &v.x, &v.y, &v.z);
			mVertices.push_back(v);
		}
		else if (strncmp(s, "vn ", 3) == 0) {	// normal
			sscanf(s, "vn %f %f %f", &v.x, &v.y, &v.z);
			mNormals.push_back(v);
		}
		else if (strncmp(s, "vt ", 3) == 0) {	// texture coords
			sscanf(s, "vt %f %f", &tc.u, &tc.v);
			mTexCoords.push_back(tc);
		}
		else if (strncmp(s, "f ", 2) == 0) {	// face
			int nr;
			nr = sscanf(s, "f %s %s %s %s %s %s %s %s %s %s %s %s %s %s %s",
			subs[0], subs[1], subs[2], subs[3], subs[4],
			subs[5], subs[6], subs[7], subs[8], subs[9],
			subs[10], subs[11], subs[12],subs[13], subs[14]);
			int vertNr[maxVerticesPerFace], texNr[maxVerticesPerFace];
			int normalNr[maxVerticesPerFace];
			for (i = 0; i < nr; i++) {
				int refs[3];
				parseRef(subs[i], refs);
				vertNr[i] = refs[0]-1;
				texNr[i] = refs[1]-1;
				normalNr[i] = refs[2]-1;
			}
			if (nr <= 4) {	// simple non-singular triangle or quad
				if (vertNr[0] != vertNr[1] && vertNr[1] != vertNr[2] && vertNr[2] != vertNr[0]) {
					t.init();
					t.vertexNr[0] = vertNr[0];
					t.vertexNr[1] = vertNr[1];
					t.vertexNr[2] = vertNr[2];
					t.normalNr[0] = normalNr[0];
					t.normalNr[1] = normalNr[1];
					t.normalNr[2] = normalNr[2];
					t.texCoordNr[0] = texNr[0];
					t.texCoordNr[1] = texNr[1];
					t.texCoordNr[2] = texNr[2];
					t.materialNr = materialNr;
					mTriangles.push_back(t);
				}
				if (nr == 4) {	// non-singular quad -> generate a second triangle
					if (vertNr[2] != vertNr[3] && vertNr[3] != vertNr[0] && vertNr[0] != vertNr[2]) {
						t.init();
						t.vertexNr[0] = vertNr[2];
						t.vertexNr[1] = vertNr[3];
						t.vertexNr[2] = vertNr[0];
						t.normalNr[0] = normalNr[2];
						t.normalNr[1] = normalNr[3];
						t.normalNr[2] = normalNr[0];
						t.texCoordNr[0] = texNr[0];
						t.texCoordNr[1] = texNr[1];
						t.texCoordNr[2] = texNr[2];
						t.materialNr = materialNr;
						mTriangles.push_back(t);
					}
				}
			}
			else {	// polygonal face

				// compute center properties
				NxVec3 centerPos(0.0f, 0.0f, 0.0f);
				TexCoord centerTex; centerTex.zero();
				for (i = 0; i < nr; i++) {
					centerPos += mVertices[vertNr[i]];
					if (texNr[i] >= 0) centerTex += mTexCoords[texNr[i]];
				}
				centerPos /= (float)nr;
				centerTex /= (float)nr;
				NxVec3 d1 = centerPos - mVertices[vertNr[0]];
				NxVec3 d2 = centerPos - mVertices[vertNr[1]];
				NxVec3 centerNormal = d1.cross(d2); centerNormal.normalize();

				// add center vertex
				centermVertices.push_back(centerPos);
				centermTexCoords.push_back(centerTex);
				centerNormals.push_back(centerNormal);

				// add surrounding elements
				for (i = 0; i < nr; i++) {
					j = i+1; if (j >= nr) j = 0;
					t.init();
					t.vertexNr[0] = mVertices.size() + centermVertices.size()-1;
					t.vertexNr[1] = vertNr[i];
					t.vertexNr[2] = vertNr[j];

					t.normalNr[0] = mNormals.size() + centerNormals.size()-1;
					t.normalNr[1] = normalNr[i];
					t.normalNr[2] = normalNr[j];

					t.texCoordNr[0] = mTexCoords.size() + centermTexCoords.size()-1;
					t.texCoordNr[1] = texNr[i];
					t.texCoordNr[2] = texNr[j];
					t.materialNr = materialNr;
					mTriangles.push_back(t);
				}
			}
		}
	}
	fclose(f);

	// new center mVertices are inserted here.
	// If they were inserted when generated, the vertex numbering would be corrupted
	for (i = 0; i < (int)centermVertices.size(); i++)
		mVertices.push_back(centermVertices[i]);
	for (i = 0; i < (int)centerNormals.size(); i++)
		mNormals.push_back(centerNormals[i]);
	for (i = 0; i < (int)centermTexCoords.size(); i++)
		mTexCoords.push_back(centermTexCoords[i]);

	if (mTexCoords.size() > 0) mHasTextureCoords = true;
	if (mNormals.size() > 0) 
		mHasNormals = true;
	else
		updateNormals();

	updateBounds();
	return true;
}
Exemple #21
0
//-*****************************************************************************
void MeshDrwHelper::update( P3fArraySamplePtr iP,
                            V3fArraySamplePtr iN,
                            Int32ArraySamplePtr iIndices,
                            Int32ArraySamplePtr iCounts,
                            Abc::Box3d iBounds )
{
    // Before doing a ton, just have a quick look.
    if ( m_meshP && iP &&
         ( m_meshP->size() == iP->size() ) &&
         m_meshIndices &&
         ( m_meshIndices == iIndices ) &&
         m_meshCounts &&
         ( m_meshCounts == iCounts ) )
    {
        if ( m_meshP == iP )
        {
            updateNormals( iN );
        }
        else
        {
            update( iP, iN );
        }
        return;
    }

    // Okay, if we're here, the indices are not equal or the counts
    // are not equal or the P-array size changed.
    // So we can clobber those three, but leave N alone for now.
    m_meshP = iP;
    m_meshIndices = iIndices;
    m_meshCounts = iCounts;
    m_triangles.clear ();

    // Check stuff.
    if ( !m_meshP ||
         !m_meshIndices ||
         !m_meshCounts )
    {
        std::cerr << "Mesh update quitting because no input data"
                  << std::endl;
        makeInvalid();
        return;
    }

    // Get the number of each thing.
    size_t numFaces = m_meshCounts->size();
    size_t numIndices = m_meshIndices->size();
    size_t numPoints = m_meshP->size();
    if ( numFaces < 1 ||
         numIndices < 1 ||
         numPoints < 1 )
    {
        // Invalid.
        std::cerr << "Mesh update quitting because bad arrays"
                  << ", numFaces = " << numFaces
                  << ", numIndices = " << numIndices
                  << ", numPoints = " << numPoints
                  << std::endl;
        makeInvalid();
        return;
    }

    // Make triangles.
    size_t faceIndexBegin = 0;
    size_t faceIndexEnd = 0;
    for ( size_t face = 0; face < numFaces; ++face )
    {
        faceIndexBegin = faceIndexEnd;
        size_t count = (*m_meshCounts)[face];
        faceIndexEnd = faceIndexBegin + count;

        // Check this face is valid
        if ( faceIndexEnd > numIndices ||
             faceIndexEnd < faceIndexBegin )
        {
            std::cerr << "Mesh update quitting on face: "
                      << face
                      << " because of wonky numbers"
                      << ", faceIndexBegin = " << faceIndexBegin
                      << ", faceIndexEnd = " << faceIndexEnd
                      << ", numIndices = " << numIndices
                      << ", count = " << count
                      << std::endl;

            // Just get out, make no more triangles.
            break;
        }

        // Checking indices are valid.
        bool goodFace = true;
        for ( size_t fidx = faceIndexBegin;
              fidx < faceIndexEnd; ++fidx )
        {
            if ( ( size_t ) ( (*m_meshIndices)[fidx] ) >= numPoints )
            {
                std::cout << "Mesh update quitting on face: "
                          << face
                          << " because of bad indices"
                          << ", indexIndex = " << fidx
                          << ", vertexIndex = " << (*m_meshIndices)[fidx]
                          << ", numPoints = " << numPoints
                          << std::endl;
                goodFace = false;
                break;
            }
        }

        // Make triangles to fill this face.
        if ( goodFace && count > 2 )
        {
            m_triangles.push_back(
                Tri( ( unsigned int )(*m_meshIndices)[faceIndexBegin+0],
                     ( unsigned int )(*m_meshIndices)[faceIndexBegin+1],
                     ( unsigned int )(*m_meshIndices)[faceIndexBegin+2] ) );
            for ( size_t c = 3; c < count; ++c )
            {
                m_triangles.push_back(
                    Tri( ( unsigned int )(*m_meshIndices)[faceIndexBegin+0],
                         ( unsigned int )(*m_meshIndices)[faceIndexBegin+c-1],
                         ( unsigned int )(*m_meshIndices)[faceIndexBegin+c]
                         ) );
            }
        }
    }

    // Cool, we made triangles.
    // Pretend the mesh is made...
    m_valid = true;

    // And now update just the P and N, which will update bounds
    // and calculate new normals if necessary.

    if ( iBounds.isEmpty() )
    {
        computeBounds();
    }
    else
    {
        m_bounds = iBounds;
    }

    updateNormals( iN );

    // And that's it.
}
Exemple #22
0
void ofApp::update(){
    
    // lights
    spotLight.setPosition( 60, 60, 200);
    spotLight.lookAt(ofVec3f(30, 0, -50));
    // from GUI
    ofSetGlobalAmbientColor( globalAmbient.get() );
    //spotLight.setGlobalPosition( lightPosition.get() );
    spotLight.setAmbientColor( lightAmbient.get() );
    spotLight.setDiffuseColor( lightDiffuse.get() );
    spotLight.setSpecularColor( lightSpecular.get() );
    
    // Material from GUI
    //material.setColors(matDiffuse.get(), matAmbient.get(), matEmissive.get(), matSpecular.get());
    material.setShininess(matShiny.get());
    
    // mesh
    auto mesh = sphereBase.getMeshPtr();
    auto MeshOut = sphere.getMeshPtr();
    updateMesh(mesh, MeshOut);
    if (isIcoSphere) {
        mesh = icoSphereBase.getMeshPtr();
        MeshOut = icoSphere.getMeshPtr();
        updateMesh(mesh, MeshOut);
    }
    if (!ofGetKeyPressed('r')) {
        if (isIcoSphere) setNormals(*MeshOut);
        else updateNormals(MeshOut);
    }
    
    // depth of field
    depthOfField.setBlurAmount(blurAmount);
    depthOfField.setFocalDistance(focalDistance);
    depthOfField.setFocalRange(focalRange);
    
    
    // FFT
    fftLive.update();
    int n  = levels.size();
    float * audioData = new float[n];
    fftLive.getFftPeakData(audioData, n);
    for(int i=0; i<levels.size(); i++) {
        float audioValue = audioData[i];
        levels[i] = audioValue;
    }
    delete[] audioData;
    
    // animate noise
    if (isNoiseAnimated) {
        
        
        float time = ofGetElapsedTimef();
        ofVec3f noiseAnim(
                          (ofNoise(time/2)-0.5) * 80,
                          (ofNoise(time/3)-0.5) * 80,
                          (ofNoise(time/4)-0.5) * 80);
        noiseIn.set(noiseAnim);
        
        //if (levels.size() > 0) noiseIn.set(ofVec3f(levels[0] * 20, levels[1] * 20, levels[2] * 20));
        
        //spotLight.setDiffuseColor( ofColor(ofNoise(ofGetElapsedTimef()/2)*255, ofNoise(ofGetElapsedTimef()/3)*255, ofNoise(ofGetElapsedTimef()/4)*255) );
    }
    
}
void m_Polygon::updateAll() {
    updateNormals();
    updateClockwise();
    updateEdges();
}
Exemple #24
0
int contextDraw(context_t *ctx) {
  const char me[]="contextDraw";
  unsigned int gi;
  GLfloat modelMat[16];
/*
  if (ctx->buttonDown) {
    // When the mouse is down, use a velocity of zero 
    thetaPerSecU = 0;
    thetaPerSecV = 0;
    thetaPerSecN = 0;
  } else {
    // Otherwise, use the previous velocity 
    thetaPerSecU = ctx->thetaPerSecU;
    thetaPerSecV = ctx->thetaPerSecV;
    thetaPerSecN = ctx->thetaPerSecN;
  }


  gctx->angleU = (thetaPerSecU * dt) * 0.1;
  gctx->angleV = (thetaPerSecV * dt) * 0.1;
  gctx->angleN = (thetaPerSecN * dt) * 0.1;
  rotate_model_UV(gctx->angleU, -gctx->angleV);
  rotate_model_N(-gctx->angleN);
*/

  /* re-assert which program is being used (AntTweakBar uses its own) */
  glUseProgram(ctx->program); 

  /* background color; setting alpha=0 means that we'll see the
     background color in the render window, but upon doing
     "spotImageScreenshot(img, SPOT_TRUE)" (SPOT_TRUE for "withAlpha")
     we'll get a meaningful alpha channel, so that the image can
     recomposited with a different background, or used in programs
     (including web browsers) that respect the alpha channel */
  glClearColor(ctx->bgColor[0], ctx->bgColor[1], ctx->bgColor[2], 0.0f);
  /* Clear the window and the depth buffer */
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
  /* The following will be useful when you want to use textures,
     especially two textures at once, here sampled in the fragment
     shader with "samplerA" and "samplerB".  There are some
     non-intuitive calls required to specify which texture data will
     be sampled by which sampler.  See OpenGL SuperBible (5th edition)
     pg 279.  Also, http://tinyurl.com/7bvnej3 is amusing and
     informative */

  // Sun
  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, ctx->image[0]->textureId);
  glUniform1i(ctx->uniloc.sampler0, 0);

  // Mercury 
  glActiveTexture(GL_TEXTURE1);
  glBindTexture(GL_TEXTURE_2D, ctx->image[1]->textureId);
  glUniform1i(ctx->uniloc.sampler1, 1);

  // Venus
  glActiveTexture(GL_TEXTURE2);
  glBindTexture(GL_TEXTURE_2D, ctx->image[2]->textureId);
  glUniform1i(ctx->uniloc.sampler2, 2); 

  // Earth
  glActiveTexture(GL_TEXTURE3);
  glBindTexture(GL_TEXTURE_2D, ctx->image[3]->textureId);
  glUniform1i(ctx->uniloc.sampler3, 3); 

  // Mars
  glActiveTexture(GL_TEXTURE4);
  glBindTexture(GL_TEXTURE_2D, ctx->image[4]->textureId);
  glUniform1i(ctx->uniloc.sampler4, 4); 

  // Jupiter
  glActiveTexture(GL_TEXTURE5);
  glBindTexture(GL_TEXTURE_2D, ctx->image[5]->textureId);
  glUniform1i(ctx->uniloc.sampler5, 5); 

  // Saturn
  glActiveTexture(GL_TEXTURE6);
  glBindTexture(GL_TEXTURE_2D, ctx->image[6]->textureId);
  glUniform1i(ctx->uniloc.sampler6, 6); 

  // Uranus
  glActiveTexture(GL_TEXTURE7);
  glBindTexture(GL_TEXTURE_2D, ctx->image[7]->textureId);
  glUniform1i(ctx->uniloc.sampler7, 7); 

  // Neptune
  glActiveTexture(GL_TEXTURE8);
  glBindTexture(GL_TEXTURE_2D, ctx->image[8]->textureId);
  glUniform1i(ctx->uniloc.sampler8, 8); 

  // Pluto
  glActiveTexture(GL_TEXTURE9);
  glBindTexture(GL_TEXTURE_2D, ctx->image[9]->textureId);
  glUniform1i(ctx->uniloc.sampler9, 9); 

  // set time
  double toc = spotTime();
  if (ctx->ticDraw == -1)
    ctx->ticDraw = toc;
  double dt = toc - ctx->ticDraw;
  ctx->ticDraw = toc;

  if (!gctx->paused) {
    updateScene(gctx->time, dt);
  }

  // NOTE: we must normalize our UVN matrix
  norm_M4(gctx->camera.uvn);
	inverseUVN(gctx->camera.inverse_uvn, gctx->camera.uvn);

  // NOTE: update our unilocs
  glUniformMatrix4fv(ctx->uniloc.viewMatrix, 1, GL_FALSE, gctx->camera.uvn);
  glUniformMatrix4fv(ctx->uniloc.inverseViewMatrix, 1, GL_FALSE, gctx->camera.inverse_uvn);
  glUniformMatrix4fv(ctx->uniloc.projMatrix, 1, GL_FALSE, gctx->camera.proj);
  glUniform3fv(ctx->uniloc.lightDir, 1, ctx->lightDir);
  glUniform3fv(ctx->uniloc.lightColor, 1, ctx->lightColor);
  glUniform1i(ctx->uniloc.seamFix, ctx->seamFix);

  for (gi=0; gi<ctx->geomNum; gi++) {
    set_model_transform(modelMat, ctx->geom[gi]);
    glUniformMatrix4fv(ctx->uniloc.modelMatrix, 
                       1, GL_FALSE, modelMat);
    updateNormals(ctx->geom[gi]->normalMatrix, modelMat);
    glUniformMatrix3fv(ctx->uniloc.normalMatrix,
                       1, GL_FALSE, ctx->geom[gi]->normalMatrix);
    glUniform3fv(ctx->uniloc.objColor, 1, ctx->geom[gi]->objColor);
    glUniform1f(ctx->uniloc.Ka, ctx->geom[gi]->Ka);
    glUniform1f(ctx->uniloc.Kd, ctx->geom[gi]->Kd);
    glUniform1i(ctx->uniloc.gi, gi);
    spotGeomDraw(ctx->geom[gi]);
  }

/*
  // NOTE: update our geom-specific unilocs
  for (gi=sceneGeomOffset; gi<ctx->geomNum; gi++) {
    set_model_transform(modelMat, ctx->geom[gi]);
    // NOTE: we normalize the model matrix; while we may not need to, it is cheap to do so
    norm_M4(modelMat);
    glUniformMatrix4fv(ctx->uniloc.modelMatrix, 1, GL_FALSE, modelMat);
    // NOTE: we update normals in our `matrixFunctions.c' functions on a case-by-case basis
    updateNormals(gctx->geom[gi]->normalMatrix, modelMat);
    glUniformMatrix3fv(ctx->uniloc.normalMatrix, 1, GL_FALSE, ctx->geom[gi]->normalMatrix);
    //
    glUniform3fv(ctx->uniloc.objColor, 1, ctx->geom[gi]->objColor);
    glUniform1f(ctx->uniloc.Ka, ctx->geom[gi]->Ka);
    glUniform1f(ctx->uniloc.Kd, ctx->geom[gi]->Kd);
    glUniform1f(ctx->uniloc.Ks, ctx->geom[gi]->Ks);
    glUniform1i(ctx->uniloc.gi, gi);
    glUniform1f(ctx->uniloc.shexp, ctx->geom[gi]->shexp);
    spotGeomDraw(ctx->geom[gi]);
  }
  */
  /* These lines are also related to using textures.  We finish by
     leaving GL_TEXTURE0 as the active unit since AntTweakBar uses
     that, but doesn't seem to explicitly select it */
  glActiveTexture(GL_TEXTURE9);
  glBindTexture(GL_TEXTURE_2D, 9);
  glActiveTexture(GL_TEXTURE8);
  glBindTexture(GL_TEXTURE_2D, 8);
  glActiveTexture(GL_TEXTURE7);
  glBindTexture(GL_TEXTURE_2D, 7);
  glActiveTexture(GL_TEXTURE6);
  glBindTexture(GL_TEXTURE_2D, 6);
  glActiveTexture(GL_TEXTURE5);
  glBindTexture(GL_TEXTURE_2D, 5);
  glActiveTexture(GL_TEXTURE4);
  glBindTexture(GL_TEXTURE_2D, 4);
  glActiveTexture(GL_TEXTURE3);
  glBindTexture(GL_TEXTURE_2D, 3);
  glActiveTexture(GL_TEXTURE2);
  glBindTexture(GL_TEXTURE_2D, 2);
  glActiveTexture(GL_TEXTURE1); 
  glBindTexture(GL_TEXTURE_2D, 1);
  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, 0);

  /* You are welcome to do error-checking with higher granularity than
     just once per render, in which case this error checking loop
     should be repackaged into its own function. */
  GLenum glerr = glGetError();
  if (glerr) {
    while (glerr) {
      spotErrorAdd("%s: OpenGL error %d (%s)", me, glerr, spotGLErrorString(glerr));
      glerr = glGetError();
    }
    return 1;
  }
  return 0;
}
Exemple #25
0
void InterpolationData::update(float t, bool cycle){
	updateVertices(t, cycle);
	updateNormals(t, cycle);
}
void
SplineTransferFunction::fromDomElement(QDomElement de)
{
  m_on.clear();
  m_name.clear();
  m_points.clear();
  m_normals.clear();
  m_rightNormals.clear();
  m_leftNormals.clear();
  m_normalWidths.clear();
  m_normalRotations.clear();
  m_gradientStops.clear();

  QDomNodeList dlist = de.childNodes();
  for(int i=0; i<dlist.count(); i++)
    {
      QDomElement dnode = dlist.at(i).toElement();
      if (dnode.tagName() == "name")
	{
	  m_name = dnode.toElement().text();
	}
      else if (dnode.tagName() == "points")
	{
	  QString str = dnode.toElement().text();
	  QStringList strlist = str.split(" ", QString::SkipEmptyParts);
	  for(int j=0; j<strlist.count()/2; j++)
	    {
	      float x,y;
	      x = strlist[2*j].toFloat();
	      y = strlist[2*j+1].toFloat();
	      m_points << QPointF(x,y);
	    }
	}
      else if (dnode.tagName() == "normalwidths")
	{
	  QString str = dnode.toElement().text();
	  QStringList strlist = str.split(" ", QString::SkipEmptyParts);
	  for(int j=0; j<strlist.count()/2; j++)
	    {
	      float x,y;
	      x = strlist[2*j].toFloat();
	      y = strlist[2*j+1].toFloat();
	      m_normalWidths << QPointF(x,y);
	    }
	}
      else if (dnode.tagName() == "normalrotations")
	{
	  QString str = dnode.toElement().text();
	  QStringList strlist = str.split(" ", QString::SkipEmptyParts);
	  for(int j=0; j<strlist.count(); j++)
	    m_normalRotations << strlist[j].toFloat();
	}
      else if (dnode.tagName() == "gradientstops")
	{
	  QString str = dnode.toElement().text();
	  QStringList strlist = str.split(" ", QString::SkipEmptyParts);
	  for(int j=0; j<strlist.count()/5; j++)
	    {
	      float pos, r,g,b,a;
	      pos = strlist[5*j].toFloat();
	      r = strlist[5*j+1].toInt();
	      g = strlist[5*j+2].toInt();
	      b = strlist[5*j+3].toInt();
	      a = strlist[5*j+4].toInt();
	      m_gradientStops << QGradientStop(pos, QColor(r,g,b,a));
	    }
	}
      else if (dnode.tagName() == "sets")
	{
	  QString str = dnode.toElement().text();
	  QStringList strlist = str.split(" ", QString::SkipEmptyParts);
	  for(int j=0; j<strlist.count(); j++)
	    m_on.append(strlist[j].toInt() > 0);
	}
    }

  updateNormals();
  updateColorMapImage();
}