// generate 12 triangles: 36 vertices and 36 colors void Tetrahedron::draw() { drawTriangles(2, 0, 1);//front face drawTriangles(2, 3, 0);//left face drawTriangles(2, 3, 1);//right face drawTriangles(1, 3, 0);//bottom face }
void MyGL::drawTriangles(BVHnode* meshNode, int depth) { if ((depth % 5) == 0) { prog_flat.setModelMatrix(meshNode->boundingBox->transformation); prog_flat.draw(*this, *meshNode->boundingBox); } //recurse and draw children's boxes if(meshNode->leftChild != NULL) { drawTriangles(meshNode->leftChild, depth+1); } if (meshNode->rightChild != NULL) { drawTriangles(meshNode->rightChild, depth+1); } }
void GLWidget::paintGL() { glClearColor(1.0, 1.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); switch (type) { case 0: drawPoints() ; break; case 1: drawLines(); break; case 2: drawLineStrip(); break; case 3: drawLineLoop(); break; case 4: drawTriangles(); break; case 5: drawTriangleStrip(); break; case 6: drawTriangleFan(); break; case 7: drawQuads(); break; case 8: drawQuadStrip(); break; case 9: drawPolygons(); break; default: break; } }
void Mesh::draw(Colour col, int x) { glPushMatrix(); glTranslatef(mPos.x, mPos.y, mPos.z); glRotatef(mRot.x, 1, 0, 0); glRotatef(mRot.y, 0, 1, 0); glRotatef(mRot.z, 0, 0, 1); if (x & VOXELS) drawVoxels(Colour(0,0xFF,0)); if (x & SOLID) drawTriangles(col, false); if (x & WIRE) drawTriangles(Colour(0,0,0), true); if (x & NORMALS) drawNormals(col); if (x & AABB) drawAABB(Colour(0xA5, 0x2A, 0x2A), x&HIER); if (x & SPHERE) drawSphere(Colour(0xA5, 0x2A, 0x2A), x&HIER); if (x & TBOXES) drawTriangleBoxes(Colour(0xFF,0,0)); glPopMatrix(); }
Mat& FaceTracker::draw(Mat& img){ if(failed) return img; drawTriangles(img); drawLines(img); drawPoints(img); return img; }
Mat& FaceTracker::draw(){ if(grayImg.empty()||failed) return grayImg; drawTriangles(grayImg); drawLines(grayImg); drawPoints(grayImg); return grayImg; }
void ARectangle::drawFramed(float x1, float y1, float x2, float y2, float lwidth, const Point4D& color, const Point4D &framecolor) { setParams(x1, y1, x2, y2, color); drawTriangles (vboIds[1]); _scaleX = _scaleX * (x2-x1) / (x2-x1 + lwidth/view->width); _scaleY= _scaleY * (y2-y1) / (y2-y1 + lwidth/view->height); drawLines(GL_LINE_LOOP,vboIds[2], nvertices, framecolor , lwidth); }
void Octahedron::draw() { drawTriangles(0, 1, 2);//left face drawTriangles(2, 3, 0);//right face drawTriangles(0, 3, 4);//back right face drawTriangles(4, 1, 0);//back left face drawTriangles(1, 5, 2);//bottom front left face drawTriangles(2, 5, 3);//bottom front right face drawTriangles(3, 5, 4);//bottom back right face drawTriangles(4, 5, 1);//bottom back left face }
void TriangView::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(scale, scale, scale); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); glRotatef(zRot, 0.0f, 0.0f, 1.0f); drawTriangles(); }
/////////////////////////////////////////////////////////// // Called to draw scene void RenderScene(void) { GLfloat x = 0.0f; GLfloat y = 0.0f; GLfloat z = 0.0f; GLfloat angle = 0.0f; // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawTriangles(); // drawSpheres(); // Flush drawing commands glutSwapBuffers(); }
/** * @brief drawBVHnodes * @brief Helper function that draws BVHnodes */ void MyGL::drawBoxes(BVHnode* node) { if (node->geom != NULL && node->geom->isMesh()) { drawTriangles(((Mesh*)node->geom)->MeshRootBVHnode, 0); } prog_flat.setModelMatrix(node->boundingBox->transformation); prog_flat.draw(*this, *node->boundingBox); //recurse and draw children's boxes if(node->leftChild != NULL) { drawBoxes(node->leftChild); } if (node->rightChild != NULL) { drawBoxes(node->rightChild); } }
// generate 12 triangles: 36 vertices and 36 colors void BoxShape::draw() { if(!isWall) { drawTriangles( 1, 0, 3, 2 ); drawTriangles( 2, 3, 7, 6 ); drawTriangles( 3, 0, 4, 7 ); drawTriangles( 6, 5, 1, 2 ); drawTriangles( 4, 5, 6, 7 ); drawTriangles( 5, 4, 0, 1 ); } }
void switchShape(int shape){ switch ( shape ) { case 0: drawTriangles(); break; case 1: drawSquares(); break; case 2: drawStar(); break; default: break; } }
// Generate the Graphics void displayFcn(void) { // Clear display window. glClear(GL_COLOR_BUFFER_BIT); // Draw 3 different rectangles drawRectangles(); // Draw triangles drawTriangles(); // Draw house drawHouse(); // Draw square drawSquare(); // Execute glFlush(); }
void DirectionalLight::draw( OpenGLPtr openGL, const glm::mat4& viewMatrix, const glm::mat4& projectionMatrix, const glm::vec4* contourColor ) const { openGL->setShadingMode( ShadingMode::SOLID_PLAIN ); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // Send this "mesh" and the MVP matrix to the shader. Mesh::sendToShader( *openGL, viewMatrix, projectionMatrix ); for( const auto& trianglesGroup : trianglesGroups_ ){ // Send this mesh's material to shader. //materials_[polygonsGroup.materialIndex]->sendToShader(); glDrawElements( GL_TRIANGLES, trianglesGroup.nTriangles * 3, GL_UNSIGNED_INT, ( std::intptr_t* )( trianglesGroup.firstTriangleIndex * 3 * sizeof( GL_UNSIGNED_INT ) ) ); } // Set the color for the mesh's contour. // TODO: Use only one condition (force contourColor to be passed as a // reference?) if( displaysEdges() && ( contourColor != nullptr ) ){ openGL->setShadingMode( ShadingMode::SOLID_PLAIN ); sendColorToShader( *contourColor ); // Now we'll draw mesh's contour. Set polygon mode for rendering // lines. // TODO: I still have to use polygon offset. glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // Draw Mesh's contour drawTriangles(); // Return polygon mode to previos GL_FILL. glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); }
void RenderTwentatenta() { float ico_vertices[3 * 12] = { 0., 0., -0.9510565162951536, 0., 0., 0.9510565162951536, -0.85065080835204, 0., -0.42532540417601994, 0.85065080835204, 0., 0.42532540417601994, 0.6881909602355868, -0.5, -0.42532540417601994, 0.6881909602355868, 0.5, -0.42532540417601994, -0.6881909602355868, -0.5, 0.42532540417601994, -0.6881909602355868, 0.5, 0.42532540417601994, -0.2628655560595668, -0.8090169943749475, -0.42532540417601994, -0.2628655560595668, 0.8090169943749475, -0.42532540417601994, 0.2628655560595668, -0.8090169943749475, 0.42532540417601994, 0.2628655560595668, 0.8090169943749475, 0.42532540417601994 }; int ico_faces[3*20] = { 1 , 11 , 7 , 1 , 7 , 6 , 1 , 6 , 10 , 1 , 10 , 3 , 1 , 3 , 11 , 4 , 8 , 0 , 5 , 4 , 0 , 9 , 5 , 0 , 2 , 9 , 0 , 8 , 2 , 0 , 11 , 9 , 7 , 7 , 2 , 6 , 6 , 8 , 10 , 10 , 4 , 3 , 3 , 5 , 11 , 4 , 10 , 8 , 5 , 3 , 4 , 9 , 11 , 5 , 2 , 7 , 9 , 8 , 6 , 2 }; drawTriangles(20, ico_vertices, ico_faces); }
void SystemMesh::draw( OpenGLPtr openGL, const glm::mat4 &viewMatrix, const glm::mat4 &projectionMatrix, const glm::vec4 *contourColor ) const { openGL->setShadingMode( ShadingMode::SOLID_LIGHTING ); sendToShader( *openGL, viewMatrix, projectionMatrix ); sendMaterialToShader( 0 ); for( const TrianglesGroupWithTextureWall& trianglesGroup : trianglesGroups_ ){ if( textureWallsManager_->textureWallIncludesTexture( trianglesGroup.textureWallID ) ){ openGL->setShadingMode( ShadingMode::SOLID_LIGHTING_AND_TEXTURING ); textureWallsManager_->sendTextureWallToShader( trianglesGroup.textureWallID ); }else{ openGL->setShadingMode( ShadingMode::SOLID_LIGHTING ); } drawTriangles( trianglesGroup.firstTriangleIndex, trianglesGroup.nTriangles ); } drawEdges( openGL, viewMatrix, projectionMatrix, contourColor ); if( displaysVertexNormals() ){ drawVertexNormals( openGL, viewMatrix, projectionMatrix, glm::vec4( 1.0f, 0.0f, 0.0f, 0.0f ) ); } }
void drawer_t::drawLists( void ) { if ( ! head ) return; tessellation_t * tes = head; do { switch ( tes->type ) { case DT_QUADS: drawQuads( tes ); break; case DT_TRIANGLES: drawTriangles( tes ); break; } tes = tes->next; } while ( tes ); }
void ARectangle::draw(float x1, float y1, float x2, float y2, const Point4D &color) { setParams(x1, y1, x2, y2, color); // _color.alpha = 0.3; drawTriangles (vboIds[1]); }
void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //glFrontFace(GL_CW); glUseProgram(shader); float angle=timer.GetElapsedSeconds()*M_PI/5; M3DVector3f at={1,0,0}; M3DVector3f up={0,0,1}; M3DVector3f eye; eye[0]=6.0f*cos(angle); eye[1]=6.0f*sin(angle); eye[2]=kz; LookAt(cameraFrame,eye,at,up); geometryPipeline.SetMatrixStacks(modelView,projection); //swiatlo M3DVector3f ambientLight = {1.0f, 1.0f, 1.0f}; M3DVector3f position = {2.0f, 2.0f, 5.0f}; M3DVector3f color = {1.0f, 1.0f, 1.0f}; float l_angle = 90.0f; float attenuation0 = 0.5f; float attenuation1 = 0.02f; float attenuation2 = 0.05f; M3DVector3f ambientColor = {0.1f, 0.1, 0.1}; M3DVector3f diffuseColor = {0.184f, 0.598f, 0.75f}; M3DVector3f specularColor = {1.0f, 1.0f, 1.0f}; float specularExponent = 9; float ico_vertices[3 * 12] = { 0., 0., -0.9510565162951536, 0., 0., 0.9510565162951536, -0.85065080835204, 0., -0.42532540417601994, 0.85065080835204, 0., 0.42532540417601994, 0.6881909602355868, -0.5, -0.42532540417601994, 0.6881909602355868, 0.5, -0.42532540417601994, -0.6881909602355868, -0.5, 0.42532540417601994, -0.6881909602355868, 0.5, 0.42532540417601994, -0.2628655560595668, -0.8090169943749475, -0.42532540417601994, -0.2628655560595668, 0.8090169943749475, -0.42532540417601994, 0.2628655560595668, -0.8090169943749475, 0.42532540417601994, 0.2628655560595668, 0.8090169943749475, 0.42532540417601994}; int ico_faces[3*20] = { 1 , 11 , 7 , 1 , 7 , 6 , 1 , 6 , 10 , 1 , 10 , 3 , 1 , 3 , 11 , 4 , 8 , 0 , 5 , 4 , 0 , 9 , 5 , 0 , 2 , 9 , 0 , 8 , 2 , 0 , 11 , 9 , 7 , 7 , 2 , 6 , 6 , 8 , 10 , 10 , 4 , 3 , 3 , 5 , 11 , 4 , 10 , 8 , 5 , 3 , 4 , 9 , 11 , 5 , 2 , 7 , 9 , 8 , 6 , 2 }; projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); glPolygonOffset(1.0f, 1.0f); drawGrid(); glEnable(GL_POLYGON_OFFSET_FILL); drawGrid(); glDisable(GL_POLYGON_OFFSET_FILL); modelView.Translate(-2.0f,-2.0f,2.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); drawTriangles(20, ico_vertices, ico_faces); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(2.0,2.0,2.0); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); drawSmoothTriangles(20, ico_vertices, ico_faces); modelView.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }
void ExploreLiveView::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget * widget) { if(!isReady) return; prePaint(painter); postPaint(painter); auto glwidget = (Viewer*)widget; if (glwidget && meshes.size()) { QRectF parentRect = parentItem()->sceneBoundingRect(); if (isCacheImage && cachedImage.isNull()) { QOpenGLContext context; context.setShareContext(glwidget->context()); context.setFormat(glwidget->format()); context.create(); QOffscreenSurface m_offscreenSurface; m_offscreenSurface.setFormat(context.format()); m_offscreenSurface.create(); context.makeCurrent(&m_offscreenSurface); QOpenGLFramebufferObjectFormat fboformat; fboformat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); QOpenGLFramebufferObject renderFbo(cacheImageSize*1.5, cacheImageSize, fboformat); renderFbo.bind(); glwidget->glEnable(GL_DEPTH_TEST); glwidget->glEnable(GL_BLEND); glwidget->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glwidget->glCullFace(GL_BACK); glwidget->glClearColor(0,0,0,0); glwidget->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glwidget->glViewport(0, 0, cacheImageSize*1.5, cacheImageSize); // XXX Fix // glwidget->glPointSize(10); // Draw aux meshes for (auto mesh : meshes) { if (mesh.isPoints) glwidget->drawOrientedPoints(mesh.points, mesh.normals, mesh.color, glwidget->pvm); else glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, glwidget->pvm); } glwidget->glDisable(GL_DEPTH_TEST); glwidget->glFlush(); renderFbo.release(); cachedImage = renderFbo.toImage(); isReady = true; // Thanks for sharing! glwidget->makeCurrent(); } // Draw as image if(isCacheImage) { int w = shapeRect.width(); painter->drawImage(w * -0.5, w * -0.5, cachedImage.scaledToWidth(w)); } if(!isCacheImage) { auto r = shapeRect; // scale view double s = 1.5; r.setWidth(r.width() * s); r.setHeight(r.height() * s); r.moveCenter(this->mapToScene(boundingRect().center())); painter->beginNativePainting(); auto v = scene()->views().first(); QPoint viewDelta = v->mapFromScene(r.topLeft()); if (viewDelta.manhattanLength() > 5) r.moveTopLeft(viewDelta); auto camera = ExploreProcess::defaultCamera(document->extent().length()); glwidget->eyePos = camera.first; glwidget->pvm = camera.second; glwidget->glViewport(r.left(), v->height() - r.height() - r.top(), r.width(), r.height()); // Clipping OpenGL glwidget->glEnable(GL_SCISSOR_TEST); glwidget->glScissor(parentRect.x(), v->height() - parentRect.height() - parentRect.top(), parentRect.width(), parentRect.height()); glwidget->glClear(GL_DEPTH_BUFFER_BIT); // FIX XXX // glwidget->glPointSize(2); // Draw aux meshes for (auto mesh : meshes) { if (mesh.isPoints) glwidget->drawOrientedPoints(mesh.points, mesh.normals, mesh.color, glwidget->pvm); else glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, glwidget->pvm); } glwidget->glDisable(GL_SCISSOR_TEST); painter->endNativePainting(); } } }
void RenderScene(void) { load_vertices("geode_vertices.dat", vertices); load_faces("geode_faces.dat", faces); glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW); glVertexAttribPointer(GLT_ATTRIBUTE_VERTEX, 4 ,GL_FLOAT,GL_FALSE, sizeof(float) * 7, (const GLvoid *)0); glVertexAttribPointer(GLT_ATTRIBUTE_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 7, (const GLvoid *)(4*sizeof(float)) ); glEnableVertexAttribArray(GLT_ATTRIBUTE_VERTEX); glEnableVertexAttribArray(GLT_ATTRIBUTE_NORMAL); //--- glGenBuffers(1, &faces_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, faces_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, faces.size() * sizeof(GLuint), &faces[0], GL_STATIC_DRAW); //--- // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Obracanie widoku float angle =timer.GetElapsedSeconds()*PI/4; posVector[0] = -8.0f * cos(angle / 2.0f); posVector[1] = -8.0f * sin(angle / 2.0f); posVector[2] = 5.0f; swiatlo0.position[0] = 8.0f * cos(-angle); swiatlo0.position[1] = 15.0f * sin(-angle); swiatlo0.position[2] = 5.0f; LookAt(viewFrame, posVector, atVector, upVector); geometryPipeline.SetMatrixStacks(modelView,projection); projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; viewFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); //glUseProgram(shader); modelView.Translate(swiatlo0.position[0], swiatlo0.position[1], swiatlo0.position[2]); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); modelView.PopMatrix(); //mno¿enie macierzy //modelView.MultMatrix(mCamera); // modelView.PushMatrix(); //m3dMatrixMultiply44(mModelViewProjection, viewFrustum.GetProjectionMatrix(), mCamera); // wrzucanie do shadera glUniformMatrix3fv(NMatrixLocation, 1, GL_FALSE, geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(VMmatrixLocation, 1, GL_FALSE, mCamera); glUniform3fv(iambient_component_location, 1, iambient_component); glUniform3fv(swiatlo0_location, 1, swiatlo0.position); glUniform3fv(swiatlo0_idiffuse_location, 1, swiatlo0.idiffuse); glUniform3fv(swiatlo0_ispecular_location, 1, swiatlo0.ispecular); glUniform3fv(swiatlo0_attenuation_location, 1, swiatlo0.attenuation); glUniform1f(material0_ka_location, material0.ka); glUniform1f(material0_kd_location, material0.kd); glUniform1f(material0_ks_location, material0.ks); glUniform1f(material0_alpha_location, material0.alpha); //-- glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewMatrix()); //DrawPramid(0.5,0.0,1.0); drawTriangles(20,ico_vertices,ico_faces); // rysowanie siatki -------------------------------------------------------------------------- glEnable(GL_CULL_FACE); glPolygonOffset(1.0f, 1.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0, 1.0, 1.0); glEnable(GL_POLYGON_OFFSET_FILL); glBegin(GL_QUADS); glVertex3f(10, -10.0f, 0.0f); glVertex3f(-10, -10.0f, 0.0f); glVertex3f(-10, 10.0f, 0.0f); glVertex3f(10, 10.0f, 0.0f); glEnd(); glDisable(GL_POLYGON_OFFSET_FILL); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0, 1.0, 1.0); for(int i=-10;i<=10;i++){ glBegin(GL_LINES); glVertex3f((float)i, -10.0f, 0.0f); glVertex3f((float)i, 10.0f, 0.0f); glEnd(); } for(int i=-10;i<=10;i++){ glBegin(GL_LINES); glVertex3f(-10.0f, (float)i, 0.0f); glVertex3f(10.0f, (float)i, 0.0f); glEnd(); } glDisable(GL_CULL_FACE); //sphereBatch.Draw(); glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewMatrix()); modelView.PopMatrix(); // rysowanie siatki - koniec ------------------------------------------------------------------- //matrixStack.Translate(10.0f,1.0f,0.0f); // macierz translacji i macierz rotacji //M3DMatrix44f mT,mR; // m3dTranslationMatrix44(mT,0.0f,3.0f,0.0f); //m3dRotationMatrix44(mR, angle, 0.0f, 0.0f, 1.0f); //mno¿enie macierzy translacji i macierzy rotacji //m3dMatrixMultiply44(mM,mT,mR); //mno¿enie macierzy przekszta³ceñ i macierzy projekcji modelwidok // m3dMatrixMultiply44(mModelViewProjection,mModelViewProjection, mM); //wysy³anie macierzy projekcji modelwidok do shadera //glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, mModelViewProjection); //TriangleFace(position,color,atVector); //DrawPramid(0.5,0.0,1.0); //drawTriangles(20, ico_vertices, ico_faces); //matrixStack.PopMatrix(); //matrixStack.Rotate(45.0,0,0,1); //matrixStack.Translate(0.0,0.0,1.0); //glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); //DrawPramid(0.5,0.0,1.0); glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewMatrix()); modelView.PopMatrix(); glUseProgram(Pshader);//wywo³anie shadera // Perform the buffer swap to display back buffer glutSwapBuffers(); glutPostRedisplay(); }
Mat& FaceTracker::drawTriangles(Mat& img){ return drawTriangles(img, CV_RGB(0,0,0)); }
void Thumbnail::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *widget) { QRectF parentRect = parentItem()->sceneBoundingRect(); // Skip drawing thumbnails outside their parents if (!sceneBoundingRect().intersects(parentRect)) return; prePaint(painter, widget); // Draw image if(!img.isNull()) { auto imgRect = QRectF(img.rect()); imgRect.moveCenter(rect.center()); painter->drawImage(imgRect.topLeft(), img); } // Draw 3D mesh if(mesh.points.size() || auxMeshes.size()) { if (img.isNull() || isTempImage) { auto glwidget = (Viewer*)widget; if (glwidget) { QOpenGLContext context; context.setShareContext(glwidget->context()); context.setFormat(glwidget->format()); context.create(); QOffscreenSurface m_offscreenSurface; m_offscreenSurface.setFormat(context.format()); m_offscreenSurface.create(); context.makeCurrent(&m_offscreenSurface); QOpenGLFramebufferObjectFormat fboformat; fboformat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); QOpenGLFramebufferObject renderFbo(rect.width() * 2, rect.height() * 2, fboformat); renderFbo.bind(); glwidget->glEnable(GL_DEPTH_TEST); glwidget->glEnable(GL_BLEND); glwidget->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glwidget->glCullFace(GL_BACK); glwidget->glClearColor(0,0,0,0); glwidget->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glwidget->glViewport(0, 0, renderFbo.size().width(), renderFbo.size().height()); if(mesh.points.size()) glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, pvm); // Draw aux meshes for (auto auxmesh : auxMeshes) glwidget->drawTriangles(auxmesh.color, auxmesh.points, auxmesh.normals, pvm); glwidget->glDisable(GL_DEPTH_TEST); glwidget->glFlush(); renderFbo.release(); this->setImage( renderFbo.toImage().scaledToWidth(rect.width(), Qt::SmoothTransformation) ); // Thanks for sharing! glwidget->makeCurrent(); } /*painter->beginNativePainting(); auto glwidget = (Viewer*)widget; if (glwidget) { // Draw mesh auto r = sceneBoundingRect(); auto v = scene()->views().first(); QPoint viewDelta = v->mapFromScene(r.topLeft()); if (viewDelta.manhattanLength() > 5) r.moveTopLeft(viewDelta); glwidget->eyePos = eye; glwidget->pvm = pvm; glwidget->glViewport(r.left(), v->height() - r.height() - r.top(), r.width(), r.height()); // Clipping OpenGL glwidget->glEnable(GL_SCISSOR_TEST); glwidget->glScissor(parentRect.x(), v->height() - parentRect.height() - parentRect.top(), parentRect.width(), parentRect.height()); glwidget->glClear(GL_DEPTH_BUFFER_BIT); glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, pvm); // Draw aux meshes for (auto auxmesh : auxMeshes) { glwidget->drawTriangles(auxmesh.color, auxmesh.points, auxmesh.normals, pvm); } glwidget->glDisable(GL_SCISSOR_TEST); } painter->endNativePainting();*/ } } // Draw the caption if(caption.size()) { painter->setPen(QPen(Qt::white,1)); auto textRect = rect; textRect.setHeight(painter->fontMetrics().height() * 1.25); textRect.moveBottom(rect.height() - textRect.height() * 0.5); painter->drawText(textRect, caption, Qt::AlignVCenter | Qt::AlignHCenter); } postPaint(painter, widget); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUniform3fv(shaderMaterialAmbientLocation, 1, ambientColor); glUniform3fv(shaderMaterialDiffuseLocation, 1, diffuseColor); glUniform3fv(shaderMaterialSpecularLocation, 1, specularColor); glUniform1f(shaderMaterialSpecularExponentLocation, specularExponent); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); GLMatrixStack modelView; GLMatrixStack projection; GLGeometryTransform geometryPipeline; geometryPipeline.SetMatrixStacks(modelView,projection); projection.LoadMatrix(frustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujSiatke(); modelView.PushMatrix(); modelView.Translate(0.0f,0.0f,-1.f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujTrojkat(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(0.0f,4.0f,0.f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujTrojkat(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(3.0f,-3.0f,0.f); modelView.Scale(2.0f,2.0f,2.f); modelView.Rotate(45,0,0,1); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujTrojkat(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(3.0f,3.0f,0.f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawTriangles(20, ico_vertices,ico_faces); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(0.0f,0.0f,7.f); modelView.Rotate(90+rotAngle,1,1,1); modelView.Scale(2.0f,2.5f,2.5f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawTriangles(20, ico_vertices,ico_faces); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-4.0f,0.0f,4.f); modelView.Scale(2.0f,2.0f,2.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glDrawElements(GL_TRIANGLES,3*n_faces,GL_UNSIGNED_INT,0); modelView.PopMatrix(); // Perform the buffer swap to display back buffer glutSwapBuffers(); rotAngle+=5.f; if(!stopRotate){ M3DVector3f at={0,0,0}; M3DVector3f up={0,0,1}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*3.14159f /3.f; eye[0]=16.f*cos(angle); eye[1]=40.0f*sin(angle); eye[2]=20.0f; LookAt(cameraFrame,eye,at,up); } glutPostRedisplay(); }
BAGamesCommand BAGame::showCharSelect(){ BACharacterData availableCharacters[4]; // make char data // name, spriteID, #OfShots per round, small ships, medium ships, large ships, difficulty availableCharacters[0] = BACharacterDataMake("Matt", CharacterIDMatt, 1, 3, 2, 1, CharDifficultyEasy); availableCharacters[1] = BACharacterDataMake("Mimi", CharacterIDMimi, 1, 5, 2, 1, CharDifficultyHard); availableCharacters[2] = BACharacterDataMake("Kenji", CharacterIDKenji, 1, 2, 2, 2, CharDifficultyHard); availableCharacters[3] = BACharacterDataMake("Naru", CharacterIDNaru, 2, 2, 2, 0, CharDifficultyHard); // helper byte selectedCharIndex = 0; byte bgAnimator = 0; byte selectionAnimator = 0; // Screenloop while(true){ if (!arduboy.nextFrame()) continue; // update input globalInput.updateInput(); // check input if(globalInput.pressed(RIGHT_BUTTON)){ selectedCharIndex = (selectedCharIndex+1)%4; } if(globalInput.pressed(LEFT_BUTTON)){ selectedCharIndex = (selectedCharIndex-1)%4; } if(globalInput.pressed(UP_BUTTON)){ selectedCharIndex = (selectedCharIndex-2)%4; } if(globalInput.pressed(DOWN_BUTTON)){ selectedCharIndex = (selectedCharIndex+2)%4; } if(globalInput.pressed(A_BUTTON)){ playSoundBack(); return BAGamesCommandBack; } if(globalInput.pressed(B_BUTTON)){ player = new BAPlayer(availableCharacters[selectedCharIndex]); // get random enemy but not itself byte enemyCharIndex = random(4); while(enemyCharIndex == selectedCharIndex) enemyCharIndex = random(4); enemyPlayer = new BAPlayer(availableCharacters[enemyCharIndex]); return BAGamesCommandNext; } if (arduboy.everyXFrames(3)){ bgAnimator++; bgAnimator = bgAnimator%3; } if (arduboy.everyXFrames(15)){ selectionAnimator++; selectionAnimator = selectionAnimator%2; } ABPoint offset; offset.x = ( ((selectedCharIndex%2) == 0)?0:64); offset.y = ( (selectedCharIndex > 1)?32:0); // clear screen arduboy.clear(); // draw stuff drawSelection(offset, selectionAnimator); drawTriangles(offset, bgAnimator); // draw chars for(size_t i = 0; i < 4; i++){ ABPoint charOffset; charOffset.x = 64 * (i%2); charOffset.y = ((i>1)?32:0); drawCharacterSelectionAsset(availableCharacters[i], charOffset); } arduboy.display(); } return BAGamesCommandErr; }