예제 #1
0
/* construcorul clasei 'Rubik' care creeaza un nou cub rubik */
Rubik::Rubik() {
	cs = new CoordinateSystem3d();
	WorldDrawer3d::cs_used.push_back(cs);
	layers.resize(MOVING_LAYERS);
	faces.resize(MOVING_LAYERS);
	rubik.resize(3*MOVING_LAYERS);
	colors.resize(6);

	set_points();
	set_topology();
	set_layers();
	
	draw_faces();

	int count = 0;
	for (int i = -1; i <= 1; i++) {
		for (int j = -1; j <= 1; j++) {
			for (int k = -1; k <= 1; k++) {
				Object3d *o;
				o = new Object3d(points, topology);
				o->setcolor(0,0,0);
				o->color = -1;
				rubik[count].push_back(o);

				for (int l = 0; l < rubik[count].size(); l++) {
					rubik[count][l]->translate(4.5*i, 4.5*j, 4.5*k);
					cs->objectAdd(rubik[count][l]);
				}
				count++;
			}
		}
	}
}
예제 #2
0
enum piglit_result
piglit_display(void)
{
	bool pass = true;
	GLuint tex;
	int i;

	tex = create_texture();

	clear_texture(tex);

	glBindTexture(GL_TEXTURE_CUBE_MAP, tex);

	draw_faces();

	glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

	glDeleteTextures(1, &tex);

	for (i = 0; i < 6; i++)
		pass &= piglit_probe_pixel_rgb(i, 0, faces[i].color);

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
예제 #3
0
void generate( int polygons ) {
	double knob_value;
	vary_node *knobs;
	vary_node vn;
	char frame_name[128];

	if (first_pass()) {
		knobs = second_pass();
	}
	else {
		num_frames = 1;
	}

	// Default values
	char color_type = PNG_RGB, shading = GOROUD;
	int width = 1000, height = 1000, segments = 20;
	screen s = make_screen(width, height);
	vertex_list vlist = new_vlist(100);
	face_list flist = new_flist(100);
	edge_list elist = new_elist(100);
	stack coord_systems = new_stack(5);
	vector center = new_vector(0, 0, 0);
	vector eye = new_vector(0, 0, 200);
	double distance = 200;
	vertex text0, text1;
	text0.x = -100; text0.y = 0; text0.z = 0;
	text1.x =  100; text1.y = 0; text1.z = 0;
	text0.nx = text1.x - text0.x;
	text0.ny = text1.y - text0.y;
	text0.nz = text1.z - text0.z;
	text1.nx = text0.nx * text0.nx + text0.ny * text0.ny + text0.nz * text0.nz;
	text0.color = rgb(255, 255, 255);
	text0.shine = 3;
	text1.color = rgb(255, 0, 255);
	text1.shine = 3;
	uint32_t amb_color = rgb(255, 255, 255), light_color = rgb(0, 255, 255),
	wire_color = rgb(255, 255, 255);
	vector light_source = new_vector(0, 100, 200);
	double amb_ref_constant = 0.1, diff_ref_constant = 1, spec_ref_constant = 1;

	int frame, i, j; double temp;
	for (frame = 0; frame < num_frames; frame++) {
		if (num_frames > 1) {
			for (vn = knobs[frame]; vn != NULL; vn = vn->next) {
				set_value(lookup_symbol(vn->name), vn->value);
			}
		}
		for (i = 0; i < lastop; i++) {
			switch (op[i].opcode) {
				case TEXTURE:
				text0.x = op[lastop].op.texture.d0[0];
				text0.y = op[lastop].op.texture.d0[1];
				text0.z = op[lastop].op.texture.d0[2];
				text1.x = op[lastop].op.texture.d1[0];
				text1.y = op[lastop].op.texture.d1[1];
				text1.z = op[lastop].op.texture.d1[2];
				text0.nx = text1.x - text0.x;
				text0.ny = text1.y - text0.y;
				text0.nz = text1.z - text0.z;
				text1.nx =
				text0.nx * text0.nx + text0.ny * text0.ny + text0.nz * text0.nz;
				text0.color = rgb(
					(uint8_t) max(0, min(0xFF, op[lastop].op.texture.d2[0])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.texture.d2[1])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.texture.d2[2]))
 					);
				text0.shine = op[lastop].op.texture.d2[3];
				text1.color = rgb(
					(uint8_t) max(0, min(0xFF, op[lastop].op.texture.d3[0])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.texture.d3[1])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.texture.d3[2]))
 					);
				text1.shine = op[lastop].op.texture.d3[3];
				break;

				case CAMERA:
				eye.x = op[lastop].op.camera.eye[0];
				eye.y = op[lastop].op.camera.eye[1];
				eye.z = op[lastop].op.camera.eye[2];
				center.x = eye.x + op[lastop].op.camera.aim[0];
				center.y = eye.y + op[lastop].op.camera.aim[1];
				center.z = eye.z + op[lastop].op.camera.aim[2];
				break;

				case FOCAL:
				distance = op[lastop].op.focal.value;
				break;

				case AMBIENT:
				amb_color = rgb(
					(uint8_t) max(0, min(0xFF, op[lastop].op.ambient.c[0])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.ambient.c[1])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.ambient.c[2]))
					);
				break;

				case LIGHT:
				light_color = rgb(
					(uint8_t) max(0, min(0xFF, op[lastop].op.light.c[0])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.light.c[1])),
					(uint8_t) max(0, min(0xFF, op[lastop].op.light.c[2]))
					);
				light_source = new_vector(
					op[lastop].op.light.l[0],
					op[lastop].op.light.l[1],
					op[lastop].op.light.l[2]
					);
				break;

				case SHADING:
				if (strcmp(op[i].op.shading.p->name, "GOROUD") == 0) {
					shading = GOROUD;
				}
				else {
					shading = WIRE;
				}
				break;

				case SPHERE:
				add_sphere(
					vlist, elist, flist,
					op[i].op.sphere.d[0],
					op[i].op.sphere.d[1],
					op[i].op.sphere.d[2],
					op[i].op.sphere.r, segments, text0, text1
					);
				transform(vlist, peek(coord_systems));
				if (shading == GOROUD) {
					draw_faces(
						s, vlist, flist, center, eye, distance,
						amb_color, light_color, light_source,
						amb_ref_constant, diff_ref_constant, spec_ref_constant
						);
				}
				else {
					draw_edges(
						s, vlist, elist, center, eye, distance, wire_color
						);
				}
				clear_vlist(vlist);
				clear_elist(elist);
				clear_flist(flist);
				break;

				case BOX:
				add_box(
					vlist, elist, flist,
					op[i].op.box.d0[0],
					op[i].op.box.d0[1],
					op[i].op.box.d0[2],
					op[i].op.box.d1[0],
					op[i].op.box.d1[1],
					op[i].op.box.d1[2],
					text0, text1
					);
				transform(vlist, peek(coord_systems));
				if (shading == GOROUD) {
					draw_faces(
						s, vlist, flist, center, eye, distance,
						amb_color, light_color, light_source,
						amb_ref_constant, diff_ref_constant, spec_ref_constant
						);
				}
				else {
					draw_edges(
						s, vlist, elist, center, eye, distance, wire_color
						);
				}
				clear_vlist(vlist);
				clear_elist(elist);
				clear_flist(flist);
				break;

				case LINE:
				add_line(
					vlist, elist,
					op[i].op.line.p0[0],
					op[i].op.line.p0[1],
					op[i].op.line.p0[2],
					op[i].op.line.p1[0],
					op[i].op.line.p1[1],
					op[i].op.line.p1[2],
					text0, text1
					);
				transform(vlist, peek(coord_systems));
				draw_edges(s, vlist, elist, center, eye, distance, wire_color);
				clear_vlist(vlist);
				clear_elist(elist);
				break;

				case MOVE:
				if (op[i].op.move.p == NULL){
					knob_value = 1;
				}
				else {
					knob_value = op[i].op.move.p->s.value;
				}
				translate(
					op[i].op.move.d[0] * knob_value,
					op[i].op.move.d[1] * knob_value,
					op[i].op.move.d[2] * knob_value,
					peek(coord_systems)
					);
				break;

				case SCALE:
				if (op[i].op.scale.p == NULL){
					knob_value = 1;
				}
				else {
					knob_value = op[i].op.scale.p->s.value;
				}
				scale(
					op[i].op.scale.d[0] * knob_value,
					op[i].op.scale.d[1] * knob_value,
					op[i].op.scale.d[2] * knob_value,
					peek(coord_systems)
					);
				break;

				case ROTATE:
				if (op[i].op.rotate.p == NULL){
					knob_value = 1;
				}
				else {
					knob_value = op[i].op.rotate.p->s.value;
				}
				temp = op[i].op.rotate.axis;
				if (temp == 0) {
					rotate_x(
						op[i].op.rotate.degrees * knob_value,
						peek(coord_systems)
						);
				}
				else if (temp == 1) {
					rotate_y(
						op[i].op.rotate.degrees * knob_value,
						peek(coord_systems)
						);
				}
				else {
					rotate_z(
						op[i].op.rotate.degrees * knob_value,
						peek(coord_systems)
						);
				}
				break;

				case SET:
				set_value(
					lookup_symbol(op[i].op.set.p->name),
					op[i].op.set.val
					);
				break;

				case SETKNOBS:
				for (j = 0; j < lastsym; j++) {
					set_value(&symtab[j], op[j].op.setknobs.value);
				}
				break;

				case PUSH:
				push(coord_systems);
				break;

				case POP:
				pop(coord_systems);
				break;

				case SAVE:
				make_png(op[i].op.save.p->name, s, color_type);
				break;

				case DISPLAY:
				display_png(s, color_type);
				break;
			}
		}
		if (num_frames > 1){
			sprintf(frame_name, "anim/%s%03d.png", name, frame);
			make_png(frame_name, s, color_type);
			clear_screen(s);
			clear_stack(coord_systems);
		}
	}

	free_screen(s);
	free_vlist(vlist);
	free_flist(flist);
	free_elist(elist);
	free(coord_systems);
}
예제 #4
0
ENTRYPOINT void 
init_cube (ModeInfo *mi)
{
  cube_configuration *bp;
  int wire = MI_IS_WIREFRAME(mi);
  int i;

  if (!bps) {
    bps = (cube_configuration *)
      calloc (MI_NUM_SCREENS(mi), sizeof (cube_configuration));
    if (!bps) {
      fprintf(stderr, "%s: out of memory\n", progname);
      exit(1);
    }
  }

# ifdef HAVE_JWZGLES
  dbuf_p = True;
# endif

  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  if (MI_COUNT(mi) <= 0) MI_COUNT(mi) = 1;

  bp->trackball = gltrackball_init ();
  bp->subcubes = (subcube *) calloc (MI_COUNT(mi), sizeof(subcube));
  for (i = 0; i < MI_COUNT(mi); i++)
    {
      double wander_speed, spin_speed, spin_accel;

      if (i == 0)
        {
          wander_speed = 0.05 * speed;
          spin_speed   = 10.0 * speed;
          spin_accel   = 4.0  * speed;
        }
      else
        {
          wander_speed = 0;
          spin_speed   = 4.0 * speed;
          spin_accel   = 2.0 * speed;
        }

      bp->subcubes[i].rot = make_rotator (do_spin ? spin_speed : 0,
                                          do_spin ? spin_speed : 0,
                                          do_spin ? spin_speed : 0,
                                          spin_accel,
                                          do_wander ? wander_speed : 0,
                                          True);
    }

  bp->colors = 0;
  new_cube_colors (mi);

  reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));

  if (!wire)
    {
      GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
      GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
      GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
      GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};

      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_CULL_FACE);

      glLightfv(GL_LIGHT0, GL_POSITION, pos);
      glLightfv(GL_LIGHT0, GL_AMBIENT,  amb);
      glLightfv(GL_LIGHT0, GL_DIFFUSE,  dif);
      glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
    }

  bp->cube_list = glGenLists (1);
  glNewList (bp->cube_list, GL_COMPILE);
  draw_faces (mi);
  glEndList ();

  glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}