コード例 #1
0
ファイル: StyleData.cpp プロジェクト: Fransje/SSVOpenHexagon
	void StyleData::computeColors()
	{
		currentMainColor = calculateColor(mainColorData);
		current3DOverrideColor = _3dOverrideColor.a != 0 ? _3dOverrideColor : getMainColor();
		currentColors.clear();
		for(const auto& cd : colorDatas) currentColors.push_back(calculateColor(cd));

		ssvu::rotate(currentColors, begin(currentColors) + currentSwapTime / (maxSwapTime / 2.f));
	}
コード例 #2
0
ファイル: svglogo.cpp プロジェクト: pcvolkmer/arsnova-overlay
    void setColors ( QColor start, QColor end, float value ) {
        this->_baseColor.setRed ( calculateColor ( start.red(), end.red(), value ) );
        this->_baseColor.setGreen ( calculateColor ( start.green(), end.green(), value ) );
        this->_baseColor.setBlue ( calculateColor ( start.blue(), end.blue(), value ) );

        QString baseString = QString ( "#" )
                             + QString::number ( this->_baseColor.red(), 16 ).rightJustified(2, '0')
                             + QString::number ( this->_baseColor.green(), 16 ).rightJustified(2, '0')
                             + QString::number ( this->_baseColor.blue(), 16 ).rightJustified(2, '0');

        this->_contents.replace ( "#000", baseString.toUtf8() );
    }
コード例 #3
0
ファイル: ViewingGrid.cpp プロジェクト: hnathani/3D-Tetris
ViewingGrid::ViewingGrid() {
	calculateFullGrid();
	calculateColor();
	calculatePartialGridFaces();
	calculatePartialGrid(0, 0);
	gridType = VG_HALF_WIRE_FRAME;
}
コード例 #4
0
ファイル: RayTracer.cpp プロジェクト: vmichele/RAY_TRACER
void RayTracer::raytrace(SetPixelFunction* putPixel, Resolution resolution) {

    if (resolution == 0) {
        raytrace(putPixel);
    } else {
        //Width and height of the image
        int width = _camera._w2D;
        int height = _camera._h2D;

        //Iterate over all the pixels of the screen/image
        for (int y = 0; y < height; ++y) {
            for (int x = 0; x < width; ++x) {
                Color c = Color(0, 0, 0);
                for (double dx = -0.45; dx <= 0.45; dx += 0.9 / resolution) {
                    for (double dy = -0.45; dy <= 0.45; dy += 0.9 / resolution) {
                        //Create the ray from the observer point, passing through the pixel
                        Ray r = Ray(_camera._observer, _camera.getPixel(x + dx, y + dy) - _camera._observer);
                        c += calculateColor(r, NB_OF_INTERATIONS);
                    }
                }
                //Set the pixel accoring to the calculated Color/Light
                Color newC = c / ((resolution + 1) * (resolution + 1));
                newC.clamp();
                putPixel->setPixel(x, y, newC);
            }
        }
    }
}
コード例 #5
0
ファイル: RayTracer.cpp プロジェクト: vmichele/RAY_TRACER
void RayTracer::raytrace(SetPixelFunction* putPixel) {
    //Width and height of the image
    int width = _camera._w2D;
    int height = _camera._h2D;

    //Iterate over all the pixels of the screen/image
    for (int y = 0; y < height; ++y) {
        for (int x = 0; x < width; ++x) {
            //Create the ray from the observer point, passing through the pixel
            Ray r = Ray(_camera._observer, _camera.getPixel(x, y) - _camera._observer);

            //Set the pixel accoring to the calculated Color/Light
            Color c = calculateColor(r, NB_OF_INTERATIONS);
            c.clamp();
            putPixel->setPixel(x, y, c);
        }
    }
}
コード例 #6
0
// start to paint
void SecondGantt::startPaint()
{
	fst = true;
	memset(repairList, 0, sizeof(repairList));
	memset(paintNumber, -1, sizeof(paintNumber));

	getEarliest();
	for(int i = 1; i <= jobVertexCount; ++i)
		jobVertex[i].current_time = topoVertex[i].earliestTime;
	currentT = topoVertex[jobVertexCount + 1].earliestTime;

	repaint();
	prePix = this->grab();
	fst = false;
	xRange = FPS * (50 + currentT + 200);
	yRange = FPS * (40 * machineNumber + 10);
    calculateColor();
	paintCount = 0;
    repaint();
}
コード例 #7
0
ファイル: fractal.cpp プロジェクト: nawaf331/fractal
//****************************************
void repaint() {// function called to repaint the window
	GLfloat* pixelColor;
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the screen buffer
	if(fracCount<6){
	glBegin(GL_POINTS); // start drawing in single pixel mode
	for(GLfloat y = maxY; y >= minY; y -= stepY){
		for(GLfloat x = minX+juliaSpecial; x <= maxX+juliaSpecial; x += stepX){
			pixelColor=calculateColor(x,y);
			glColor3fv(pixelColor+color); // set color
			glVertex3f(x-juliaSpecial, y, 0.0f); // put pixel on screen (buffer) - [ 1 ]
			//printf("%d\t%d\n",stepX,stepY);
		}
	}
	glEnd(); // end drawing
	}
	else {
		switch(fracCount)
		{
			case 6:
				//glPushMatrix();
				tetrahedron(5);
				//glPopMatrix();
				break;
		}
	}
	if(fracCount==0){
		drawFrontPage();
	}
	else
	{
		glPushMatrix();
		char title[25]="";
		strcpy(title,titleSet[fracCount-1]);
		glColor3f(0.2,0.2,0.2);
		output(-1.1,1.2,0,GLUT_BITMAP_TIMES_ROMAN_24,title);
		printf("%s\n",title);
		glPopMatrix();
	}
	glutSwapBuffers(); // swap the buffers - [ 2 ]
}
コード例 #8
0
Color ParticleColorManager::getNewColor(Particle* particle)
{

	Color newColor(calculateColor(redColorCalculation, particle), calculateColor(greenColorCalculation, particle),
			calculateColor(blueColorCalculation, particle), particle->color.getAlpha());
	if (trasitionRunnedSeconds < trasitionLength)
	{
		Color previousColor(calculateColor(previousRedColorCalculation, particle),
				calculateColor(previousGreenColorCalculation, particle),
				calculateColor(previousBlueColorCalculation, particle), particle->color.getAlpha());
		return Gradient::getColorBetween(previousColor, newColor, trasitionLength, trasitionRunnedSeconds);
	}
	else
		return newColor;

}
コード例 #9
0
SDL_Color Renderer::raycast(float x, float y, float z, float* ray) {
	float startX = x;
	float startY = y;
	float startZ = z;

	int size = world->getSize();
	// handle x out of bounds
	if ((x < 0.0f) && (ray[0] > 0.0f)) {
		float diff = -x;
		x += diff;
		// will never be division by zero because of our condition
		y += (ray[1] * diff) / ray[0];
		z += (ray[2] * diff) / ray[0];
	}
	else if ((x > size) && (ray[0] < 0.0f)) {
		float diff = size - x;
		x += diff;
		y += (ray[1] * diff) / ray[0];
		z += (ray[2] * diff) / ray[0];
	}
	// handle y out of bounds
	if ((y < 0.0f) && (ray[1] > 0.0f)) {
		float diff = -y;
		y += diff;
		x += (ray[0] * diff) / ray[1];
		z += (ray[2] * diff) / ray[1];
	}
	else if ((y > size) && (ray[1] < 0.0f)) {
		float diff = size - y;
		y += diff;
		x += (ray[0] * diff) / ray[1];
		z += (ray[2] * diff) / ray[1];
	}
	// handle z out of bounds
	if ((z < 0.0f) && (ray[2] > 0.0f)) {
		float diff = -z;
		z += diff;
		x += (ray[0] * diff) / ray[2];
		y += (ray[1] * diff) / ray[2];
	}
	else if ((z > size) && (ray[2] < 0.0f)) {
		float diff = size - z;
		z += diff;
		x += (ray[0] * diff) / ray[2];
		y += (ray[1] * diff) / ray[2];
	}

	// return skybox if we're still out of bounds
	if ((x < -0.1f) || (x > size + 0.1f) ||
		(y < -0.1f) || (y > size + 0.1f) ||
		(z < -0.1f) || (z > size + 0.1f)) {
		return skybox;
	}
  
	float dx = ray[0] * renderDistance;
	float dy = ray[1] * renderDistance;
	float dz = ray[2] * renderDistance;

	float rayMagnitude = sqrt(dx * dx + dy * dy + dz * dz);

	float ax, ay, az;

	int sx, sy, sz, n;

	float sv = numeric_limits<float>::min();

	sx = (int) sgn(dx);
	sy = (int) sgn(dy);
	sz = (int) sgn(dz);

	ax = abs(dx) / rayMagnitude;
	ay = abs(dy) / rayMagnitude;
	az = abs(dz) / rayMagnitude;

	ax = ((ax > sv) ? ax : sv);
	ay = ((ay > sv) ? ay : sv);
	az = ((az > sv) ? az : sv);

	float tDeltaX = 1 / ax;
	float tDeltaY = 1 / ay;
	float tDeltaZ = 1 / az;

	float tMaxX = (float) abs((sx == 1) ? (1 - (fmod(x, 1.0f))) : (fmod(x, 1.0f))) / ax;
	float tMaxY = (float) abs((sy == 1) ? (1 - (fmod(y, 1.0f))) : (fmod(y, 1.0f))) / ay;
	float tMaxZ = (float) abs((sz == 1) ? (1 - (fmod(z, 1.0f))) : (fmod(z, 1.0f))) / az;

	n = (int) (abs(dx) + abs(dy) + abs(dz));

	int face = -1;

	while (n-- != 0) {
		if (tMaxX < tMaxY) {
			if (tMaxX < tMaxZ) {
				face = 0;
				x += sx;
				tMaxX += tDeltaX;
			}
			else {
				face = 2;
				z += sz;
				tMaxZ += tDeltaZ;
			}
		}
		else {
			if (tMaxY < tMaxZ) {
				face = 1;
				y += sy;
				tMaxY += tDeltaY;
			}
			else {
				face = 2;
				z += sz;
				tMaxZ += tDeltaZ;
			}
		}
		Uint8 block = world->getBlock((int) x, (int) y, (int) z);
		if (block != 0) {
			SDL_Color c = world->getColor(block);
			return calculateColor(c, face, startX, x, startY, y, startZ, z);
		}
	}

	return skybox;
}
コード例 #10
0
/*! @note very important: color cubes of the children must already exist, otherwise there will be a segmentation fault  */
void ColorCubeGenerator::processColorCube(FrameContext& context, Node * node, deque<Node*>& children) {

	const Geometry::Box box = node->getWorldBB();
	ColorCube cc;

	// 1. case: current node's color cube should be processed by drawing Geometry < see processColorCubes(...) >
	if (children.empty()) {
		context.getRenderingContext().pushAndSetLighting(Rendering::LightingParameters(true));
		context.getRenderingContext().applyChanges();

		// render the six sides
		context.getRenderingContext().pushAndSetFBO(fbo.get());
		for (uint8_t _side = 0; _side < 6; ++_side) { // determine the color for each of the 6 faces
			const Geometry::side_t side = static_cast<Geometry::side_t> (_side);
			if (!prepareCamera(context, box, side))
				continue;

			context.getRenderingContext().clearScreen(Util::Color4f(0.0f, 0.0f, 0.0f, 0.0f));
			context.displayNode(node, USE_WORLD_MATRIX);
		}
		context.getRenderingContext().popFBO();
		colorTexture->downloadGLTexture(context.getRenderingContext());

		//////////// debug
// 		static uint32_t counter=0;
// 		stringstream ss;
// 		ss << "screens/colorcube_" << counter++ << ".png";
// 		Util::FileName filename(ss.str());
// 		Rendering::Serialization::saveTexture(context.getRenderingContext(), colorTexture.get(), filename);
		//////////// end debug



		// determine the color for each of the 6 faces
		for (uint8_t _side = 0; _side < 6; ++_side) {
			const Geometry::side_t side = static_cast<Geometry::side_t> (_side);
			if (prepareCamera(context, box, side)){
				const Color4ub c = calculateColor(colorTexture.get(), camera->getViewport()); //calculate color from texture
				cc.colors[static_cast<uint8_t> (side)] = c;
			} else {
				cc.colors[static_cast<uint8_t> (side)] = Color4ub(0, 0, 0, 0);
			}
		}

		context.getRenderingContext().popLighting();
	}
	else{
		context.getRenderingContext().pushAndSetFBO(fbo.get()); // enable the fbo

		// 2. case:  the node is not a closed GroupNode  (inner node)
		for (uint8_t _side = 0; _side < 6; ++_side) { // for each of the six faces
			Geometry::side_t side = static_cast<Geometry::side_t> (_side);
			if (!prepareCamera(context, box, side))
				continue;

			context.getRenderingContext().clearScreen(Util::Color4f(0.0f, 0.0f, 0.0f, 0.0f));
			context.getRenderingContext().pushAndSetMatrix_modelToCamera( context.getRenderingContext().getMatrix_worldToCamera() );


			// draw faces using blending
			context.getRenderingContext().pushAndSetBlending(Rendering::BlendingParameters(Rendering::BlendingParameters::ONE, Rendering::BlendingParameters::ONE_MINUS_SRC_ALPHA));
			context.getRenderingContext().pushAndSetCullFace(Rendering::CullFaceParameters(Rendering::CullFaceParameters::CULL_BACK));
			context.getRenderingContext().pushAndSetDepthBuffer(Rendering::DepthBufferParameters(true, false, Rendering::Comparison::LESS));
			context.getRenderingContext().pushAndSetLighting(Rendering::LightingParameters(false));
			context.getRenderingContext().applyChanges();

			distanceQueue_t nodes(side); // distance queue used for sorting the children with color cubes

			// sort (back-to-front order) the children according to distance of current side to the camera
			for(const auto & child : children) {
				nodes.push(child);
			}

			// draw the faces in back-to-front order
			while (!nodes.empty()) {
				Node* child = nodes.top();
				nodes.pop();
				const ColorCube & childsColorCube = ColorCube::getColorCube(child);
				//cerr << "before drawing colored box " << endl;
				childsColorCube.drawColoredBox(context, child->getWorldBB());
				//cerr << "after drawing colored box" << endl;
			}

			context.getRenderingContext().popLighting();
			context.getRenderingContext().popDepthBuffer();
			context.getRenderingContext().popCullFace();
			context.getRenderingContext().popBlending();
			context.getRenderingContext().popMatrix_modelToCamera();
		}
		context.getRenderingContext().popFBO();
		colorTexture->downloadGLTexture(context.getRenderingContext());
		// determine the color for each of the 6 faces
		for (uint8_t _side = 0; _side < 6; ++_side) {
			Geometry::side_t side = static_cast<Geometry::side_t> (_side);
			if (!prepareCamera(context, box, side))
				continue;
			//calculate color from texture
			cc.colors[static_cast<uint8_t> (side)] = calculateColor(colorTexture.get(), camera->getViewport());
		}
	}

	ColorCube::attachColorCube(node, cc);
}
コード例 #11
0
ファイル: RayTracer.cpp プロジェクト: vmichele/RAY_TRACER
/**
 * Implementation of algorithm given on P65 of the Script
 * (With the discussed modifications)
 */
Color RayTracer::calculateColor(Ray& r, int recursions) {

    //FIXME Initialize with the background color
    Color c = Color(0.0, 0.0, 0.0);

    //Get the first intersection with any shape
    Shape* closestShape = _scene._shapes[0];
    double closestIP;
    bool hasIntersection = false;
    r[1].normalize();
    Ray r_moved = Ray(r.getPoint(1), r[1]);
    for (unsigned i = 0; i < _scene._shapes.size(); i++) {
        std::vector<double> intersections = _scene._shapes[i]->ensIntersect(r_moved);

        if (!hasIntersection && !intersections.empty()) {
            closestShape = _scene._shapes[i];
            closestIP = intersections[0];
            hasIntersection = true;
        } else if (hasIntersection && !intersections.empty()
                   && intersections[0] < closestIP) {
            closestShape = _scene._shapes[i];
            closestIP = intersections[0];
        }

    }

    //if there are any intersections
    if (hasIntersection) {
        //Get the Point of the first intersection
        Vector3 intersection = r_moved.getPoint(closestIP); //P := intersection

        //The normal at the point of intersection
        Vector3 n = closestShape->normal(intersection).normalize();

        //Make sure the normal points into the right direction
        //FIXME is this correct??
        Vector3 r_dir_op = -r[1];
        if (dot_product(r_dir_op, n) < 0) {
            //if (dot_product(V, n) < 0) {
            n = -n;
        }
        Ray normal = Ray(intersection, n);

        //The reflected ray at the point of intersection
        //FIXME Move to the shape class, as it is the same for all the shapes
        Ray reflected = Ray(intersection, (2 * n * (dot_product(n, r_dir_op)) - r_dir_op));

        /*
         * Calculate the light compartments using the lightmodel
         */

        //Ambient color
        //FIXME: Take L_a of scene instead of 1
        c = 1 * _lightModel.getAmbient(closestShape->_material)
                * closestShape->getColor(intersection);

        for (unsigned i = 0; i < _scene._lightSources.size(); i++) {
            LightSource* l = _scene._lightSources[i];
            if (!isHidden(l, intersection)) {

                double diffuse = _lightModel.getDiffuse(normal, l, closestShape->_material);
                double specular = _lightModel.getSpecular(reflected, l, closestShape->_material);
                c += diffuse * closestShape->getColor(intersection) * l->_intensity;
                c += specular * l->_color * l->_intensity;

            }
        }

        //Recursive call
        if (recursions > 0) {
            c += closestShape->_material.k_reflex * calculateColor(reflected, --recursions);
        }
    }
    return c;
}