Esempio n. 1
0
static void _makeWalls( const QgsCurve &ring, bool ccw, float extrusionHeight, QVector<float> &data, bool addNormals, double originX, double originY )
{
  // we need to find out orientation of the ring so that the triangles we generate
  // face the right direction
  // (for exterior we want clockwise order, for holes we want counter-clockwise order)
  bool is_counter_clockwise = _isRingCounterClockWise( ring );

  QgsVertexId::VertexType vt;
  QgsPoint pt;

  QgsPoint ptPrev;
  ring.pointAt( is_counter_clockwise == ccw ? 0 : ring.numPoints() - 1, ptPrev, vt );
  for ( int i = 1; i < ring.numPoints(); ++i )
  {
    ring.pointAt( is_counter_clockwise == ccw ? i : ring.numPoints() - i - 1, pt, vt );
    float x0 = ptPrev.x() - originX, y0 = ptPrev.y() - originY;
    float x1 = pt.x() - originX, y1 = pt.y() - originY;
    float z0 = ptPrev.z();
    float z1 = pt.z();

    // make a quad
    make_quad( x0, y0, z0, x1, y1, z1, extrusionHeight, data, addNormals );
    ptPrev = pt;
  }
}
Esempio n. 2
0
char *
print_arg(int fd, struct syscall_args *sc, unsigned long *args) {
  char *tmp = NULL;
  switch (sc->type & ARG_MASK) {
  case Hex:
    tmp = malloc(12);
    sprintf(tmp, "0x%lx", args[sc->offset]);
    break;
  case Octal:
    tmp = malloc(13);
    sprintf(tmp, "0%lo", args[sc->offset]);
    break;
  case Int:
    tmp = malloc(12);
    sprintf(tmp, "%ld", args[sc->offset]);
    break;
  case String:
    {
      char *tmp2;
      tmp2 = get_string(fd, (void*)args[sc->offset], 0);
      tmp = malloc(strlen(tmp2) + 3);
      sprintf(tmp, "\"%s\"", tmp2);
      free(tmp2);
    }
  break;
  case Quad:
    {
      unsigned long long t;
      unsigned long l1, l2;
      l1 = args[sc->offset];
      l2 = args[sc->offset+1];
      t = make_quad(l1, l2);
      tmp = malloc(24);
      sprintf(tmp, "0x%qx", t);
      break;
    }
  case Ptr:
    tmp = malloc(12);
    sprintf(tmp, "0x%lx", args[sc->offset]);
    break;
  case Ioctl:
    {
      const char *temp = ioctlname(args[sc->offset]);
      if (temp)
	tmp = strdup(temp);
      else {
	tmp = malloc(12);
	sprintf(tmp, "0x%lx", args[sc->offset]);
      }
    }
    break;
  case Signal:
    {
      long sig;

      sig = args[sc->offset];
      tmp = malloc(12);
      if (sig > 0 && sig < NSIG) {
	int i;
	sprintf(tmp, "sig%s", sys_signame[sig]);
	for (i = 0; tmp[i] != '\0'; ++i)
	  tmp[i] = toupper(tmp[i]);
      } else {
        sprintf(tmp, "%ld", sig);
      }
    }
    break;
  case Sockaddr:
    {
      struct sockaddr_storage ss;
      char addr[64];
      struct sockaddr_in *lsin;
      struct sockaddr_in6 *lsin6;
      struct sockaddr_un *sun;
      struct sockaddr *sa;
      char *p;
      u_char *q;
      int i;

      /* yuck: get ss_len */
      if (get_struct(fd, (void *)args[sc->offset], &ss,
	sizeof(ss.ss_len) + sizeof(ss.ss_family)) == -1)
	err(1, "get_struct %p", (void *)args[sc->offset]);
      /* sockaddr_un never have the length filled in! */
      if (ss.ss_family == AF_UNIX) {
	if (get_struct(fd, (void *)args[sc->offset], &ss,
	  sizeof(*sun))
	  == -1)
	  err(2, "get_struct %p", (void *)args[sc->offset]);
      } else {
	if (get_struct(fd, (void *)args[sc->offset], &ss,
	    ss.ss_len < sizeof(ss) ? ss.ss_len : sizeof(ss))
	  == -1)
	  err(2, "get_struct %p", (void *)args[sc->offset]);
      }

      switch (ss.ss_family) {
      case AF_INET:
	lsin = (struct sockaddr_in *)&ss;
	inet_ntop(AF_INET, &lsin->sin_addr, addr, sizeof addr);
	asprintf(&tmp, "{ AF_INET %s:%d }", addr, htons(lsin->sin_port));
	break;
      case AF_INET6:
	lsin6 = (struct sockaddr_in6 *)&ss;
	inet_ntop(AF_INET6, &lsin6->sin6_addr, addr, sizeof addr);
	asprintf(&tmp, "{ AF_INET6 [%s]:%d }", addr, htons(lsin6->sin6_port));
	break;
      case AF_UNIX:
        sun = (struct sockaddr_un *)&ss;
        asprintf(&tmp, "{ AF_UNIX \"%s\" }", sun->sun_path);
	break;
      default:
	sa = (struct sockaddr *)&ss;
        asprintf(&tmp, "{ sa_len = %d, sa_family = %d, sa_data = {%n%*s } }",
	  (int)sa->sa_len, (int)sa->sa_family, &i,
	  6 * (int)(sa->sa_len - ((char *)&sa->sa_data - (char *)sa)), "");
	if (tmp != NULL) {
	  p = tmp + i;
          for (q = (u_char *)&sa->sa_data; q < (u_char *)sa + sa->sa_len; q++)
            p += sprintf(p, " %#02x,", *q);
	}
      }
    }
    break;
  }
  return tmp;
}
Esempio n. 3
0
void
R_DrawSprite (void)
{
	entity_t   *ent = currententity;
	msprite_t  *sprite = (msprite_t *) ent->model->cache.data;
	mspriteframe_t *frame1, *frame2;
	float       blend, sr, cr, dot, angle;
	vec3_t      tvec;
	vec3_t      svpn, svright, svup;
	static quat_t color = { 1, 1, 1, 1};
	float       vertsa[6][3], vertsb[6][3];
	static float uvab[6][4] = {
		{ 0, 0, 0, 0 },
		{ 1, 0, 1, 0 },
		{ 1, 1, 1, 1 },
		{ 0, 0, 0, 0 },
		{ 1, 1, 1, 1 },
		{ 0, 1, 0, 1 },
	};

	switch (sprite->type) {
		case SPR_FACING_UPRIGHT:
			// generate the sprite's exes with svup straight up in worldspace
			// and svright perpendicular to r_origin. This will not work if the
			// view direction is very close to straight up or down because the
			// cross product will be between two nearly parallel vectors and
			// starts to approach an undefined staate, so we don't draw if the
			// two vectors are less than 1 degree apart
			VectorNegate (r_origin, tvec);
			VectorNormalize (tvec);
			dot = tvec[2];			// same as DotProcut (tvec, svup) because
									// svup is 0, 0, 1
			if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
				return;
			VectorSet (0, 0, 1, svup);
			// CrossProduct (svup, -r_origin, svright)
			VectorSet (tvec[1], -tvec[0], 0, svright);
			VectorNormalize (svright);
			// CrossProduct (svright, svup, svpn);
			VectorSet (-svright[1], svright[0], 0, svpn);
			break;
		case SPR_VP_PARALLEL:
			// generate the prite's axes completely parallel to the viewplane.
			// There are no problem situations, because the prite is always in
			// the same position relative to the viewer.
			VectorCopy (vup, svup);
			VectorCopy (vright, svright);
			VectorCopy (vpn, svpn);
			break;
		case SPR_VP_PARALLEL_UPRIGHT:
			// generate the sprite's axes with svup straight up in worldspace,
			// and svright parallel to the viewplane. This will not work if the
			// view diretion iss very close to straight up or down because the
			// cross prodcut will be between two nearly parallel vectors and
			// starts to approach an undefined state, so we don't draw if the
			// two vectros are less that 1 degree apart
			dot = vpn[2];
			if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
				return;
			VectorSet (0, 0, 1, svup);
			// CrossProduct (svup, -r_origin, svright)
			VectorSet (vpn[1], -vpn[0], 0, svright);
			VectorNormalize (svright);
			// CrossProduct (svright, svup, svpn);
			VectorSet (-svright[1], svright[0], 0, svpn);
			break;
		case SPR_ORIENTED:
			// generate the prite's axes according to the sprite's world
			// orientation
			VectorCopy (currententity->transform + 0, svpn);
			VectorNegate (currententity->transform + 4, svright);
			VectorCopy (currententity->transform + 8, svup);
			break;
		case SPR_VP_PARALLEL_ORIENTED:
			// generate the sprite's axes parallel to the viewplane, but
			// rotated in that plane round the center according to the sprite
			// entity's roll angle. Thus svpn stays the same, but svright and
			// svup rotate
			angle = currententity->angles[ROLL] * (M_PI / 180);
			sr = sin (angle);
			cr = cos (angle);
			VectorCopy (vpn, svpn);
			VectorScale (vright, cr, svright);
			VectorMultAdd (svright, sr, vup, svright);
			VectorScale (vup, cr, svup);
			VectorMultAdd (svup, -sr, vright, svup);
			break;
		default:
			Sys_Error ("R_DrawSprite: Bad sprite type %d", sprite->type);
	}

	R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);

	qfeglActiveTexture (GL_TEXTURE0 + 0);
	qfeglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);

	qfeglActiveTexture (GL_TEXTURE0 + 1);
	qfeglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);

	qfeglVertexAttrib4fv (quake_sprite.colora.location, color);
	qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
	qfeglVertexAttrib1f (quake_sprite.blend.location, blend);

	make_quad (frame1, svpn, svright, svup, vertsa);
	make_quad (frame2, svpn, svright, svup, vertsb);

	qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
							 0, 0, vertsa);
	qfeglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
							 0, 0, vertsb);
	qfeglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
							 0, 0, uvab);
	qfeglDrawArrays (GL_TRIANGLES, 0, 6);
}