void Sphere::drawImposterSphere(Vector3 position, double radius, prog3d::Color color)
{
    glDisable(GL_COLOR_MATERIAL);

    // Set color
    float matColor[4];
    matColor[0] = (float)color.r();
    matColor[1] = (float)color.g();
    matColor[2] = (float)color.b();
    matColor[3] = (float)color.a();
    glMaterialfv(GL_FRONT, GL_DIFFUSE, matColor);

    // Draw Imposter Shader Sphere
    glUseProgram(_program);

    glUniform1f(_uni_sphereRadius,radius);
    glUniform3f(_uni_spherePos,position.x(),position.y(),position.z());

    glBegin(GL_TRIANGLE_STRIP);
        glVertexAttrib1f(_atr_vertexID,0.0);
        glVertexAttrib1f(_atr_vertexID,1.0);
        glVertexAttrib1f(_atr_vertexID,2.0);
        glVertexAttrib1f(_atr_vertexID,3.0);
    glEnd();

    glUseProgram(0);

    glEnable(GL_COLOR_MATERIAL);

}
Esempio n. 2
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void Texture::setAlpha(const prog3d::Color &c,double v,double radius) {
  if (_img!=NULL) {
    for(int i=0;i<_img->width();i++) {
      for(int j=0;j<_img->height();j++) {
        QColor cq=_img->pixel(i,j);
        double dist=Vector3(cq.redF()-c.r(),cq.greenF()-c.g(),cq.blueF()-c.b()).length();
        if (dist<radius)
          cq.setAlphaF(v);//1.0-(radius-dist)/radius);
        _img->setPixel(i,j,cq.rgba());
      }
    }
    toGL();
  }
}