Пример #1
0
bool doMeshNoBumps(void) {

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();									// Reset The View
	glTranslatef(0.0f,0.0f,z);

	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);	
	if (useMultitexture) {
		glActiveTextureARB(GL_TEXTURE1_ARB);		
		glDisable(GL_TEXTURE_2D);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}
	glDisable(GL_BLEND);
	glBindTexture(GL_TEXTURE_2D,texture[filter]);	
	glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
	glEnable(GL_LIGHTING);
	doCube();
	
	xrot+=xspeed;
	yrot+=yspeed;
	if (xrot>360.0f) xrot-=360.0f;
	if (xrot<0.0f) xrot+=360.0f;
	if (yrot>360.0f) yrot-=360.0f;
	if (yrot<0.0f) yrot+=360.0f;

/* LAST PASS:	Do The Logos! */	
	doLogo();

	return true;										// Keep Going
}
bool IsoSurfacePolygonizer::addSurfaceVertices(const StackedCube &cube) {
  if(m_tetrahedralMode) { // either decompose into tetrahedra and polygonize each:
    doTetra(cube, LBN, LTN, RBN, LBF);
    doTetra(cube, RTN, LTN, LBF, RBN);
    doTetra(cube, RTN, LTN, LTF, LBF);
    doTetra(cube, RTN, RBN, LBF, RBF);
    doTetra(cube, RTN, LBF, LTF, RBF);
    doTetra(cube, RTN, LTF, RTF, RBF);
  } else {
    doCube(cube);         // or polygonize the cube directly:
  }
  if(!m_adaptiveCellSize || (cube.getLevel()==MAXSPLITLEVEL) || acceptPendingFaces()) {
    flushFaceBuffer();
    return true;
  } else {
    clearFaceBuffer();
    return false;
  }
}
Пример #3
0
bool doMesh2TexelUnits(void) {
	
	GLfloat c[4]={0.0f,0.0f,0.0f,1.0f};					// holds current vertex
	GLfloat n[4]={0.0f,0.0f,0.0f,1.0f};					// normalized normal of current surface		
	GLfloat s[4]={0.0f,0.0f,0.0f,1.0f};					// s-texture coordinate direction, normalized
	GLfloat t[4]={0.0f,0.0f,0.0f,1.0f};					// t-texture coordinate direction, normalized
	GLfloat l[4];										// holds our lightposition to be transformed into object space
	GLfloat Minv[16];									// holds the inverted modelview matrix to do so.
	int i;								

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
		
	// Build Inverse Modelview Matrix First. This Substitutes One Push/Pop With One glLoadIdentity();
	// Simply Build It By Doing All Transformations Negated And In Reverse Order.
	glLoadIdentity();								
	glRotatef(-yrot,0.0f,1.0f,0.0f);
	glRotatef(-xrot,1.0f,0.0f,0.0f);
	glTranslatef(0.0f,0.0f,-z);
	glGetFloatv(GL_MODELVIEW_MATRIX,Minv);
	glLoadIdentity();
	glTranslatef(0.0f,0.0f,z);

	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);	

	// Transform The Lightposition Into Object Coordinates:
	l[0]=LightPosition[0];
	l[1]=LightPosition[1];
	l[2]=LightPosition[2];
	l[3]=1.0f;											// Homogenous Coordinate
	VMatMult(Minv,l);
		
/*	PASS#1: Texel-Unit 0:	Use Texture "Bump"
							No Blend
							No Lighting
							No Offset Texture-Coordinates 
							Texture-Operation "Replace"
			Texel-Unit 1:	Use Texture "Invbump"
							No Lighting
							Offset Texture Coordinates 
							Texture-Operation "Replace"
*/
	// TEXTURE-UNIT #0		
	glActiveTextureARB(GL_TEXTURE0_ARB);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, bump[filter]);
	glTexEnvf(GL_TEXTURE_ENV, (GLenum)GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
	glTexEnvf(GL_TEXTURE_ENV, (GLenum)GL_COMBINE_RGB_EXT, GL_REPLACE);	
	// TEXTURE-UNIT #1:
	glActiveTextureARB(GL_TEXTURE1_ARB);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, invbump[filter]);
	glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
	glTexEnvf (GL_TEXTURE_ENV, (GLenum)GL_COMBINE_RGB_EXT, GL_ADD);
	// General Switches:
	glDisable(GL_BLEND);
	glDisable(GL_LIGHTING);	
	glBegin(GL_QUADS);	
		// Front Face	
		n[0]=0.0f;		n[1]=0.0f;		n[2]=1.0f;			
		s[0]=1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=0; i<4; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i]     , data[5*i+1]); 
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Back Face	
		n[0]=0.0f;		n[1]=0.0f;		n[2]=-1.0f;	
		s[0]=-1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=4; i<8; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i]     , data[5*i+1]); 
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Top Face	
		n[0]=0.0f;		n[1]=1.0f;		n[2]=0.0f;		
		s[0]=1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=0.0f;		t[2]=-1.0f;
		for (i=8; i<12; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i]     , data[5*i+1]     ); 
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Bottom Face
		n[0]=0.0f;		n[1]=-1.0f;		n[2]=0.0f;		
		s[0]=-1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=0.0f;		t[2]=-1.0f;
		for (i=12; i<16; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i]     , data[5*i+1]     ); 
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Right Face	
		n[0]=1.0f;		n[1]=0.0f;		n[2]=0.0f;		
		s[0]=0.0f;		s[1]=0.0f;		s[2]=-1.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=16; i<20; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i]     , data[5*i+1]     ); 
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Left Face
		n[0]=-1.0f;		n[1]=0.0f;		n[2]=0.0f;		
		s[0]=0.0f;		s[1]=0.0f;		s[2]=1.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=20; i<24; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i]     , data[5*i+1]     ); 
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}		
	glEnd();
	
/* PASS#2	Use Texture "Base"
			Blend GL_DST_COLOR To GL_SRC_COLOR (Multiplies By 2)
			Lighting Enabled
			No Offset Texture-Coordinates
			*/	
	glActiveTextureARB(GL_TEXTURE1_ARB);		
	glDisable(GL_TEXTURE_2D);
	glActiveTextureARB(GL_TEXTURE0_ARB);			
	if (!emboss) {						
		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glBindTexture(GL_TEXTURE_2D,texture[filter]);
		glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
		glEnable(GL_BLEND);
		glEnable(GL_LIGHTING);
		doCube();
	}

	xrot+=xspeed;
	yrot+=yspeed;
	if (xrot>360.0f) xrot-=360.0f;
	if (xrot<0.0f) xrot+=360.0f;
	if (yrot>360.0f) yrot-=360.0f;
	if (yrot<0.0f) yrot+=360.0f;

/* LAST PASS:	Do The Logos! */	
	doLogo();

	return true;										// Keep Going
}
Пример #4
0
bool doMesh1TexelUnits(void) {

	GLfloat c[4]={0.0f,0.0f,0.0f,1.0f};					// Holds Current Vertex
	GLfloat n[4]={0.0f,0.0f,0.0f,1.0f};					// Normalized Normal Of Current Surface		
	GLfloat s[4]={0.0f,0.0f,0.0f,1.0f};					// s-Texture Coordinate Direction, Normalized
	GLfloat t[4]={0.0f,0.0f,0.0f,1.0f};					// t-Texture Coordinate Direction, Normalized
	GLfloat l[4];										// Holds Our Lightposition To Be Transformed Into Object Space
	GLfloat Minv[16];									// Holds The Inverted Modelview Matrix To Do So.
	int i;								

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
		
	// Build Inverse Modelview Matrix First. This Substitutes One Push/Pop With One glLoadIdentity();
	// Simply Build It By Doing All Transformations Negated And In Reverse Order.
	glLoadIdentity();								
	glRotatef(-yrot,0.0f,1.0f,0.0f);
	glRotatef(-xrot,1.0f,0.0f,0.0f);
	glTranslatef(0.0f,0.0f,-z);
	glGetFloatv(GL_MODELVIEW_MATRIX,Minv);
	glLoadIdentity();
	glTranslatef(0.0f,0.0f,z);

	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);	
	
	// Transform The Lightposition Into Object Coordinates:
	l[0]=LightPosition[0];
	l[1]=LightPosition[1];
	l[2]=LightPosition[2];
	l[3]=1.0f;											// Homogenous Coordinate
	VMatMult(Minv,l);
	
/*	PASS#1: Use Texture "Bump"
			No Blend
			No Lighting
			No Offset Texture-Coordinates */
	glBindTexture(GL_TEXTURE_2D, bump[filter]);
	glDisable(GL_BLEND);
	glDisable(GL_LIGHTING);
	doCube();

/* PASS#2:	Use Texture "Invbump"
			Blend GL_ONE To GL_ONE
			No Lighting
			Offset Texture Coordinates 
			*/
	glBindTexture(GL_TEXTURE_2D,invbump[filter]);
	glBlendFunc(GL_ONE,GL_ONE);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_BLEND);	

	glBegin(GL_QUADS);	
		// Front Face	
		n[0]=0.0f;		n[1]=0.0f;		n[2]=1.0f;			
		s[0]=1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=0; i<4; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Back Face	
		n[0]=0.0f;		n[1]=0.0f;		n[2]=-1.0f;	
		s[0]=-1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=4; i<8; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Top Face	
		n[0]=0.0f;		n[1]=1.0f;		n[2]=0.0f;		
		s[0]=1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=0.0f;		t[2]=-1.0f;
		for (i=8; i<12; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Bottom Face
		n[0]=0.0f;		n[1]=-1.0f;		n[2]=0.0f;		
		s[0]=-1.0f;		s[1]=0.0f;		s[2]=0.0f;
		t[0]=0.0f;		t[1]=0.0f;		t[2]=-1.0f;
		for (i=12; i<16; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Right Face	
		n[0]=1.0f;		n[1]=0.0f;		n[2]=0.0f;		
		s[0]=0.0f;		s[1]=0.0f;		s[2]=-1.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=16; i<20; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}
		// Left Face
		n[0]=-1.0f;		n[1]=0.0f;		n[2]=0.0f;		
		s[0]=0.0f;		s[1]=0.0f;		s[2]=1.0f;
		t[0]=0.0f;		t[1]=1.0f;		t[2]=0.0f;
		for (i=20; i<24; i++) {	
			c[0]=data[5*i+2];		
			c[1]=data[5*i+3];
			c[2]=data[5*i+4];
			SetUpBumps(n,c,l,s,t);
			glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]); 
			glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
		}		
	glEnd();
	
/* PASS#3:	Use Texture "Base"
			Blend GL_DST_COLOR To GL_SRC_COLOR (Multiplies By 2)
			Lighting Enabled
			No Offset Texture-Coordinates
			*/
	if (!emboss) {
		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glBindTexture(GL_TEXTURE_2D,texture[filter]);
		glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);	
		glEnable(GL_LIGHTING);
		doCube();
	}

	xrot+=xspeed;
	yrot+=yspeed;
	if (xrot>360.0f) xrot-=360.0f;
	if (xrot<0.0f) xrot+=360.0f;
	if (yrot>360.0f) yrot-=360.0f;
	if (yrot<0.0f) yrot+=360.0f;

/*	LAST PASS:	Do The Logos! */
	doLogo();
	
	return true;										// Keep Going
}