Exemple #1
0
void Scene::compute_texture(int i, int j,Color_ramp pos_ramp ,Color_ramp neg_ramp)
{


    const FT& d00 = m_distance_function[i][j].second;
    // determines grey level
    unsigned int i00 = 255-(unsigned)(255.0 * (double)std::fabs(d00) / m_max_distance_function);

    if(d00 > 0.0)
        texture->setData(i,j,pos_ramp.r(i00),pos_ramp.g(i00),pos_ramp.b(i00));
    else
        texture->setData(i,j,neg_ramp.r(i00),neg_ramp.g(i00),neg_ramp.b(i00));


}
void
Scene_implicit_function_item::
draw_grid_vertex(const Point_value& pv,
                 const Color_ramp& ramp_positive,
                 const Color_ramp& ramp_negative) const
{
  const Point& p = pv.first;
  double v = pv.second;
  
  // determines grey level
  if ( v > 0 )
  {
    v = v/max_value_;
    ::glColor3d(ramp_positive.r(v),ramp_positive.g(v),ramp_positive.b(v));
  }
  else
  {
    v = v/min_value_;
    ::glColor3d(ramp_negative.r(v),ramp_negative.g(v),ramp_negative.b(v));
  }
  
  ::glVertex3d(p.x,p.y,p.z);
}
Exemple #3
0
void Scene::draw_distance_function(const Color_ramp& ramp_pos,
                                   const Color_ramp& ramp_neg) const
{
    ::glDisable(GL_LIGHTING);
    if ( m_fast_distance ) {
        ::glShadeModel(GL_FLAT);
    }
    else {
        ::glShadeModel(GL_SMOOTH);
    }

    ::glBegin(GL_QUADS);
    int i,j;
    const int nb_quads = m_grid_size-1;
    for(i=0; i<nb_quads; i++)
    {
        for(j=0; j<nb_quads; j++)
        {
            const Point_distance& pd00 = m_distance_function[i][j];
            const Point_distance& pd01 = m_distance_function[i][j+1];
            const Point_distance& pd11 = m_distance_function[i+1][j+1];
            const Point_distance& pd10 = m_distance_function[i+1][j];
            const Point& p00 = pd00.first;
            const Point& p01 = pd01.first;
            const Point& p11 = pd11.first;
            const Point& p10 = pd10.first;
            const FT& d00 = pd00.second;
            const FT& d01 = pd01.second;
            const FT& d11 = pd11.second;
            const FT& d10 = pd10.second;

            // determines grey level
            unsigned int i00 = 255-(unsigned)(255.0 * (double)std::fabs(d00) / m_max_distance_function);
            unsigned int i01 = 255-(unsigned)(255.0 * (double)std::fabs(d01) / m_max_distance_function);
            unsigned int i11 = 255-(unsigned)(255.0 * (double)std::fabs(d11) / m_max_distance_function);
            unsigned int i10 = 255-(unsigned)(255.0 * (double)std::fabs(d10) / m_max_distance_function);

            // assembles one quad
            if(d00 > 0.0)
                ::glColor3ub(ramp_pos.r(i00),ramp_pos.g(i00),ramp_pos.b(i00));
            else
                ::glColor3ub(ramp_neg.r(i00),ramp_neg.g(i00),ramp_neg.b(i00));
            ::glVertex3d(p00.x(),p00.y(),p00.z());

            if(d01 > 0.0)
                ::glColor3ub(ramp_pos.r(i01),ramp_pos.g(i01),ramp_pos.b(i01));
            else
                ::glColor3ub(ramp_neg.r(i01),ramp_neg.g(i01),ramp_neg.b(i01));
            ::glVertex3d(p01.x(),p01.y(),p01.z());

            if(d11 > 0)
                ::glColor3ub(ramp_pos.r(i11),ramp_pos.g(i11),ramp_pos.b(i11));
            else
                ::glColor3ub(ramp_neg.r(i11),ramp_neg.g(i11),ramp_neg.b(i11));
            ::glVertex3d(p11.x(),p11.y(),p11.z());

            if(d10 > 0)
                ::glColor3ub(ramp_pos.r(i10),ramp_pos.g(i10),ramp_pos.b(i10));
            else
                ::glColor3ub(ramp_neg.r(i10),ramp_neg.g(i10),ramp_neg.b(i10));
            ::glVertex3d(p10.x(),p10.y(),p10.z());
        }
    }
    ::glEnd();
}