void Rigid_body_viewer:: draw()
{
    // parent's status text
    Viewer_2D::draw();

    // draw walls
    glDisable(GL_LIGHTING);
    glLineWidth(1.0);
    glColor3f(0.5,0.5,0.5);
    glBegin(GL_LINE_STRIP);
    glVertex2f( -1.0,  1.0 );
    glVertex2f( -1.0, -1.0 );
    glVertex2f(  1.0, -1.0 );
    glVertex2f(  1.0,  1.0 );
    glVertex2f( -1.0,  1.0 );
    glEnd();

    // draw rigid body
    body_.draw();

    // draw mouse spring
    if (mouse_spring_.active)
    {
        glLineWidth(5.0);
        glColor3f(1,0,0);
        glBegin(GL_LINES);
        glVertex2fv( body_.points[ mouse_spring_.particle_index ].data() );
        glVertex2fv( mouse_spring_.mouse_position.data() );
        glEnd();
    }
}
void GlassLayer::draw(Graphics* const TheGraphics, const Pnt2f& TopLeft, const Pnt2f& BottomRight, const Real32 Opacity) const
{
    Pnt2f IntermediatePosition;
    Vec3f Bounds(BottomRight- TopLeft);
    
    //Setup the Blending equations properly
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);

    glBegin(GL_TRIANGLE_FAN);
        glColor4f(getEdgeColor().red(),getEdgeColor().green(),getEdgeColor().blue(),getEdgeColor().alpha() * Opacity);
        glVertex2f(getStartPosition().x(), getEndPosition().y());
        glColor4f(getCenterColor().red(),getCenterColor().green(),getCenterColor().blue(),getCenterColor().alpha() * Opacity);
        glVertex2fv(getStartPosition().getValues());
        for(UInt32 i(0) ; i<_Segments.size(); ++i)
        {
            IntermediatePosition.setValues(_Segments[i].x() * Bounds.x(),_Segments[i].y() * Bounds.y());
            glVertex2fv(IntermediatePosition.getValues());
        }
        glVertex2fv(getEndPosition().getValues());
    glEnd();

    glDisable(GL_BLEND);

}
Esempio n. 3
0
void drawSpline(const Gm::Spline2& spline, Gs::Real a, Gs::Real b, std::size_t segments)
{
    // draw curve
    glBegin(GL_LINE_STRIP);

    auto step = (b - a) / segments;

    for (std::size_t i = 0; i <= segments; ++i)
    {
        glColor4f(1, 1, 1, 1);

        // interpolate vertex
        auto p = spline(a);
        glVertex2fv(p.Ptr());
        a += step;
    }

    glEnd();

    // draw control points
    glPointSize(5.0f);

    glBegin(GL_POINTS);

    for (const auto& p : spline.GetPoints())
    {
        glColor4f(1, 0, 0, 1);
        glVertex2fv(p.point.Ptr());
    }

    glEnd();

    glPointSize(1.0f);
}
Esempio n. 4
0
static void Lines(void)
{
	GLint i,j;
	float v1[3],v2[3];
	double start;

	start=Now();
	for(i=0;i<repeatCount;i++)
	{
		v1[0]=10;
		v1[1]=10;
		v1[2]=10;
		v2[0]=20;
		v2[1]=20;
		v2[2]=10;
		glBegin(GL_LINES);
		   for(j=0;j<loopCount;j++)
		   {
			   glVertex2fv(v1);
			   glVertex2fv(v2);
		   }
		glEnd();
	}
	glFinish();
}
Esempio n. 5
0
void    GLUI_Rotation::iaction_draw_active_area_ortho( void )
{
  float radius;
  radius = (float)(h-22)/2.0;  /*MIN((float)w/2.0, (float)h/2.0);  */

  /********* Draw emboss circles around arcball control *********/
  int k;     
  glLineWidth( 1.0 );
  glBegin( GL_LINE_LOOP);
  for( k=0; k<60; k++ ) {
    float phi = 2*M_PI*(float)k/60.0;
    vec2 p( cos(phi) * (2.0 + radius), sin(phi) * (2.0 + radius));
    if ( p[1] < -p[0] ) 			glColor3ub( 128,128,128 );
    else					glColor3ub( 255,255,255 );
    glVertex2fv((float*)&p[0]);
  }
  glEnd();

  glBegin( GL_LINE_LOOP);
  for( k=0; k<60; k++ ) {
    float phi = 2*M_PI*(float)k/60.0;
    vec2 p( cos(phi) * (1.0 + radius), sin(phi) * (1.0 + radius));
    if ( enabled ) {
      if ( p[1] < -p[0] ) 			glColor3ub( 0,0,0);
      else					glColor3ub( 192,192,192);
    }
    else
    {
      if ( p[1] < -p[0] ) 			glColor3ub( 180,180,180);
      else					glColor3ub( 192,192,192);
    }
    glVertex2fv((float*)&p[0]);
  }
  glEnd();
}
Esempio n. 6
0
void clip_draw_cfra(SpaceClip *sc, ARegion *ar, Scene *scene)
{
	View2D *v2d = &ar->v2d;
	float xscale, yscale;
	float vec[2];

	/* Draw a light green line to indicate current frame */
	vec[0] = (float)(sc->user.framenr * scene->r.framelen);

	UI_ThemeColor(TH_CFRAME);
	glLineWidth(2.0);

	glBegin(GL_LINE_STRIP);
	vec[1] = v2d->cur.ymin;
	glVertex2fv(vec);

	vec[1] = v2d->cur.ymax;
	glVertex2fv(vec);
	glEnd();

	glLineWidth(1.0);

	UI_view2d_view_orthoSpecial(ar, v2d, 1);

	/* because the frame number text is subject to the same scaling as the contents of the view */
	UI_view2d_scale_get(v2d, &xscale, &yscale);
	glScalef(1.0f / xscale, 1.0f, 1.0f);

	ED_region_cache_draw_curfra_label(sc->user.framenr, (float)sc->user.framenr * xscale, 18);

	/* restore view transform */
	glScalef(xscale, 1.0, 1.0);
}
Esempio n. 7
0
void drawBezierCurve(const Gm::BezierCurve2& curve, std::size_t segments)
{
    // draw curve
    glBegin(GL_LINE_STRIP);

    auto t = Gs::Real(0);
    auto step = Gs::Real(1) / segments;

    for (std::size_t i = 0; i <= segments; ++i)
    {
        glColor4f(1, 1, 1, 1);

        // interpolate vertex
        auto p = curve(t);
        glVertex2fv(p.Ptr());
        t += step;
    }

    glEnd();

    // draw control points
    glPointSize(5.0f);

    glBegin(GL_POINTS);

    for (const auto& p : curve.controlPoints)
    {
        glColor4f(1, 1, 0, 1);
        glVertex2fv(p.Ptr());
    }

    glEnd();

    glPointSize(1.0f);
}
Esempio n. 8
0
///////////////////////////////////////////////////////////////////////////////
/// \brief  Prints out a string using this font, beginning with the baseline
///         at the origin.
///
/// \param  text The string to print.
/// \param  color The base color to modulate by the font texture.
void TextureFont::print(const std::string& text, const color4& color) const
{
    vec2 cursor; // where the current character should be drawn
    F32 scale_x = 1.0f / texture_.getDimensions().x;
    F32 scale_y = 1.0f / texture_.getDimensions().y;

    for (char c : text)
    {
        const TextureFontCharacter& ch = (*this)[c];

        // vertices
        vec2 top_left(cursor + ch.character_offset);
        vec2 bottom_right(top_left.x + ch.texture_dimensions.x, top_left.y - ch.texture_dimensions.y);
        vec2 tex_top_left(ch.texture_offset);
        vec2 tex_bottom_right(tex_top_left + ch.texture_dimensions);
        tex_top_left.x *= scale_x; tex_bottom_right.x *= scale_x;
        tex_top_left.y *= scale_y; tex_bottom_right.y *= scale_y;

        cursor.x += ch.character_advance;

        texture_.enable(GL_MODULATE);
        glColor4fv(glm::value_ptr(color));

        glBegin(GL_QUADS);

        glTexCoord2fv(glm::value_ptr(tex_top_left));        glVertex2fv(glm::value_ptr(top_left));
        glTexCoord2f(tex_top_left.x, tex_bottom_right.y);   glVertex2f(top_left.x, bottom_right.y);
        glTexCoord2fv(glm::value_ptr(tex_bottom_right));     glVertex2fv(glm::value_ptr(bottom_right));
        glTexCoord2f(tex_bottom_right.x, tex_top_left.y);   glVertex2f(bottom_right.x, top_left.y);

        glEnd();
        texture_.disable();
    }
}
Esempio n. 9
0
static void		redrawCB(void)
{
  glClear(GL_COLOR_BUFFER_BIT);

  glPushMatrix();

    /* Perform scene rotations based on user mouse input. */
    if (!mapMode) {
      glRotatef(angle2, 1.0f, 0.0f, 0.0f);
      glRotatef(angle, 0.0f, 1.0f, 0.0f);
    }

    glLightfv(GL_LIGHT0, GL_POSITION, sunDirection);

    if (mapMode) {
      /* use the normals for a sphere on a flat surface to get
       * the lighting as if we unwrapped a lighted sphere. */

      int lat, lon;
      for (lat = 0; lat < LAT_GRID; lat++) {
	glBegin(GL_TRIANGLE_STRIP);

	  for (lon = 0; lon <= LON_GRID; lon++) {
	    glTexCoord2fv(uv[lat + 1][lon]);
	    glNormal3fv(sphere[lat + 1][lon]);
	    glVertex2fv(map[lat + 1][lon]);

	    glTexCoord2fv(uv[lat][lon]);
	    glNormal3fv(sphere[lat][lon]);
	    glVertex2fv(map[lat][lon]);
	  }

	glEnd();
      }
    }

    else {
      /* draw a sphere */
      int lat, lon;
      for (lat = 0; lat < LAT_GRID; lat++) {
	glBegin(GL_TRIANGLE_STRIP);

	  for (lon = 0; lon <= LON_GRID; lon++) {
	    glTexCoord2fv(uv[lat + 1][lon]);
	    glNormal3fv(sphere[lat + 1][lon]);
	    glVertex3fv(sphere[lat + 1][lon]);

	    glTexCoord2fv(uv[lat][lon]);
	    glNormal3fv(sphere[lat][lon]);
	    glVertex3fv(sphere[lat][lon]);
	  }

	glEnd();
      }
    }

  glPopMatrix();

  glutSwapBuffers();
}
Esempio n. 10
0
void t(point2d a,point2d b,point2d c){
	glBegin(GL_TRIANGLES);
		glVertex2fv(a);
		glVertex2fv(b);
		glVertex2fv(c);
	glEnd();
}
Esempio n. 11
0
void Draw() {                           //Function to Draw the BEzier Curve
	glClear(GL_COLOR_BUFFER_BIT);
	glColor3f(0.0, 1.0, 0.0);
	glPointSize(5.0);
	glBegin(GL_POINTS);                 //Drawing the Four control points
	glVertex2fv(bez_pnt[0]);
	glColor3f(0.0, 1.0, 0.0);
	glVertex2fv(bez_pnt[1]);
	glColor3f(0.0, 1.0, 0.0);
	glVertex2fv(bez_pnt[2]);
	glColor3f(0.0, 1.0, 0.0);
	glVertex2fv(bez_pnt[3]);
	glEnd();
	while(bez_t <= 1)                //Parametric curve from t=0 to t=1
	{
		i=3;
		while(i>0)
		{
			for(j=0;j<i;j++)
			{
				bez_pnt[j][0]=decasteljau(bez_t,bez_pnt[j][0],bez_pnt[j+1][0]);
				bez_pnt[j][1]=decasteljau(bez_t,bez_pnt[j][1],bez_pnt[j+1][1]);
			}
			i=i-1;
		}
		glColor3f(0.0, 0.0, 1.0);
		glPointSize(1.0);
		glBegin(GL_POINTS);                     //Draw the points on curve
		glVertex2fv(bez_pnt[0]);
		glEnd();
		bez_t=bez_t+0.00001;                   //Increment t by 0.00001
	}
	glFlush();
}
void Display (void){
	
	float V[][2] ={
 		-5.,-5.,
		-5., 5.,
		 8., 5.,
		 8.,-5.
	};

	
	glTranslated(1.5,0,0);
	glRotated(45, 0, 0, 1);
	glTranslated(-1.5,0,0);
	glClear (GL_COLOR_BUFFER_BIT);
	glBegin (GL_POLYGON);
		glVertex2fv (V[0]);
		glVertex2fv (V[1]);
		glVertex2fv (V[2]);
		glVertex2fv (V[3]);
	glEnd ();

	glLoadIdentity();
	glTranslated(6,7,0);
	glBegin(GL_TRIANGLES);
		glColor3f (1., 0., 0.);
		glVertex2d(2.,2.);
		glColor3f (0., 1., 0.);
		glVertex2d(5.,2.);
		glColor3f (0., 0., 1.);
		glVertex2d(3.5,5);
	glEnd();
	glFlush ();
}
Esempio n. 13
0
void star()
{
	GLfloat v[13][2] = {
		{0, 0},
		{0, 0.5}, {0.1, 0.3},
		{0.4, 0.3}, {0.25, 0},
		{0.4, -0.3}, {0.1, -0.3},
		{0, -0.5}, {-0.1, -0.3},
		{-0.4, -0.3}, {-0.25, 0},
		{-0.4, 0.3}, {-0.1, 0.3}
	};
	GLfloat color[7][3] = {
		{1, 1, 1}, // white
		{1, 0, 0}, // red
		{1, 0, 1}, // pink
		{0, 0, 1}, // blue
		{0, 1, 1}, // light blue
		{0, 1, 0}, // green
		{1, 1, 0}  // yellow
	};

	glBegin(GL_POLYGON);
	glColor3fv(color[0]);
	glVertex2fv(v[0]);
	for (GLint i = 1; i <= 6; ++i) {
		glColor3fv(color[i]);
		glVertex2fv(v[2 * i - 1]);
		glVertex2fv(v[2 * i]);
	}
	glColor3fv(color[1]);
	glVertex2fv(v[1]);
	glEnd();

	glFlush();
}
Esempio n. 14
0
/* desenha um triângulo */
void triangulo(GLfloat *v1, GLfloat *v2, GLfloat *v3)
{
     /* desenha um triângulo */
     glVertex2fv(v1); 
     glVertex2fv(v2);  
     glVertex2fv(v3);
}
Esempio n. 15
0
void DebugDraw :: DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) {
    glColor3fv(&color.r);
    glBegin(GL_LINES);
    glVertex2fv(&p1.x);
    glVertex2fv(&p2.x);
    glEnd();
}
Esempio n. 16
0
/* General call for drawing current frame indicator in animation editor */
void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
{
	Scene *scene = CTX_data_scene(C);
	float vec[2];
	
	/* Draw a light green line to indicate current frame */
	vec[0] = (float)(scene->r.cfra * scene->r.framelen);
	
	UI_ThemeColor(TH_CFRAME);
	if (flag & DRAWCFRA_WIDE)
		glLineWidth(3.0);
	else
		glLineWidth(2.0);
	
	glBegin(GL_LINE_STRIP);
	vec[1] = v2d->cur.ymin - 500.0f;    /* XXX arbitrary... want it go to bottom */
	glVertex2fv(vec);
		
	vec[1] = v2d->cur.ymax;
	glVertex2fv(vec);
	glEnd();
	
	glLineWidth(1.0);
	
	/* Draw current frame number in a little box */
	if (flag & DRAWCFRA_SHOW_NUMBOX) {
		UI_view2d_view_orthoSpecial(CTX_wm_region(C), v2d, 1);
		draw_cfra_number(scene, v2d, vec[0], (flag & DRAWCFRA_UNIT_SECONDS) != 0);
	}
}
Esempio n. 17
0
void triangle( GLfloat *a, GLfloat *b, GLfloat *c)

/* specify one triangle */
{
       glVertex2fv(a);
       glVertex2fv(b);
       glVertex2fv(c);
}
Esempio n. 18
0
void draw_segmentset2d(const std::vector<Vec2f>& vertices, const std::vector<Vec2i>& edges) {
   glBegin(GL_LINES);
   for(unsigned int i = 0; i < edges.size(); ++i) {
      glVertex2fv(vertices[edges[i][0]].v);      
      glVertex2fv(vertices[edges[i][1]].v);
   }
   glEnd();
}
Esempio n. 19
0
void draw_box2d(const Vec2f& origin, float width, float height) {
   glBegin(GL_POLYGON);
   glVertex2fv(origin.v);
   glVertex2fv((origin + Vec2f(0, height)).v);
   glVertex2fv((origin + Vec2f(width, height)).v);
   glVertex2fv((origin + Vec2f(width, 0)).v);
   glEnd();
}
Esempio n. 20
0
/*draw a triangle */
void drawTriangle(float *v1, float *v2, float *v3)
{
	glBegin(GL_TRIANGLES);
	glVertex2fv(v1);
	glVertex2fv(v2);
	glVertex2fv(v3);
	glEnd();
}
void VoronoiPolygonSite::DrawSite()
{
  glBegin(GL_LINE_STRIP);
    for (int k=0; k<NumPts*2; k+=2)
      glVertex2fv(&(Pts[k]));
    glVertex2fv(Pts);
  glEnd();
}
/**
  * What this function does is on a mouse press, it sets a vector to hold a specific triangle point.
  * Now, there is one problem in that the window's coordinate system is different from our drawing coordinate
  * system. In order to draw correctly, we transform the (x,y) from window to (x',y') of our world coordinate
  * system.
  *
  * The way I did this was to use gluUnProject which returns the transformed coordinates. The reason I pass the y
  * value in as I do is because y starts at upper left and I need to ensure that y is subtracted from viewport[3]
  * which holds the viewHeight(yMax + yMin). The z coordinate is passed as 0.0f as we are only drawing in 2D space.
  *
  * Reference: http://www.opengl.org/discussion_boards/showthread.php/126012-converting-window-coordinates-to-world-coordinates
  */
void MyPanelOpenGL::mousePressEvent(QMouseEvent *event)
{
    if (event->button() != Qt::LeftButton)
        return;

    // Get the position of where the mouse clicked and set that as triangle point
    lastPos = event->pos();

    GLdouble   x;
    GLdouble   y;
    GLdouble   z;

    GLdouble projection[16]; //var to hold the projection matrix info
    GLint viewport[4]; //var to hold the viewport info
    GLdouble modelview[16]; //var to hold the modelview info
    glGetDoublev( GL_PROJECTION_MATRIX, projection ); //get the projection matrix info
    glGetIntegerv( GL_VIEWPORT, viewport ); //get the viewport info
    glGetDoublev( GL_MODELVIEW_MATRIX, modelview ); //get the modelview info

    gluUnProject( lastPos.x(), (float)viewport[3] - (float)lastPos.y(), 0.0f, modelview, projection, viewport, &x, &y, &z);


    if (currPoint == 1)
    {
        triangle_point1[0] = x;
        triangle_point1[1] = y;
        glLoadIdentity();
        glTranslated(5.0, 5.0, 0.0);
        glColor3f(0.0f, 0.0f, 1.0f);
        glBegin(GL_POINT);
            glVertex2fv(triangle_point1);
        glEnd();

        //emit(trianglePoint1Changed());
    } else if (currPoint == 2)
    {
        triangle_point2[0] = x;
        triangle_point2[1] = y;
        glColor3f(0.0f, 0.0f, 1.0f);
        glBegin(GL_POINT);
            glVertex2fv(triangle_point2);
        glEnd();

        //emit(trianglePoint1Changed());
    } else if (currPoint == 3)
    {
        triangle_point3[0] = x;
        triangle_point3[1] = y;
        glColor3f(0.0f, 0.0f, 1.0f);
        glBegin(GL_POINT);
            glVertex2fv(triangle_point3);
        glEnd();

        //emit(trianglePoint1Changed());
    }

    updateGL();
}
Esempio n. 23
0
void draw_trimesh2d(const std::vector<Vec2f>& vertices, const std::vector<Vec3ui>& tris) {
   glBegin(GL_TRIANGLES);
   for(unsigned int i = 0; i < tris.size(); ++i) {
      glVertex2fv(vertices[tris[i][0]].v);
      glVertex2fv(vertices[tris[i][1]].v);
      glVertex2fv(vertices[tris[i][2]].v);
    }
   glEnd();
}
Esempio n. 24
0
// methods
void Line::Render(void) const
{	
	glBegin(GL_LINES);
			
		glVertex2fv( (d[0] * trans).v );
		glVertex2fv( (d[1] * trans).v );
	
	glEnd();
}
Esempio n. 25
0
void draw_line(const mat4 &m, const line &a, const vec4 &color)
{
	glLoadIdentity();
	glLoadMatrixf(m.m);
	glColor4fv(color.v);
	glBegin(GL_LINES);
		glVertex2fv(a.position.v);
		glVertex2fv(a.end.v);
	glEnd();
}
Esempio n. 26
0
void cube_quad(const struct wc_cube_t *ptr,
			   int n0, int n1, int n2, int n3)
{
	glBegin(GL_POLYGON);
		glVertex2fv((GLfloat*)(ptr->buffer + n0));
		glVertex2fv((GLfloat*)(ptr->buffer + n1));
		glVertex2fv((GLfloat*)(ptr->buffer + n2));
		glVertex2fv((GLfloat*)(ptr->buffer + n3));
	glEnd();	
}
Esempio n. 27
0
void fdrawline(float x1, float y1, float x2, float y2)
{
	float v[2];
	
	glBegin(GL_LINE_STRIP);
	v[0] = x1; v[1] = y1;
	glVertex2fv(v);
	v[0] = x2; v[1] = y2;
	glVertex2fv(v);
	glEnd();
}
Esempio n. 28
0
void Shape::draw(){
	glColor3f(1, 1, 1);
	glBegin(GL_POLYGON);
	for (int i=0, l=vertices.size(); i<l; i++)
		glVertex2fv(vertices[i].data);
	glEnd();
	glColor3f(0, .3, 1);
	glPointSize(5);
	glBegin(GL_POINTS);
	for (int i=0, l=vertices.size(); i<l; i++)
		glVertex2fv(vertices[i].data);
	glEnd();
}
Esempio n. 29
0
void drawWigginsEast(void)
{
	orderedPair wigginsEast1 = { 70.0, 282.0 };
	orderedPair wigginsEast2 = { 80.0, 282.0 };
	orderedPair wigginsEast3 = { 80.0, 238.0 };
	orderedPair wigginsEast4 = { 70.0, 238.0 };

	glBegin(GL_POLYGON);
	glVertex2fv(wigginsEast1);
	glVertex2fv(wigginsEast2);
	glVertex2fv(wigginsEast3);
	glVertex2fv(wigginsEast4);
	glEnd();
}
    void TFGeometry2D::render() const {
        // TODO: get rid of intermediade mode?
        if (_keyPoints.size() < 2)
            return;

        glBegin(GL_TRIANGLE_FAN);
        glColor4ubv(_center._color.elem);
        glVertex2fv(_center._position.elem);
        for (std::vector<KeyPoint>::const_iterator it = _keyPoints.begin(); it != _keyPoints.end(); ++it) {
            glColor4ubv(it->_color.elem);
            glVertex2fv(it->_position.elem);
        }
        glEnd();
    }