void reShapeRenderable::draw( int state /*= 0*/, int id /*= 0*/ ) { if (!state) { if (!highlighted) { glColor4fv(glm::value_ptr(color)); } else { glColor4fv(glm::value_ptr(reVec4(1,1,0,1))); } } glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_CULL_FACE); drawShape(state, id); glPopAttrib(); }
void drawObjects(int level, int numits, int curlevel, int curit) { //if we leave the bounds of the "tree" start recursing back if(curlevel >= level || curit >= shapes[curlevel]->iterations) return; /* use offsets for subsequent iterations */ if(curit > 0) { glTranslatef(shapes[curlevel]->xoff,shapes[curlevel]->yoff, shapes[curlevel]->zoff); glRotatef(shapes[curlevel]->xroff, 1 , 0, 0); glRotatef(shapes[curlevel]->yroff, 0 , 1, 0); glRotatef(shapes[curlevel]->zroff, 0 , 0, 1); glScalef(shapes[curlevel]->xsoff ,shapes[curlevel]->ysoff, shapes[curlevel]->zsoff); } else /*otherwise use initial values */ { glTranslatef(shapes[curlevel]->inx, shapes[curlevel]->iny, shapes[curlevel]->inz); glRotatef(shapes[curlevel]->inxr, 1 , 0, 0); glRotatef(shapes[curlevel]->inyr, 0 , 1, 0); glRotatef(shapes[curlevel]->inzr, 0 , 0, 1); glScalef(shapes[curlevel]->inxs ,shapes[curlevel]->inys, shapes[curlevel]->inzs); } /* draw the current shape the to the current location as defined in the matrix */ drawShape(shapes[curlevel]); //go down a level drawObjects(level, numits, curlevel+1, 0); //go right an iteration drawObjects(level, numits, curlevel, curit+1); }
void ShapeDrawer::drawRigidBody(const btRigidBody* body) { glPushMatrix(); loadWorldSpace(body); glDrawCoordsys(); if(body->getInvMass() < .01f) { glColor3f(.1f, .2f, .2f); } else { if(body->getActivationState() == 1) glColor3f(0.f, 1.f, 0.f); else glColor3f(0.f, 0.f, 1.f); } const btCollisionShape* shape = body->getCollisionShape(); drawShape(shape); glPopMatrix(); }
void testApp :: drawShapes () { ofEnableSmoothing(); for( int i=0; i<shapes.size(); i++ ) { // ofFill(); // ofSetColor( 0xFFFFFF ); // // drawShape( shapes[ i ] ); ofNoFill(); ofSetColor( 0xFF0000 ); drawShape( shapes[ i ] ); } ofDisableSmoothing(); }
/* * display() * ------ * Display the scene */ void display() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glLoadIdentity(); /* setup functions */ setEye(); /* draw */ drawAxes(); drawValues(); /* magic here */ drawShape(); glFlush(); glutSwapBuffers(); }
void draw_stroke(caskbench_context_t *ctx, kinetics_t *particles) { int i, r,j; int w, h; double x,y; cairo_t *cr = ctx->cairo_cr; for (j=0; j<num_y_elements; j++) { y = particles?particles->y : j * element_spacing; cairo_set_line_join(cr,(cairo_line_join_t)(j % 3)); for (i=0; i<num_x_elements; i++) { x = particles?particles->x : i * element_spacing; cairo_set_line_cap(cr,(cairo_line_cap_t)(i % 3)); cairoRandomizeColor(ctx); drawShape(ctx,x,y); cairo_stroke (cr); } } }
bool MgShape::draw(int mode, GiGraphics& gs, const GiContext *ctx, int segment) const { GiContext tmpctx(context()); if (shapec()->isKindOf(6)) { // MgComposite tmpctx = ctx ? *ctx : GiContext(0, GiColor(), GiContext::kNullLine); } else if (ctx) { float addw = ctx->getLineWidth(); if (addw < -0.1f) { tmpctx.setExtraWidth(-addw); } else if (addw > 0.1f) { // 传入正数表示像素宽度 tmpctx.setLineWidth(-addw, ctx->isAutoScale()); // 换成新的像素宽度 } if (ctx->getLineColor().a > 0) { tmpctx.setLineColor(ctx->getLineColor()); } if (!ctx->isNullLine()) { tmpctx.setLineStyle(ctx->getLineStyle()); } if (ctx->hasFillColor()) { tmpctx.setFillColor(ctx->getFillColor()); } } bool ret = false; Box2d rect(shapec()->getExtent() * gs.xf().modelToDisplay()); rect.inflate(1 + gs.calcPenWidth(tmpctx.getLineWidth(), tmpctx.isAutoScale()) / 2); if (gs.beginShape(shapec()->getType(), getID(), (int)shapec()->getChangeCount(), rect.xmin, rect.ymin, rect.width(), rect.height())) { ret = drawShape(getParent(), *shapec(), mode, gs, tmpctx, segment); gs.endShape(shapec()->getType(), getID(), rect.xmin, rect.ymin); } return ret; }
glm::vec2 TextBatch::draw(const LineLayout& _line, size_t _start, size_t _end, glm::vec2 _position, LineMetrics& _metrics) { float startX = _position.x; for (size_t j = _start; j < _end; j++) { auto& c = _line.shapes()[j]; if (!c.isSpace) { drawShape(_line.font(), c, _position, _line.scale(), _metrics); } _position.x += _line.advance(c); if (c.mustBreak) { _position.x = startX; _position.y += _line.height(); } } _position.y += _line.height(); return _position; }
void ParticleShaderVoronoi::drawParticle(int i) { // push the shader name down glPushName(0xffffffff); glMatrixMode(GL_MODELVIEW); glPushMatrix(); gmVector3 p = position->getPosition(i); glTranslatef(p[0],p[1],p[2]); gmMatrix4 rotMat = orientation->getMatrix(i); GLdouble mat[16]; rotMat.copyTo(mat); glMultMatrixd(mat); // Set the disk center GLfloat dC[3] = {0.0, 0.0, 0.0}; // Get the radius if (radius_data) radius = (*radius_data)[i]; else radius = 1.0; // Set the per-particle Cg parameters cgGLSetParameter3fv(diskCenterWC, dC); cgGLSetParameter1f(diskRadius, GLfloat(radius * scale)); cgGLSetStateMatrixParameter(modelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); cgGLSetStateMatrixParameter(modelView, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY); cgGLSetStateMatrixParameter(modelViewIT, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE); drawShape(i); glPopMatrix(); glPopName(); }
void CQIllustratorShape:: draw(CQIllustratorShapeDrawer *drawer) const { if (getFilter() != 0) drawGaussian(drawer); else drawShape(drawer); if (getFixed()) { const CBBox2D &bbox = getFlatBBox(); drawer->pathInit(); drawer->pathMoveTo(bbox.getLL()); drawer->pathLineTo(bbox.getUR()); drawer->pathStroke(); drawer->pathInit(); drawer->pathMoveTo(bbox.getLR()); drawer->pathLineTo(bbox.getUL()); drawer->pathStroke(); } }
//! [5] void RenderArea::paintEvent(QPaintEvent *event) { QPainter painter(this); painter.setRenderHint(QPainter::Antialiasing); painter.fillRect(event->rect(), QBrush(Qt::white)); painter.translate(66, 66); //! [5] //! [6] painter.save(); transformPainter(painter); drawShape(painter); painter.restore(); //! [6] //! [7] drawOutline(painter); //! [7] //! [8] transformPainter(painter); drawCoordinates(painter); }
void drawCone(void) { drawShape(&coneData); }
void Tesselate_Presentation::tesselateShape(const TopoDS_Shape& aShape) { // setResultTitle("Tesselate shape"); TCollection_AsciiString aText = ( "/////////////////////////////////////////////////////////////////" EOL "// Tesselate shape." EOL "/////////////////////////////////////////////////////////////////" EOL EOL ) ; Standard_Real aDeflection = DATA[myIndex][0]; Standard_Integer aNumOfFace = (Standard_Integer)DATA[myIndex][1]; Standard_Integer aNumOfEdge = (Standard_Integer)DATA[myIndex][2]; aText += "Standard_Real aDeflection;" EOL "// aDeflection = ... ;" EOL EOL "// removes all the triangulations of the faces ," EOL "//and all the polygons on the triangulations of the edges:" EOL "BRepTools::Clean(aShape);" EOL EOL "// adds a triangulation of the shape aShape with the deflection aDeflection:" EOL "BRepMesh::Mesh(aShape,aDeflection);" EOL EOL "TopExp_Explorer aExpFace,aExpEdge;" EOL "for(aExpFace.Init(aShape,TopAbs_FACE);aExpFace.More();aExpFace.Next())" EOL "{ " EOL " TopoDS_Face aFace = TopoDS::Face(aExpFace.Current());" EOL " TopLoc_Location aLocation;" EOL EOL " // takes the triangulation of the face aFace:" EOL " Handle_Poly_Triangulation aTr = BRep_Tool::Triangulation(aFace,aLocation);" EOL EOL " if(!aTr.IsNull()) // if this triangulation is not NULL" EOL " { " EOL " // takes the array of nodes for this triangulation:" EOL " const TColgp_Array1OfPnt& aNodes = aTr->Nodes();" EOL " // takes the array of triangles for this triangulation:" EOL " const Poly_Array1OfTriangle& triangles = aTr->Triangles();" EOL EOL " // create array of node points in absolute coordinate system" EOL " TColgp_Array1OfPnt aPoints(1, aNodes.Length());" EOL " for( Standard_Integer i = 1; i < aNodes.Length()+1; i++)" EOL " aPoints(i) = aNodes(i).Transformed(aLocation);" EOL EOL " // Takes the node points of each triangle of this triangulation." EOL " // takes a number of triangles:" EOL " Standard_Integer nnn = aTr->NbTriangles();" EOL " Standard_Integer nt,n1,n2,n3;" EOL " for( nt = 1 ; nt < nnn+1 ; nt++)" EOL " {" EOL " // takes the node indices of each triangle in n1,n2,n3:" EOL " triangles(nt).Get(n1,n2,n3);" EOL " // takes the node points:" EOL " gp_Pnt aPnt1 = aPoints(n1);" EOL " gp_Pnt aPnt2 = aPoints(n2);" EOL " gp_Pnt aPnt3 = aPoints(n3);" EOL " } " EOL EOL " // Takes the polygon associated to an edge." EOL " aExpEdge.Init(aFace,TopAbs_EDGE);" EOL " TopoDS_Edge aEdge;" EOL " // for example,working with the first edge:" EOL " if(aExpEdge.More())" EOL " aEdge = TopoDS::Edge(aExpEdge.Current());" EOL EOL " if(!aEdge.IsNull()) // if this edge is not NULL" EOL " {" EOL " // takes the polygon associated to the edge aEdge:" EOL " Handle_Poly_PolygonOnTriangulation aPol = " EOL " BRep_Tool::PolygonOnTriangulation(aEdge,aTr,aEdge.Location());" EOL EOL " if(!aPol.IsNull()) // if this polygon is not NULL" EOL " // takes the array of nodes for this polygon" EOL " // (indexes in the array of nodes for triangulation of theFace):" EOL " const TColStd_Array1OfInteger& aNodesOfPol = aPol->Nodes();" EOL " }" EOL " }" EOL "}" EOL EOL "//==================================================" EOL EOL ; aText += " Result with deflection = "; aText += TCollection_AsciiString(aDeflection); aText += " :" EOL; GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText); // setResultText(aText.ToCString()); //========================================================================== BRepTools::Clean(aShape); BRepMesh::Mesh(aShape,aDeflection); BRep_Builder aBuilder,aBuild1,aBuild2; TopoDS_Compound aCompound,aComp1,aComp2; aBuilder.MakeCompound(aCompound); aBuild1.MakeCompound(aComp1); aBuild2.MakeCompound(aComp2); TopTools_SequenceOfShape aVertices; Standard_Integer aCount = 0; Standard_Integer aNumOfNodes = 0; Standard_Integer aNumOfTriangles = 0; Handle_AIS_InteractiveObject aShowEdge,aShowFace,aShowShape; TopExp_Explorer aExpFace,aExpEdge; for(aExpFace.Init(aShape,TopAbs_FACE);aExpFace.More();aExpFace.Next()) { aCount++; TopoDS_Face aFace = TopoDS::Face(aExpFace.Current()); TopLoc_Location aLocation; Handle_Poly_Triangulation aTr = BRep_Tool::Triangulation(aFace,aLocation); if(!aTr.IsNull()) { const TColgp_Array1OfPnt& aNodes = aTr->Nodes(); aNumOfNodes += aTr->NbNodes(); Standard_Integer aLower = aNodes.Lower(); Standard_Integer anUpper = aNodes.Upper(); const Poly_Array1OfTriangle& triangles = aTr->Triangles(); aNumOfTriangles += aTr->NbTriangles(); if(aCount == aNumOfFace) { Standard_Integer aNbOfNodesOfFace = aTr->NbNodes(); Standard_Integer aNbOfTrianglesOfFace = aTr->NbTriangles(); aExpEdge.Init(aFace,TopAbs_EDGE); TopoDS_Edge aEdge; for( Standard_Integer i = 0; aExpEdge.More() && i < aNumOfEdge ; aExpEdge.Next(), i++) aEdge = TopoDS::Edge(aExpEdge.Current()); if(!aEdge.IsNull()) { Handle_Poly_PolygonOnTriangulation aPol = BRep_Tool::PolygonOnTriangulation(aEdge,aTr,aEdge.Location()); if(!aPol.IsNull()) { const TColStd_Array1OfInteger& aNodesOfPol = aPol->Nodes(); Standard_Integer aNbOfNodesOfEdge = aPol->NbNodes(); aText += "Number of nodes of the edge = "; aText += TCollection_AsciiString(aNbOfNodesOfEdge) + EOL; aText += "Number of nodes of the face = "; aText += TCollection_AsciiString(aNbOfNodesOfFace) + EOL; aText += "Number of triangles of the face = "; aText += TCollection_AsciiString(aNbOfTrianglesOfFace) + EOL; GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText); // setResultText(aText.ToCString()); Standard_Integer aLower = aNodesOfPol.Lower(), anUpper = aNodesOfPol.Upper(); for( int i = aLower; i < anUpper ; i++) { gp_Pnt aPnt1 = aNodes(aNodesOfPol(i)).Transformed(aLocation); gp_Pnt aPnt2 = aNodes(aNodesOfPol(i+1)).Transformed(aLocation); TopoDS_Vertex aVertex1 = BRepBuilderAPI_MakeVertex (aPnt1); TopoDS_Vertex aVertex2 = BRepBuilderAPI_MakeVertex (aPnt2); if(!aVertex1.IsNull() && !aVertex2.IsNull() && // if vertices are "alive" !BRep_Tool::Pnt(aVertex1).IsEqual( BRep_Tool::Pnt(aVertex2),Precision::Confusion())) // if they are different { aEdge = BRepBuilderAPI_MakeEdge (aVertex1,aVertex2); aBuild2.Add(aComp2,aVertex1); if(!aEdge.IsNull()) aBuild2.Add(aComp2,aEdge); if(i == anUpper-1) aBuild2.Add(aComp2,aVertex2); } } getAISContext()->EraseAll(); aShowShape = drawShape(aShape); if(WAIT_A_SECOND) return; aShowEdge = drawShape(aComp2,Quantity_NOC_GREEN); getAISContext()->Erase(aShowShape); if(WAIT_A_SECOND) return; } } } TopTools_DataMapOfIntegerShape aEdges; TopTools_SequenceOfShape aVertices; for( Standard_Integer i = 1; i < aNodes.Length()+1; i++) { gp_Pnt aPnt = aNodes(i).Transformed(aLocation); TopoDS_Vertex aVertex = BRepBuilderAPI_MakeVertex(aPnt); if(!aVertex.IsNull()) { aBuilder.Add(aCompound,aVertex); if(aCount == aNumOfFace ) aBuild1.Add(aComp1,aVertex); aVertices.Append(aVertex); } } Standard_Integer nnn = aTr->NbTriangles(); Standard_Integer nt,n1,n2,n3; for( nt = 1 ; nt < nnn+1 ; nt++) { triangles(nt).Get(n1,n2,n3); Standard_Integer key[3]; TopoDS_Vertex aV1,aV2; key[0] = _key(n1, n2); if(!aEdges.IsBound(key[0])) { aV1 = TopoDS::Vertex(aVertices(n1)); aV2 = TopoDS::Vertex(aVertices(n2)); if(!aV1.IsNull() && !aV2.IsNull() && !BRep_Tool::Pnt(aV1).IsEqual(BRep_Tool::Pnt(aV2),Precision::Confusion())) { TopoDS_Edge aEdge = BRepBuilderAPI_MakeEdge (aV1,aV2); if(!aEdge.IsNull()) { aEdges.Bind(key[0], aEdge); aBuilder.Add(aCompound,aEdges(key[0])); if(aCount == aNumOfFace) aBuild1.Add(aComp1,aEdges(key[0])); } } } key[1] = _key(n2,n3); if(!aEdges.IsBound(key[1])) { aV1 = TopoDS::Vertex(aVertices(n2)); aV2 = TopoDS::Vertex(aVertices(n3)); if(!aV1.IsNull() && !aV2.IsNull() && !BRep_Tool::Pnt(aV1).IsEqual(BRep_Tool::Pnt(aV2),Precision::Confusion())) { TopoDS_Edge aEdge = BRepBuilderAPI_MakeEdge (aV1,aV2); if(!aEdge.IsNull()) { aEdges.Bind(key[1],aEdge); aBuilder.Add(aCompound,aEdges(key[1])); if(aCount == aNumOfFace) aBuild1.Add(aComp1,aEdges(key[1])); } } } key[2] = _key(n3,n1); if(!aEdges.IsBound(key[2])) { aV1 = TopoDS::Vertex(aVertices(n3)); aV2 = TopoDS::Vertex(aVertices(n1)); if(!aV1.IsNull() && !aV2.IsNull() && !BRep_Tool::Pnt(aV1).IsEqual(BRep_Tool::Pnt(aV2),Precision::Confusion())) { TopoDS_Edge aEdge = BRepBuilderAPI_MakeEdge (aV1,aV2); if(!aEdge.IsNull()) { aEdges.Bind(key[2],aEdge); aBuilder.Add(aCompound,aEdges(key[2])); if(aCount == aNumOfFace) aBuild1.Add(aComp1,aEdges(key[2])); } } } } if(aCount == aNumOfFace) { aShowFace = drawShape(aComp1,Quantity_NOC_GREEN); getAISContext()->Erase(aShowEdge); } } else { aText += "Can't compute a triangulation on face "; aText += TCollection_AsciiString(aCount) + EOL; GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText); // setResultText(aText.ToCString()); } } aText += "Number of nodes of the shape = "; aText += TCollection_AsciiString(aNumOfNodes) + EOL; aText += "Number of triangles of the shape = "; aText += TCollection_AsciiString(aNumOfTriangles) + EOL EOL; GetDocument()->PocessTextInDialog("Compute the triangulation on a shape", aText); // setResultText(aText.ToCString()); if(WAIT_A_SECOND) return; drawShape(aCompound,Quantity_NOC_GREEN); getAISContext()->Erase(aShowFace); }
void Blob::draw() { ofPushStyle(); ofSetColor(0,0,0, 55); drawShape(); ofPopStyle(); }
void ofxShapes :: drawSelectedShapeFill( ofxShapesItem *shape ) { ofFill(); ofSetColor( 200, 200, 200 ); drawShape( shape ); }
void ofxShapes :: drawSelectedShapeStroke( ofxShapesItem *shape ) { ofNoFill(); ofSetColor( 0, 0, 255 ); drawShape( shape ); }
void Rectangle::drawShape() const { drawShape(width, height); }
void Orbit::draw() { ofPushStyle(); //for safety in terms of drawing, and not messing up anyone elses code ofBackground(0); //set to black (0 brightness) ofFill(); int colorIndex = Settings::getInstance()->settings["fgColor"]; if(colorIndex==20) { ofSetHexColor(0xFFFFFF); } else { ofSetHexColor(ColorPicker::colors[colorIndex]); } switch (mode) { case 0: if (shapeOnScreen) { drawShape(currentShapeType, centreOfBigShape, bigShapeRadius); //using the new MagicShapes.h file } break; case 1: if(numberOfShapes > 0){ if(colorIndex==20) { ofSetColor(shapesColour); } else { ofSetHexColor(ColorPicker::colors[colorIndex]); } ofVec2f currentShapePosition = startOfShapes; for(int i=0; i< numberOfShapes; i++){ drawShape(currentShapeType, currentShapePosition, shapesRadius); currentShapePosition = currentShapePosition.getRotatedRad(radiansPerShape, centreOfBigShape); } }else{ if(colorIndex==20) { ofSetColor(bigShapeColour); } else { ofSetHexColor(ColorPicker::colors[colorIndex]); } drawShape(currentShapeType, centreOfBigShape, bigShapeRadius); } break; case 2: if(numberOfShapes > 0){ if(colorIndex==20) { ofSetColor(shapesColour); } else { ofSetHexColor(ColorPicker::colors[colorIndex]); } ofVec2f currentShapePosition = startOfShapes; for(int i=0; i< numberOfShapes; i++){ drawShape(currentShapeType, currentShapePosition, shapesRadius); currentShapePosition = currentShapePosition.getRotatedRad(radiansPerShape, centreOfBigShape); } if(numberOfMiddleShapes > 0){ currentShapePosition = startOfMiddleShapes; for(int i=0; i< numberOfMiddleShapes; i++){ drawShape(currentShapeType, currentShapePosition, shapesRadius); currentShapePosition = currentShapePosition.getRotatedRad(radiansPerMiddleShape, centreOfBigShape); } } if(numberOfInnerShapes > 0){ currentShapePosition = startOfInnerShapes; for(int i=0; i< numberOfInnerShapes; i++){ drawShape(currentShapeType, currentShapePosition, shapesRadius); currentShapePosition = currentShapePosition.getRotatedRad(radiansPerInnerShape, centreOfBigShape); } } }else{ if(colorIndex==20) { ofSetColor(bigShapeColour); } else { ofSetHexColor(ColorPicker::colors[colorIndex]); } drawShape(currentShapeType, centreOfBigShape, bigShapeRadius); } break; //nothing for the most complicated version yet... default: break; } ofPopStyle(); //pop back what was there before }
/* * Implementation of move */ void moveShape(Shape *s, int x, int y) { eraseShape( s ); s->x_pos = x; s->y_pos = y; drawShape( s ); }
void drawCylinder(void) { drawShape(&cylData); }
void shape::draw(bool selected) { //Ensure we're in the correct mode for drawing glMatrixMode(GL_MODELVIEW); //In order to translate only this shape, we need to push and pop the current matrix glPushMatrix(); //Translate the shape so that its centre is in the right location glTranslated(mXCentre, mYCentre, 0.0); // glPushMatrix(); //glPushMatrix(); QMatrix4x4 myMat4(myMat); glMultTransposeMatrixf(myMat4.data()); //glPopMatrix(); //glPopMatrix(); //This might be a good place to add other transformations //(Here's an example, the identity matrix) /* GLdouble matrix[4][4]; matrix[0][0] = 1; matrix[0][1] = 0; matrix[0][2] = 0; matrix[0][3] = 0; matrix[1][0] = 0; matrix[1][1] = 1; matrix[1][2] = 0; matrix[1][3] = 0; matrix[2][0] = 0; matrix[2][1] = 0; matrix[2][2] = 1; matrix[2][3] = 0; matrix[3][0] = 0; matrix[3][1] = 0; matrix[3][2] = 0; matrix[3][3] = 1; glMultMatrixd(&matrix[0][0]); */ //Set the colour glColor3f(mNormalColour.redF(), mNormalColour.greenF(), mNormalColour.blueF()); //Draw the actual shape glBegin(GL_POLYGON); drawShape(); glEnd(); //If it's selected, draw a highlight if(selected) { glColor3f(mSelectedColour.redF(), mSelectedColour.greenF(), mSelectedColour.blueF()); const float lineWidth = 3.0; glLineWidth(lineWidth); glBegin(GL_LINE_LOOP); drawShape(); glEnd(); } //Restore the original matrix glPopMatrix(); }
//-------------------------------------------------------------------- // render() //-------------------------------------------------------------------- U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy ) { stop_glerror(); U32 triangle_count = 0; //---------------------------------------------------------------- // ignore invisible objects //---------------------------------------------------------------- if ( mValid ) { //---------------------------------------------------------------- // if object is transparent, defer it, otherwise // give the joint subclass a chance to draw itself //---------------------------------------------------------------- if ( is_dummy ) { triangle_count += drawShape( pixelArea, first_pass, is_dummy ); } else if (LLPipeline::sShadowRender) { triangle_count += drawShape(pixelArea, first_pass, is_dummy ); } else if ( isTransparent() && !LLPipeline::sReflectionRender) { // Hair and Skirt if ((pixelArea > MIN_PIXEL_AREA_3PASS_HAIR)) { // render all three passes LLGLDisable cull(GL_CULL_FACE); // first pass renders without writing to the z buffer { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); triangle_count += drawShape( pixelArea, first_pass, is_dummy ); } // second pass writes to z buffer only gGL.setColorMask(false, false); { triangle_count += drawShape( pixelArea, FALSE, is_dummy ); } // third past respects z buffer and writes color gGL.setColorMask(true, false); { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); triangle_count += drawShape( pixelArea, FALSE, is_dummy ); } } else { // Render Inside (no Z buffer write) glCullFace(GL_FRONT); { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); triangle_count += drawShape( pixelArea, first_pass, is_dummy ); } // Render Outside (write to the Z buffer) glCullFace(GL_BACK); { triangle_count += drawShape( pixelArea, FALSE, is_dummy ); } } } else { // set up render state triangle_count += drawShape( pixelArea, first_pass ); } } //---------------------------------------------------------------- // render children //---------------------------------------------------------------- for (child_list_t::iterator iter = mChildren.begin(); iter != mChildren.end(); ++iter) { LLViewerJoint* joint = (LLViewerJoint*)(*iter); F32 jointLOD = joint->getLOD(); if (pixelArea >= jointLOD || sDisableLOD) { triangle_count += joint->render( pixelArea, TRUE, is_dummy ); if (jointLOD != DEFAULT_LOD) { break; } } } return triangle_count; }
// this is able to handle multiple weapon graphics now // removed mountRotation,they get such stuff from psObj directly now static bool displayCompObj(DROID *psDroid, bool bButton, const glm::mat4 &viewMatrix) { iIMDShape *psMoveAnim, *psStillAnim; SDWORD iConnector; PROPULSION_STATS *psPropStats; SDWORD pieFlag, iPieData; PIELIGHT brightness; UDWORD colour; UBYTE i; bool didDrawSomething = false; glm::mat4 modelMatrix(1.f); if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC / 4 && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused()) { colour = getPlayerColour(rand() % MAX_PLAYERS); } else { colour = getPlayerColour(psDroid->player); } /* get propulsion stats */ psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION]; ASSERT_OR_RETURN(didDrawSomething, psPropStats != nullptr, "invalid propulsion stats pointer"); //set pieflag for button object or ingame object if (bButton) { pieFlag = pie_BUTTON; brightness = WZCOL_WHITE; } else { pieFlag = pie_SHADOW; brightness = pal_SetBrightness(psDroid->illumination); // NOTE: Beware of transporters that are offscreen, on a mission! We should *not* be checking tiles at this point in time! if (!isTransporter(psDroid) && !missionIsOffworld()) { MAPTILE *psTile = worldTile(psDroid->pos.x, psDroid->pos.y); if (psTile->jammerBits & alliancebits[psDroid->player]) { pieFlag |= pie_ECM; } } } /* set default components transparent */ if (psDroid->asBits[COMP_PROPULSION] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { iPieData = 0; } if (!bButton && psPropStats->propulsionType == PROPULSION_TYPE_PROPELLOR) { // FIXME: change when adding submarines to the game modelMatrix *= glm::translate(glm::vec3(0.f, -world_coord(1) / 2.3f, 0.f)); } iIMDShape *psShapeProp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid)); if (psShapeProp) { if (pie_Draw3DShape(psShapeProp, 0, colour, brightness, pieFlag, iPieData, viewMatrix * modelMatrix)) { didDrawSomething = true; } } /* set default components transparent */ if (psDroid->asBits[COMP_BODY] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { pieFlag &= ~pie_TRANSLUCENT; iPieData = 0; } /* Get the body graphic now*/ iIMDShape *psShapeBody = BODY_IMD(psDroid, psDroid->player); if (psShapeBody) { iIMDShape *strImd = psShapeBody; if (psDroid->droidType == DROID_PERSON) { modelMatrix *= glm::scale(glm::vec3(.75f)); // FIXME - hideous....!!!! } if (strImd->objanimpie[psDroid->animationEvent]) { strImd = psShapeBody->objanimpie[psDroid->animationEvent]; } glm::mat4 viewModelMatrix = viewMatrix * modelMatrix; while (strImd) { if (drawShape(psDroid, strImd, colour, brightness, pieFlag, iPieData, viewModelMatrix)) { didDrawSomething = true; } strImd = strImd->next; } } /* Render animation effects based on movement or lack thereof, if any */ psMoveAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppMoveIMDList[psDroid->asBits[COMP_PROPULSION]]; psStillAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppStillIMDList[psDroid->asBits[COMP_PROPULSION]]; glm::mat4 viewModelMatrix = viewMatrix * modelMatrix; if (!bButton && psMoveAnim && psDroid->sMove.Status != MOVEINACTIVE) { if (pie_Draw3DShape(psMoveAnim, getModularScaledGraphicsTime(psMoveAnim->animInterval, psMoveAnim->numFrames), colour, brightness, pie_ADDITIVE, 200, viewModelMatrix)) { didDrawSomething = true; } } else if (!bButton && psStillAnim) // standing still { if (pie_Draw3DShape(psStillAnim, getModularScaledGraphicsTime(psStillAnim->animInterval, psStillAnim->numFrames), colour, brightness, 0, 0, viewModelMatrix)) { didDrawSomething = true; } } //don't change the screen coords of an object if drawing it in a button if (!bButton) { /* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */ calcScreenCoords(psDroid, viewModelMatrix); } /* set default components transparent */ if (psDroid->asWeaps[0].nStat == 0 && psDroid->asBits[COMP_SENSOR] == 0 && psDroid->asBits[COMP_ECM] == 0 && psDroid->asBits[COMP_BRAIN] == 0 && psDroid->asBits[COMP_REPAIRUNIT] == 0 && psDroid->asBits[COMP_CONSTRUCT] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { pieFlag &= ~pie_TRANSLUCENT; iPieData = 0; } if (psShapeBody && psShapeBody->nconnectors) { /* vtol weapons attach to connector 2 (underneath); * all others to connector 1 */ /* VTOL's now skip the first 5 connectors(0 to 4), VTOL's use 5,6,7,8 etc now */ if (psPropStats->propulsionType == PROPULSION_TYPE_LIFT && psDroid->droidType == DROID_WEAPON) { iConnector = VTOL_CONNECTOR_START; } else { iConnector = 0; } switch (psDroid->droidType) { case DROID_DEFAULT: case DROID_TRANSPORTER: case DROID_SUPERTRANSPORTER: case DROID_CYBORG: case DROID_CYBORG_SUPER: case DROID_WEAPON: case DROID_COMMAND: // command droids have a weapon to store all the graphics /* Get the mounting graphic - we've already moved to the right position Allegedly - all droids will have a mount graphic so this shouldn't fall on it's arse......*/ /* Double check that the weapon droid actually has any */ for (i = 0; i < psDroid->numWeaps; i++) { if ((psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT) && psShapeBody->connectors) { Rotation rot = getInterpolatedWeaponRotation(psDroid, i, graphicsTime); glm::mat4 localModelMatrix = modelMatrix; //to skip number of VTOL_CONNECTOR_START ground unit connectors if (iConnector < VTOL_CONNECTOR_START) { localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[i].xzy())); } else { localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[iConnector + i].xzy())); } localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f)); /* vtol weapons inverted */ if (iConnector >= VTOL_CONNECTOR_START) { //this might affect gun rotation localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f)); } /* Get the mount graphic */ iIMDShape *psShape = WEAPON_MOUNT_IMD(psDroid, i); int recoilValue = getRecoil(psDroid->asWeaps[i]); localModelMatrix *= glm::translate(glm::vec3(0.f, 0.f, recoilValue / 3.f)); /* Draw it */ if (psShape) { if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix)) { didDrawSomething = true; } } localModelMatrix *= glm::translate(glm::vec3(0, 0, recoilValue)); /* translate for weapon mount point */ if (psShape && psShape->nconnectors) { localModelMatrix *= glm::translate(glm::vec3(psShape->connectors->xzy())); } /* vtol weapons inverted */ if (iConnector >= VTOL_CONNECTOR_START) { //pitch the barrel down localModelMatrix *= glm::rotate(UNDEG(-rot.pitch), glm::vec3(1.f, 0.f, 0.f)); } else { //pitch the barrel up localModelMatrix *= glm::rotate(UNDEG(rot.pitch), glm::vec3(1.f, 0.f, 0.f)); } /* Get the weapon (gun?) graphic */ psShape = WEAPON_IMD(psDroid, i); // We have a weapon so we draw it and a muzzle flash from weapon connector if (psShape) { glm::mat4 localViewModelMatrix = viewMatrix * localModelMatrix; if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, localViewModelMatrix)) { didDrawSomething = true; } drawMuzzleFlash(psDroid->asWeaps[i], psShape, MUZZLE_FLASH_PIE(psDroid, i), brightness, pieFlag, iPieData, localViewModelMatrix); } } } break; case DROID_SENSOR: case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: case DROID_ECM: case DROID_REPAIR: case DROID_CYBORG_REPAIR: { Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime); iIMDShape *psShape = nullptr; iIMDShape *psMountShape = nullptr; switch (psDroid->droidType) { default: ASSERT(false, "Bad component type"); break; case DROID_SENSOR: psMountShape = SENSOR_MOUNT_IMD(psDroid, psDroid->player); /* Get the sensor graphic, assuming it's there */ psShape = SENSOR_IMD(psDroid, psDroid->player); break; case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: psMountShape = CONSTRUCT_MOUNT_IMD(psDroid, psDroid->player); /* Get the construct graphic assuming it's there */ psShape = CONSTRUCT_IMD(psDroid, psDroid->player); break; case DROID_ECM: psMountShape = ECM_MOUNT_IMD(psDroid, psDroid->player); /* Get the ECM graphic assuming it's there.... */ psShape = ECM_IMD(psDroid, psDroid->player); break; case DROID_REPAIR: case DROID_CYBORG_REPAIR: psMountShape = REPAIR_MOUNT_IMD(psDroid, psDroid->player); /* Get the Repair graphic assuming it's there.... */ psShape = REPAIR_IMD(psDroid, psDroid->player); break; } /* Get the mounting graphic - we've already moved to the right position Allegedly - all droids will have a mount graphic so this shouldn't fall on it's arse......*/ //sensor and cyborg and ecm uses connectors[0] glm::mat4 localModelMatrix = modelMatrix; /* vtol weapons inverted */ if (iConnector >= VTOL_CONNECTOR_START) { //this might affect gun rotation localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f)); } localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[0].xzy())); localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f)); /* Draw it */ if (psMountShape) { if (pie_Draw3DShape(psMountShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix)) { didDrawSomething = true; } } /* translate for construct mount point if cyborg */ if (cyborgDroid(psDroid) && psMountShape && psMountShape->nconnectors) { localModelMatrix *= glm::translate(glm::vec3(psMountShape->connectors[0].xzy())); } /* Draw it */ if (psShape) { if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix)) { didDrawSomething = true; } // In repair droid case only: if ((psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR) && psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR) { Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime); localModelMatrix *= glm::translate(glm::vec3(psShape->connectors[0].xzy())); localModelMatrix *= glm::translate(glm::vec3(0.f, -20.f, 0.f)); psShape = getImdFromIndex(MI_FLAME); /* Rotate for droid */ localModelMatrix *= glm::rotate(UNDEG(st.rot.direction), glm::vec3(0.f, 1.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-st.rot.pitch), glm::vec3(1.f, 0.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-st.rot.roll), glm::vec3(0.f, 0.f, 1.f)); //rotate Y localModelMatrix *= glm::rotate(UNDEG(rot.direction), glm::vec3(0.f, 1.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-player.r.y), glm::vec3(0.f, 1.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-player.r.x), glm::vec3(1.f, 0.f, 0.f)); if (pie_Draw3DShape(psShape, getModularScaledGraphicsTime(psShape->animInterval, psShape->numFrames), 0, brightness, pie_ADDITIVE, 140, viewMatrix * localModelMatrix)) { didDrawSomething = true; } // localModelMatrix *= glm::rotate(UNDEG(player.r.x), glm::vec3(1.f, 0.f, 0.f)); // Not used? // localModelMatrix *= glm::rotate(UNDEG(player.r.y), glm::vec3(0.f, 1.f, 0.f)); // Not used? } } break; } case DROID_PERSON: // no extra mounts for people break; default: ASSERT(!"invalid droid type", "Whoa! Weirdy type of droid found in drawComponentObject!!!"); break; } } /* set default components transparent */ if (psDroid->asBits[COMP_PROPULSION] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { pieFlag &= ~pie_TRANSLUCENT; iPieData = 0; } // now render the other propulsion side psShapeProp = (leftFirst ? getRightPropulsionIMD(psDroid) : getLeftPropulsionIMD(psDroid)); if (psShapeProp) { if (pie_Draw3DShape(psShapeProp, 0, colour, brightness, pieFlag, iPieData, viewModelMatrix)) // Safe to use viewModelMatrix because modelView has not been changed since it was calculated { didDrawSomething = true; } } return didDrawSomething; }
void drawCube(void) { drawShape(&cubeData); }
void drawSphere(void) { drawShape(&sphereData); }
//================================================================ // Function : TexturesExt_Presentation::sampleKitchen // Purpose : kitchen with texturized items in it. //================================================================ void TexturesExt_Presentation::sampleKitchen() { TopoDS_Shape aShape; if (!loadShape(aShape, "Kitchen\\Room.brep")) return; gp_Trsf aTrsf; gp_Ax3 NewCoordSystem (gp_Pnt(-1,-1, -1),gp_Dir(0,0,1)); gp_Ax3 CurrentCoordSystem(gp_Pnt(0,0,0),gp_Dir(0,0,1)); aTrsf.SetDisplacement(CurrentCoordSystem, NewCoordSystem); aShape.Location(TopLoc_Location(aTrsf)); moveScale(aShape); // draw kitchen room whithout one wall (to better see the insides) TopTools_IndexedMapOfShape aFaces; TopExp::MapShapes(aShape, TopAbs_FACE, aFaces); Standard_Integer nbFaces = aFaces.Extent(); // create a wooden kitchen floor // the floor's face will be textured with texture from chataignier.gif DISP(Texturize(aFaces(5),"plancher.gif",1,1,2,1)); // texturize other faces of the room with texture from wallpaper.gif (walls) DISP(Texturize(aFaces(1),"wallpaper.gif",1,1,8,6)); DISP(Texturize(aFaces(3),"wallpaper.gif",1,1,8,6)); DISP(Texturize(aFaces(4),"wallpaper.gif",1,1,8,6)); // DISP(drawShape(aFaces(1), Quantity_NOC_LIGHTPINK, Standard_False)); // DISP(drawShape(aFaces(3), Quantity_NOC_LIGHTPINK, Standard_False)); // DISP(drawShape(aFaces(4), Quantity_NOC_LIGHTPINK, Standard_False)); // texturize furniture items with "wooden" texture if (loadShape(aShape, "Kitchen\\MODERN_Table_1.brep")) { moveScale(aShape); DISP(Texturize(aShape, "chataignier.gif")); } if (loadShape(aShape, "Kitchen\\MODERN_Chair_1.brep")) { moveScale(aShape); DISP(Texturize(aShape, "chataignier.gif")); } if (loadShape(aShape, "Kitchen\\MODERN_Cooker_1.brep")) { moveScale(aShape); aFaces.Clear(); TopExp::MapShapes(aShape, TopAbs_FACE, aFaces); nbFaces = aFaces.Extent(); for (Standard_Integer i = 1; i <= nbFaces; i++) { if (i >= 59) DISP(drawShape(aFaces(i), Graphic3d_NOM_STEEL, Standard_False)); else if (i >= 29) DISP(drawShape(aFaces(i), Graphic3d_NOM_ALUMINIUM, Standard_False)); else if (i == 28) DISP(Texturize(aFaces(i), "cookerplate.gif")); else DISP(Texturize(aFaces(i), "chataignier.gif")); } } if (loadShape(aShape, "Kitchen\\MODERN_Cooker_1_opened.brep")) { moveScale(aShape); DISP(Texturize(aShape, "chataignier.gif")); } if (loadShape(aShape, "Kitchen\\MODERN_Exhaust_1.brep")) { moveScale(aShape); DISP(drawShape(aShape, Graphic3d_NOM_STONE, Standard_False)); } if (loadShape(aShape, "Kitchen\\MODERN_MVCooker_1.brep")) { moveScale(aShape); DISP(drawShape(aShape, Graphic3d_NOM_SILVER, Standard_False)); } if (loadShape(aShape, "Kitchen\\MODERN_MVCooker_1_opened.brep")) { moveScale(aShape); DISP(drawShape(aShape, Graphic3d_NOM_SILVER, Standard_False)); } if (loadShape(aShape, "Kitchen\\MODERN_Sink_1.brep")) { moveScale(aShape); aFaces.Clear(); TopExp::MapShapes(aShape, TopAbs_FACE, aFaces); nbFaces = aFaces.Extent(); for (Standard_Integer i = 1; i <= nbFaces; i++) { if (i < 145) DISP(drawShape(aFaces(i), Graphic3d_NOM_ALUMINIUM, Standard_False)); else if (i == 145) DISP(Texturize(aFaces(i), "cookerplate.gif")); else DISP(Texturize(aFaces(i), "chataignier.gif")); } } if (loadShape(aShape, "Kitchen\\MODERN_Sink_1_opened.brep")) { moveScale(aShape); DISP(Texturize(aShape, "chataignier.gif")); } if (loadShape(aShape, "Kitchen\\MODERN_Refrigerator_1.brep")) { moveScale(aShape); DISP(drawShape(aShape, Graphic3d_NOM_CHROME, Standard_False)); } if (loadShape(aShape, "Kitchen\\MODERN_Refrigerator_1_opened.brep")) { moveScale(aShape); DISP(drawShape(aShape, Graphic3d_NOM_CHROME, Standard_False)); } getViewer()->Update(); }
void ScreenWidget::paintGL(){ glClear(GL_COLOR_BUFFER_BIT); drawShape(); }