示例#1
0
文件: Drawing.cpp 项目: karkin96/IU9
void drawEllipseO(Vec3f *points, Vec2f *texels, Vec3f normal, size_t partition, float time) {
	Vec3f O_(bezueFunction(points[0], time));
	Vec3f curPoint;
	if (scene.texture_enabled) {
		glBegin(GL_TRIANGLE_FAN);
		if (!scene.optimization.optimize_lighting || (scene.optimization.optimize_lighting && scene.lighting_enabled))
			glNormal3fv(&normal.x);
		glTexCoord2fv(&texels[0].x);
		glVertex3fv(&O_.x);
		for (int i = 1; i < partition; i++) {
			curPoint = bezueFunction(points[i], time);
			glTexCoord2fv(&texels[i].x);
			glVertex3fv(&curPoint.x);
		}

		curPoint = bezueFunction(points[0], time);
		glTexCoord2fv(&texels[partition].x);
		glVertex3fv(&curPoint.x);
		glEnd();
	}
	else {
		glBegin(GL_TRIANGLE_FAN);
		if (!scene.optimization.optimize_lighting || scene.optimization.optimize_lighting && scene.lighting_enabled)
			glNormal3fv(&normal.x);
		glVertex3fv(&O_.x);
		for (int i = 1; i < partition; i++) {
			curPoint = bezueFunction(points[i], time);
			glVertex3fv(&curPoint.x);
		}
		curPoint = bezueFunction(points[0], time);
		glVertex3fv(&curPoint.x);
		glEnd();
	}
}
示例#2
0
ut64 wind_get_target_base (WindCtx *ctx) {
	ut64 ppeb;
	ut64 base = 0;

	if (!ctx || !ctx->io_ptr || !ctx->syncd || !ctx->target)
		return 0;

	if (!wind_va_to_pa(ctx, ctx->target->peb, &ppeb))
		return 0;

	if (!wind_read_at_phys (ctx, (uint8_t *)&base,
		ppeb + O_(P_ImageBaseAddress), 4 << ctx->is_x64))
		return 0;

	return base;
}
示例#3
0
文件: Drawing.cpp 项目: karkin96/IU9
void drawEllipse(Vec3f *points, Vec2f *texels, Vec3f normal, size_t partition, float time) {
	Vec3f O_(bezueFunction(points[0], time));
	Vec3f curPoint;
	glBegin(GL_TRIANGLE_FAN);
		glNormal3f(normal.x, normal.y, normal.z);

		glTexCoord2f(texels[0].x, texels[0].y);
		glVertex3f(O_.x, O_.y, O_.z);
		for (int i = 1; i < partition; i++) {
			curPoint = bezueFunction(points[i], time);
			glTexCoord2f(texels[i].x, texels[i].y);	
			glVertex3f(curPoint.x, curPoint.y, curPoint.z);
		}

		curPoint = bezueFunction(points[0], time);
		glTexCoord2f(texels[partition].x, texels[partition].y);
		glVertex3f(curPoint.x, curPoint.y, curPoint.z);
	glEnd();
}