Пример #1
0
void draw_flame_4_map(struct buffer_for_gl *gl_buf, int iflag_write_ps){
	int i, j, nd, inum, ierr;
	double rtp_flame[6], d_map_flame[4], f_color[4];
	
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glVertexPointer(ITWO, GL_FLOAT, IZERO, gl_buf->xy);
	glColorPointer(IFOUR, GL_FLOAT, IZERO, gl_buf->rgba);
	
	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
	glEnable(GL_LINE_STIPPLE);
	glLineStipple(1,0x3333);
    if (iflag_write_ps == ON) {ierr = gl2psEnable(GL2PS_LINE_STIPPLE);};
	
	set_black_color_c(f_color);
	
	inum = 0;
	rtp_flame[0] = ONE;
	rtp_flame[3] = ONE;
	for(j=0; j<NUM_P+1; j++){
		rtp_flame[2] = phi_p_grid[j];
		rtp_flame[5] = phi_p_grid[j];
		for(i=0; i<N_CURVE; i++){
			rtp_flame[1] = theta_p_grid[i];
			rtp_flame[4] = theta_p_grid[i+1];
			
			aitoff_c(ITWO, rtp_flame, d_map_flame);
			gl_buf->xy[ITWO*inum  ][0] = d_map_flame[0];
			gl_buf->xy[ITWO*inum  ][1] = d_map_flame[1];
			gl_buf->xy[ITWO*inum+1][0] = d_map_flame[2];
			gl_buf->xy[ITWO*inum+1][1] = d_map_flame[3];
			inum = inum + 1;
		}
	}
	
	for(j=0; j<NUM_T-1; j++){
		rtp_flame[1] = theta_t_grid[j] ;
		rtp_flame[4] = theta_t_grid[j];
		for(i=0; i<N_CURVE; i++){
			rtp_flame[2] = phi_t_grid[i];
			rtp_flame[5] = phi_t_grid[i+1];
			
			aitoff_c(ITWO, rtp_flame, d_map_flame);
			gl_buf->xy[ITWO*inum  ][0] = d_map_flame[0];
			gl_buf->xy[ITWO*inum  ][1] = d_map_flame[1];
			gl_buf->xy[ITWO*inum+1][0] = d_map_flame[2];
			gl_buf->xy[ITWO*inum+1][1] = d_map_flame[3];
			inum = inum + 1;
		}
	}
	for (j=0; j<ITWO*inum; j++) {
		for(nd=0;nd<4;nd++){gl_buf->rgba[j][nd] = f_color[nd];}
	}
	if(inum>0){glDrawArrays(GL_LINES, IZERO, (ITWO*inum));};
    
    if (iflag_write_ps == ON) {ierr = gl2psDisable(GL2PS_LINE_STIPPLE);};
	glDisable(GL_LINE_STIPPLE);
	
	
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);	
	return;
}
Пример #2
0
void extras()
{
  glColor3f(1., 0., 0.);

  glPointSize(1.);
  gl2psPointSize(1.);
  glBegin(GL_POINTS);
  glVertex3f(-1., 1.0, 0.);
  glEnd();

  glPointSize(3.);
  gl2psPointSize(3.);
  glBegin(GL_POINTS);
  glVertex3f(-0.8, 1.0, 0.);
  glEnd();

  glPointSize(5.);
  gl2psPointSize(5.);
  glBegin(GL_POINTS);
  glVertex3f(-0.6, 1.0, 0.);
  glEnd();

  glPointSize(7.);
  gl2psPointSize(7.);
  glBegin(GL_POINTS);
  glVertex3f(-0.4, 1.0, 0.);
  glEnd();

  glLineWidth(1.);
  gl2psLineWidth(1.);
  glBegin(GL_LINES);
  glVertex3f(-0.2, 1.05, 0.);
  glVertex3f(0.2, 1.05, 0.);
  glEnd();

  glEnable(GL_LINE_STIPPLE);
  glLineStipple(1, 0x087F);
  gl2psEnable(GL2PS_LINE_STIPPLE);
  glBegin(GL_LINES);
  glVertex3f(-0.2, 0.95, 0.);
  glVertex3f(0.2, 0.95, 0.);
  glEnd();
  glDisable(GL_LINE_STIPPLE);
  gl2psDisable(GL2PS_LINE_STIPPLE);

  glLineWidth(3.);
  gl2psLineWidth(3.);
  glBegin(GL_LINES);
  glVertex3f(0.4, 1.05, 0.);
  glVertex3f(0.8, 1.05, 0.);
  glEnd();

  glEnable(GL_LINE_STIPPLE);
  glLineStipple(2, 0x0F0F);
  /* glLineStipple(1, 0xAAAA); */
  gl2psEnable(GL2PS_LINE_STIPPLE);
  glBegin(GL_LINES);
  glVertex3f(0.4, 0.95, 0.);
  glVertex3f(0.8, 0.95, 0.);
  glEnd();
  glDisable(GL_LINE_STIPPLE);
  gl2psDisable(GL2PS_LINE_STIPPLE);

  glPointSize(1);
  gl2psPointSize(1);
  glLineWidth(1);
  gl2psLineWidth(1);
}
Пример #3
0
void  display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    printOpenGLError();

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    
    gluLookAt(m_camera.position.x, m_camera.position.y, m_camera.position.z,
        m_camera.lookat.x, m_camera.lookat.y, m_camera.lookat.z,
        m_camera.up.x, m_camera.up.y, m_camera.up.z);
    printOglError(0,0);
    
    if(true)
    {
        gl2psEnable(GL2PS_LINE_STIPPLE);

        if(!noxyz) 
            UIHelper::drawXYZ();
        
        glPolygonMode(GL_FRONT_AND_BACK, polygon_mode);
        glColor3f(0.1, 0.8, 0);
        
        UIHelper::drawBoundingBox(boxobj2);

        
        {
            mat4 rotateMatrix = rotateDeg == 0 ? mat4::Identity : mat4::GetRotate(rotateDeg, rotateAxis);
            mat4 translateMatrix = mat4::GetTranslate(translatePos);
            mat4 transformMatrix = translateMatrix * rotateMatrix;
            {
                mat4 indentity = mat4::Identity;
             
                //double tx = 1.51, ty = 0, tz = 0;
                double tx = translatePos.x, ty = translatePos.y, tz = translatePos.z;
                double m [16] = {
                    1.0, 0, 0, 0,
                    0.0, 1.0, 0, 0,
                    0.0, 0, 1.0, 0,
                    tx, ty, tz, 1.0
                };
                {
                    dtSelectObject(&object1);
                    dtLoadMatrixd(m);
                    //dtLoadIdentity();
                    //dtTranslate(tx, ty, tz);
                    if(dtTestPair(&object1, &object2)) 
                    //if(dtTest() > 0)
                        glColor3f(1.0, 0, 0);
                    else
                        glColor3f(0.1, 0.8, 0);
                }
            }
        }
        
        if(rotateDeg != 0)
            glRotatef(rotateDeg, rotateAxis.x, rotateAxis.y, rotateAxis.z);
        glTranslatef(translatePos.x, translatePos.y, translatePos.z);
        UIHelper::drawBoundingBox(boxobj1);
        gl2psDisable(GL2PS_LINE_STIPPLE);
     
    }else
    {
        glColor3f(1, 0, 1);
        glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE);
        glLineWidth(1.0); 
        GLUquadricObj *qobj = gluNewQuadric();
        gluSphere(qobj,3,16,16);
        glLineWidth(2.0);        
        UIHelper::drawNormals(normals, 3);
        glPointSize(5.0f);
        UIHelper::drawPoints(normals);
    }

    glPopMatrix();
    glFlush();

    if( finish_without_update )
        glFinish();
    else
        glutSwapBuffers();
}
Пример #4
0
static void display(void)
{
  unsigned int i;
  unsigned int N = 50;
  const char *help = "Press 's' to save image or 'q' to quit";

  glClearColor(0.3, 0.5, 0.8, 0.);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  /* draw a smooth-shaded torus */
  glPushMatrix();
  glRotatef(-60., 2., 0., 1.);
  glEnable(GL_LIGHTING);
  glutSolidTorus(0.3, 0.6, 30, 30);
  glDisable(GL_LIGHTING);
  glPopMatrix();


  /* draw three triangles on the same zplane and use polygon offset
     to order the layers: the grey triangle should be drawn on the
     middle layer */
  glEnable(GL_POLYGON_OFFSET_FILL);
  glPolygonOffset(1.0, 1.0);
  gl2psEnable(GL2PS_POLYGON_OFFSET_FILL);
  glColor3f(0.,0.,0.);
  glBegin(GL_TRIANGLES);
  glVertex3f(0.6, 0.8, 0);
  glVertex3f(0.8, 0.8, 0);
  glVertex3f(0.7, 0.92, 0);
  glEnd();

  glPolygonOffset(2.0, 2.0);
  gl2psEnable(GL2PS_POLYGON_OFFSET_FILL);
  glColor3f(1.,1.,1.);
  glBegin(GL_TRIANGLES);
  glVertex3f(0.7, 0.8, 0);
  glVertex3f(0.9, 0.8, 0);
  glVertex3f(0.8, 0.92, 0);
  glEnd();

  glPolygonOffset(1.5, 1.5);
  gl2psEnable(GL2PS_POLYGON_OFFSET_FILL);
  glColor3f(0.5,0.5,0.5);
  glBegin(GL_TRIANGLES);
  glVertex3f(0.65, 0.86, 0);
  glVertex3f(0.85, 0.86, 0);
  glVertex3f(0.75, 0.98, 0);
  glEnd();

  glDisable(GL_POLYGON_OFFSET_FILL);
  gl2psDisable(GL2PS_POLYGON_OFFSET_FILL);

  glColor3f(0.1,0.1,0.1);

  /* draw a stippled line with many small segments (this tests the
     ability of gl2ps to render lines using as few strokes as
     possible) */
  glEnable(GL_LINE_STIPPLE);
  glLineStipple(1, 0x087F);
  gl2psEnable(GL2PS_LINE_STIPPLE);
  glBegin(GL_LINE_STRIP);
  for(i = 0; i < N; i++)
    glVertex3f(-0.75 + 1.5 * (double)i/(double)(N - 1), 0.75, -0.9);
  glEnd();
  glDisable(GL_LINE_STIPPLE);
  gl2psDisable(GL2PS_LINE_STIPPLE);

  /* draw a text string */
  glRasterPos2d(-0.9,-0.9);
  gl2psText(help, "Times-Roman", 24);
  for (i = 0; i < strlen(help); i++)
    glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, help[i]);

  glFlush();
}