示例#1
0
/* nurb:EndCurve() -> nurb */
static int luaglu_end_curve(lua_State *L) 
{ 
  LuaGLUnurb *lnurb=luaglu_checknurb(L,1);
  gluEndCurve(lnurb->nurb);
  lua_pushvalue(L,1);
  return 1;
}
示例#2
0
void ReDraw(void)
{
	glColor3ub(0,0,220);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();

	glRotatef(330.0f, 1.0f,0.0f,0.0f);
	
	// 定义NURBS曲线
    gluBeginCurve(pNurb);
		gluNurbsCurve(pNurb,     // 定义NURBS对象
			8,                   // knot中的结点数目
			Knots,               // knots数组
			3,                   // 相邻两个曲线控制点之间的偏移量
			&ctrlPoints[0][0],   // 指向控制点数组的指针
			4,                   // 曲线的阶数
			GL_MAP1_VERTEX_3);   // 曲线的类型
	gluEndCurve(pNurb);
	
	DrawPoints();

	glPopMatrix();
	glutSwapBuffers();
}
示例#3
0
void display(void)
{
	char buffer[256];
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	/* keep in mind that `D` and `E` are simply pointers to the
	corresponding control points of `spline`. */
	for (i = 0; i < 3; i++) {
		D[i] = A[i] + t*v[i];
		E[i] = C[i] + t*w[i];
	}
	ts_bspline_set_control_points(&spline, ctrlp, NULL);

	/* draw spline */
	glColor3f(1.0, 1.0, 1.0);
	glLineWidth(3);
	gluBeginCurve(theNurb);
		gluNurbsCurve(
			theNurb, 
			(GLint)ts_bspline_num_knots(&spline),
			knots,
			(GLint)ts_bspline_dimension(&spline),
			ctrlp,
			(GLint)ts_bspline_order(&spline),
			GL_MAP1_VERTEX_3
		);
	gluEndCurve(theNurb);

	/* draw control points */
	glColor3f(1.0, 0.0, 0.0);
	glPointSize(5.0);
	glBegin(GL_POINTS);
	  for (i = 0; i < ts_bspline_num_control_points(&spline); i++)
		 glVertex3fv(&ctrlp[i * ts_bspline_dimension(&spline)]);
	glEnd();

	/* draw B */
	glColor3f(0.0, 0.0, 1.0);
	glBegin(GL_POINTS);
		glVertex3fv(B);
	glEnd();

	/* display t */
	sprintf(buffer, "t: %.2f", t);
	displayText(-.2f, 1.2f, 0.0, 1.0, 0.0, buffer);

	glutSwapBuffers();
	glutPostRedisplay();

	t += 0.001f;
	if (t > 1.f) {
		t = 0.f;
	}
}
示例#4
0
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    // draw spline
    glColor3f(1.0, 1.0, 1.0);
    glLineWidth(3);
    gluBeginCurve(theNurb);
        gluNurbsCurve(
            theNurb, 
            spline.n_knots, 
            spline.knots, 
            spline.dim, 
            spline.ctrlp, 
            spline.order, 
            GL_MAP1_VERTEX_3
        );
    gluEndCurve(theNurb);

    // draw control points
    glColor3f(1.0, 0.0, 0.0);
    glPointSize(5.0);
	float j=0;
    size_t i;
    glBegin(GL_POINTS);
      for (i = 0; i < spline.n_ctrlp; i++) {
		  j+=1.0/n_ctrlp;
		  glColor3f(0.0, j, 0.0);
         glVertex3fv(&spline.ctrlp[i * spline.dim]);
	  }
    glEnd();
    
    // draw evaluation
    glColor3f(0.0, 0.0, 1.0);
    glPointSize(5.0);
    tsDeBoorNet net;
    ts_bspline_evaluate(&spline, u, &net);
    glBegin(GL_POINTS);
        glVertex3fv(net.result);
    glEnd();
    ts_deboornet_free(&net);
    
    u += 0.001;
    if (u > 4.f) {
        u = 0.f;
    }
    
    glutSwapBuffers();
    glutPostRedisplay();
}
示例#5
0
void display(void)
{
	size_t i;
	tsBSpline buckled;
	tsReal *ctrlp, *knots;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	ts_bspline_buckle(&spline, b, &buckled, NULL);

	/* draw buckled */
	ts_bspline_control_points(&buckled, &ctrlp, NULL);
	ts_bspline_knots(&buckled, &knots, NULL);
	glColor3f(1.0, 1.0, 1.0);
	glLineWidth(3);
	gluBeginCurve(theNurb);
		gluNurbsCurve(
			theNurb, 
			(GLint)ts_bspline_num_knots(&buckled),
			knots,
			(GLint)ts_bspline_dimension(&buckled),
			ctrlp,
			(GLint)ts_bspline_order(&buckled),
			GL_MAP1_VERTEX_3
		);
	gluEndCurve(theNurb);

	/* draw control points */
	glColor3f(1.0, 0.0, 0.0);
	glPointSize(5.0);
	glBegin(GL_POINTS);
	  for (i = 0; i < ts_bspline_num_control_points(&buckled); i++)
		 glVertex3fv(&ctrlp[i * ts_bspline_dimension(&buckled)]);
	glEnd();

	ts_bspline_free(&buckled);
	free(ctrlp);
	free(knots);

	b -= 0.001f;
	if (b < 0.f)
		b = 1.f;

	glutSwapBuffers();
	glutPostRedisplay();
}
示例#6
0
    void display(void)
    {
      int i;
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* 	glLoadIdentity(); */
        
        glColor3f(0.,0.,0.);

	glPushMatrix();
	glScalef(1.3, 1.3, 1.);
	gluBeginCurve(pNurb2);
	gluNurbsCurve(pNurb2, nKnots2, Knots2, kStride,
		      &pointsWeights2[flyingboom][0][0], 
		      order2, GL_MAP1_VERTEX_4);
	gluEndCurve(pNurb2);

        
        // Draw the control points
        glPointSize(3.0f);
        glColor3f(1.,0.,0.);
        glBegin(GL_POINTS);
        for(i = 0; i < NPOINTS2; i++)
            glVertex3fv(pointsWeights2[flyingboom][i]);  
        glEnd();

        glPointSize(5.0f);
        glColor3f(0.,0.,1.);
        glBegin(GL_POINTS);
        for(i = 1; i < NPOINTS2; i += 2)
            glVertex3fv(pointsWeights2[flyingboom][i]);  
        glEnd();

	glColor3f(0., 1., 0.);
	glBegin(GL_POINTS);
	glVertex3fv(pointsWeights2[flyingboom][0]);
	if (flyingboom == NUMBOOMS - 1) glVertex3f(0., 0., 0.);
	glEnd();
	glPopMatrix();
        
        glFlush();
    }
示例#7
0
void render_scene()
{
   int count=0;
   int u=0;

   glClear(GL_COLOR_BUFFER_BIT);

   /* Curve color */
   glColor4f(0.0f, 1.0f, 0.0f, 1.0f);

   /* tells GLU we are going to describe a nurbs curve */
   gluBeginCurve(mynurbs);
      /* send it the definition and pointers to cv and knot data */
      gluNurbsCurve(mynurbs, numknots, knots, stride, cvs, order, GLU_MAP1_VERTEX_3);
   /* thats all... */
   gluEndCurve(mynurbs);

   /* Control points color */
   glColor4f(0.0f, 0.0f, 1.0f, 1.0f);

   /* Enable vertex array */
   glEnableClientState(GL_VERTEX_ARRAY);
   glVertexPointer(3, GL_FLOAT, 0, cvs);

   /* render the control vertex positions */
   glDrawArrays(GL_POINTS, 0, cvcount);
   glDisableClientState(GL_VERTEX_ARRAY);

   /* Flush all drawings */
   glFlush();

   /* Update knots */
   for (u=0; u<cvcount; u++)
   {
      cvs[count++]=0;
      cvs[count++]=cos(5.2f*sqrt(u*u)+frame*0.01f)*0.5f;
      cvs[count++]=sin(10.0f*sqrt(u*u)+frame*0.013f)*0.5f;
   }
   frame++;
}
示例#8
0
// Called to draw scene
void RenderScene(void)
{
    // Draw in Blue
    glColor3ub(0,0,220);

    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Save the modelview matrix stack
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();

    // Rotate the mesh around to make it easier to see
    glRotatef(330.0f, 1.0f,0.0f,0.0f);

    // Render the NURB
    // Begin the NURB definition
    gluBeginCurve(pNurb);

    // Evaluate the surface
    gluNurbsCurve(pNurb,
                  8, Knots,
                  3,
                  &ctrlPoints[0][0],
                  4,
                  GL_MAP1_VERTEX_3);

    // Done with surface
    gluEndCurve(pNurb);

    // Show the control points
    DrawPoints();

    // Restore the modelview matrix
    glPopMatrix();

    // Dispalay the image
    glutSwapBuffers();
}
void display(void){
    int i;
    glClear(GL_COLOR_BUFFER_BIT);
    switch(spline){
        case BEZIER:
            glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, nVertices, &vertices[0][0]);
            glBegin(GL_LINE_STRIP);
            for (i = 0; i <= 30; i++){
              glEvalCoord1f((GLfloat) i/30.0);
            }
            glEnd();
        break;
        case NURBS:
            gluBeginCurve(nc);

                gluNurbsCurve(nc, nNos, nos, 3, &vertices[0][0], 4, GL_MAP1_VERTEX_3);

            gluEndCurve(nc);
        break;
    }

    glPointSize(5.0);
    glColor3f(1.0, 1.0, 0.0);
    glBegin(GL_LINE_STRIP);
    for (i = 0; i < nVertices; i++) 
        glVertex3fv(&vertices[i][0]);
    glEnd();
    
    glColor3f(1.0, 0.0, 0.0);
    glBegin(GL_POINTS);
    for (i = 0; i < nVertices; i++) 
        glVertex3fv(&vertices[i][0]);
    glEnd();
    glColor3f(1.0, 1.0, 1.0);

    glFlush();
    glutSwapBuffers();
}
示例#10
0
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    tsBSpline draw;
    if (drawBeziers)
        ts_bspline_to_beziers(&spline, &draw);
    else
        ts_bspline_copy(&spline, &draw);

    glColor3f(1.0, 1.0, 1.0);
    glLineWidth(3);
    gluBeginCurve(theNurb);
        gluNurbsCurve(
            theNurb,
            draw.n_knots,
            draw.knots,
            draw.dim,
            draw.ctrlp,
            draw.order,
            GL_MAP1_VERTEX_3
        );
    gluEndCurve(theNurb);
    ts_bspline_free(&draw);

    // draw control points
    glColor3f(1.0, 0.0, 0.0);
    glPointSize(5.0);
    size_t i;
    glBegin(GL_POINTS);
      for (i = 0; i < spline.n_ctrlp; i++) 
         glVertex3fv(&spline.ctrlp[i * spline.dim]);
    glEnd();
    
    glutSwapBuffers();
    glutPostRedisplay();
}
示例#11
0
static int tolua_glu_gluEndCurve00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
 tolua_Error tolua_err;
 if (
     !tolua_isusertype(tolua_S,1,"GLUnurbsObj",0,&tolua_err) ||
     !tolua_isnoobj(tolua_S,2,&tolua_err)
 )
  goto tolua_lerror;
 else
#endif
 {
  GLUnurbsObj* nobj = ((GLUnurbsObj*)  tolua_tousertype(tolua_S,1,0));
  {
   gluEndCurve(nobj);
  }
 }
 return 0;
#ifndef TOLUA_RELEASE
 tolua_lerror:
 tolua_error(tolua_S,"#ferror in function 'gluEndCurve'.",&tolua_err);
 return 0;
#endif
}
示例#12
0
void ON_GL( int dim, int is_rat, int nurb_order, int cv_count,
            const double* knot_vector, 
            int cv_stride, const double* cv,
            GLUnurbsObj* nobj,
            GLenum type,
            int bPermitKnotScaling,
            double* knot_scale,
            double xform[][4]
            )
{
  ON_BOOL32 bCallgluBeginEndCurve = false;
  int i;

  GLint nknots = nurb_order + cv_count; // GL knot count = TL knot count + 2
  GLfloat* knot = (GLfloat*)onmalloc( nknots*sizeof(*knot) );
  ON_GL( nurb_order, cv_count, knot_vector, knot, bPermitKnotScaling, knot_scale );

  // control vertices
  //const int cv_size = (is_rat) ? dim+1: dim;
  GLint stride = cv_stride;
  GLfloat* ctlarray = (GLfloat*)onmalloc( stride*cv_count*sizeof(*ctlarray) );
  for ( i = 0; i < cv_count; i++ ) {
    GetGLCV( dim, is_rat, cv + i*cv_stride, xform, ctlarray + stride*i );
  }

  GLint order = nurb_order;
  switch(type)
  {
  case 0:
    {
      switch ( dim ) {
      case 2: // must be a GLU_MAP1_TRIM_2/3
        type = ( is_rat ) 
             ? GLU_MAP1_TRIM_3   // rational 2d trim uses homogeneous coords
             : GLU_MAP1_TRIM_2;  // non-rational 2d trim uses euclidean coords
        break;
      case 3: // must be a GLU_MAP1_VERTEX_3/4
        type = ( is_rat ) 
             ? GL_MAP1_VERTEX_4  // rational 3d curve uses homogeneous coords
             : GL_MAP1_VERTEX_3; // non-rational 3d curve used euclidean coords
        bCallgluBeginEndCurve = true;
        break;
      }
    }
    break;

  case GLU_MAP1_TRIM_2:
  case GLU_MAP1_TRIM_3:
    // make sure type matches rational flag
    type = ( is_rat ) 
         ? GLU_MAP1_TRIM_3   // rational 2d trim uses homogeneous coords
         : GLU_MAP1_TRIM_2;  // non-rational 2d trim uses euclidean coords
    break;

  case GL_MAP1_VERTEX_3:
  case GL_MAP1_VERTEX_4:
    // make sure type matches rational flag
    type = ( is_rat ) 
         ? GL_MAP1_VERTEX_4  // rational 3d curve uses homogeneous coords
         : GL_MAP1_VERTEX_3; // non-rational 3d curve used euclidean coords
    bCallgluBeginEndCurve = true;
    break;
  }

  if ( bCallgluBeginEndCurve )
    gluBeginCurve(nobj);
    gluNurbsCurve(
    nobj,
    nknots,
    knot,
    stride, 	
    ctlarray, 	
    order, 	
    type	
  );	
  if ( bCallgluBeginEndCurve )
    gluEndCurve(nobj);

  onfree( ctlarray );
  onfree( knot );
}
/***************************************************************************
 DrawTrace
 ****************************************************************************/
static void DrawTrace(int snum){
    int i = 0;
    float comx = 0.0,
	comy = 0.0,
	comz = 0.0;
    
    struct coord *c = state->coords[snum];
    
    for (i=0; i<c->size; i++){
        comx += c->rp_ca[i].x;
        comy += c->rp_ca[i].y;
        comz += c->rp_ca[i].z;
    }
    comx /= c->size;
    comy /= c->size;
    comz /= c->size;
    
    GLUnurbsObj *nurbs = gluNewNurbsRenderer();
    
    GLfloat* ctrlpts = E_MALLOC(12*sizeof(GLfloat)*c->size);
    for(i=0; i < c->size*12; i+=12){
        
        ctrlpts[i]   = c->rp_n[i/12].x - comx;
        ctrlpts[i+1] = c->rp_n[i/12].y - comy;
        ctrlpts[i+2] = c->rp_n[i/12].z - comz;
        
        ctrlpts[i+3] = 1.0;
        
        ctrlpts[i+4] = c->rp_ca[i/12].x - comx;
        ctrlpts[i+5] = c->rp_ca[i/12].y - comy;
        ctrlpts[i+6] = c->rp_ca[i/12].z - comz;
		
        ctrlpts[i+7] = 1.0;
        
        ctrlpts[i+8] = c->rp_c[i/12].x - comx;
        ctrlpts[i+9] = c->rp_c[i/12].y - comy;
        ctrlpts[i+10] = c->rp_c[i/12].z - comz;
		
        ctrlpts[i+11] = 1.0;
		
    }
    
    GLfloat* knots = E_MALLOC(sizeof(GLfloat)*(c->size*3+4));
    
    for(i=0; i < c->size*3+4; i++){
		
        if(i>c->size*3+2){
            knots[i]=knots[c->size*3+2];
        }
        else{
            knots[i]=i/1.0-i%1; 
        }
    }
    
    glColor3f(0.0, 0.0, 1.0);
    if(snum%3 == 1){
        glColor3f(1.0, 0.0, 0.0);
    }
    else if(snum%3 == 2){
        glColor3f(0.0, 1.0, 0.0);
        
    }
    else{
        glColor3f(0.0, 1.0, 0.0);
    }
    
    
    glLineWidth(2);
    
    glPushMatrix();
    
    gluNurbsCallback(nurbs, GLU_ERROR, (GLvoid(*)())nurbsError);
    
    gluBeginCurve(nurbs);
	
    gluNurbsCurve(nurbs,              //context object
                  c->size*3+4,          //number of knots
                  knots,              //knot pointer
                  4,                  //width of control points
                  ctrlpts,  //control point pointer
                  4,                  //order of the curve (degree+1)
                  GL_MAP1_VERTEX_4    //type
				  );
	
    gluEndCurve(nurbs);
    
    glPopMatrix();
}
示例#14
0
文件: branch.c 项目: netscruff/ceiba
void drawBranchObject(node a, BranchAttributeObj branchAttributes, float radius1,float radius2)
// Draw a cylinder subtending a node, using precomputed values from trig routine
// This is currently the only place in the code I need GL_LIGHTING on

// This is drawn in the original object coordinate system in which the tree is centered on 0,0

// TO DO enable attenuate on/off flag

// Not doing blending or lod_cutoff for tubes yet
// Currently doing the lod_cutoff for branchStyle==line only ; makes a big difference


{
    extern GLUquadricObj *qobj;
    GLfloat params[4];
    GLboolean valid;
    float darkness;
    float xdist,ydist,zdist;
    float sknots[8] = { 0,0,0,0,1,1,1,1};
    GLfloat ctlpoints[4][4]; // four control points = 2 end points + two "control" points
    area A,Aanc;
    double dx,dy,dz,zr,xcross,ycross,theta, color, color_anc;
    A=(area)(a->data);
    float r1,r2,z1,z2;

    if (branchAttributes->branchCurvy == nurbs) // set up control points
    {
        // TO DO. CURRENTLY THESE CONTROL POINTS ARE ALL IN A VERTICAL PLANE. MAKE THE TREE CURVIER YET BY MOVING THEM OFF THIS PLANE.

        // Setting up the two endpoints of the edge; cubic spline will interpolate these two points
        // NB. These are bogus for circle layout, because there is no variation in the z-axis there,


        ctlpoints[0][0]=A->x_anc;
        ctlpoints[0][1]=A->y_anc;
        ctlpoints[0][2]=A->z_anc;
        ctlpoints[0][3]=1.0;
        ctlpoints[3][0]=A->x_center;
        ctlpoints[3][1]=A->y_center;
        ctlpoints[3][2]=A->z;
        ctlpoints[3][3]=1.0;


        // Setting up the two control points. These are each tweaked with a z parameter and an r parameter in the vertical plane
        // defined by the two endpoints of the edge, such that both when (r,z) is (0,0) at anc node and (1,1) at desc node.
        // So we need an (r,z) for each control point: r1,z1,r2,z2.

        xdist = A->x_center - A->x_anc;
        ydist = A->y_center - A->y_anc;
        zdist = A->z - A->z_anc;
        extern float gr1,gr2,gz1,gz2;
        r1 = gr1; //branchAttributes->ctlpointParms[0];
        z1 = gz1; //branchAttributes->ctlpointParms[1];
        r2 = gr2; //branchAttributes->ctlpointParms[2];
        z2 = gz2; //branchAttributes->ctlpointParms[3];

        ctlpoints[1][0]=A->x_anc + xdist*r1;
        ctlpoints[1][1]=A->y_anc + ydist*r1;
        ctlpoints[1][2]=A->z_anc + zdist*z1;
        ctlpoints[1][3]=1.0;

        ctlpoints[2][0]=A->x_anc + xdist*r2;
        ctlpoints[2][1]=A->y_anc + ydist*r2;
        ctlpoints[2][2]=A->z_anc + zdist*z2;
        ctlpoints[2][3]=1.0;

    }

    switch (branchAttributes->branchStyle)
    {
    case tube:
    {

        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);


        switch (branchAttributes->branchCurvy)
        {
        case nurbs:
        {


            if (a->marked)
            {
                darkness=1;
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
            }
            else
                darkness = setColorWithAttenuationLineSegment(A->x_center,A->y_center,A->z, A->x_anc,A->y_anc,A->z_anc, &(branchAttributes->color[0]), branchAttributes->attenuateFactor);


            // Turn off actual rendering here...no need to draw the line, just get callbacks...use GLU_tesselator
            gluNurbsProperty(theNurbs,GLU_NURBS_MODE,GLU_NURBS_TESSELLATOR);
            gluBeginCurve(theNurbs);
            gluNurbsCurve(theNurbs, 8, sknots, 4, &ctlpoints[0][0], 4, GL_MAP1_VERTEX_4);
            gluEndCurve(theNurbs);
            gluNurbsProperty(theNurbs,GLU_NURBS_MODE,GLU_NURBS_RENDERER);

            int i;
            float gleColor[500][4];
            double gleRadius[500];
            for (i=0; i<gNpoints; i++) // set the vectors of colors and radii
            {
                if (gNpoints > 500) exit(1);

                gleColor[i][0]= branchAttributes->color[0];
                gleColor[i][1]= branchAttributes->color[1];
                gleColor[i][2]= branchAttributes->color[2];
                gleColor[i][3]= darkness;  // don't seem to need this shit; taken care of by glMaterial
                if (gNpoints > 1)
                    gleRadius[i] = radius1 + (radius2-radius1)*i/(gNpoints-1); // interpolate to vary radius between nodes of branch
                else
                    gleRadius[i] = radius1;

            }
            params[0]=branchAttributes->color[0];
            params[1]=branchAttributes->color[1];
            params[2]=branchAttributes->color[2];
            params[3]=darkness;

            params[3]=1.0; //override for now; I don't like how the blending looks


            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
            //glEnable(GL_LINE_SMOOTH);
            //glHint(GL_LINE_SMOOTH_HINT,GL_NICEST); // Antialiasing not working in this gle environment
            //glEnable(GL_POLYGON_SMOOTH);
            //glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
            glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, params);
            gleSetJoinStyle(TUBE_JN_ROUND) ;
            //glePolyCylinder(gNpoints,gPoint_array,gleColor,radius2);

            //glePolyCone_c4f(gNpoints,gPoint_array,gleColor,gleRadius);
            // Note if we pass gleColor, that overrides the material color and its alpha blending;
            // so to enable blending pass NULL in place of gleColor, and set glMaterial above
            glePolyCone_c4f(gNpoints,gPoint_array,NULL,gleRadius);

            //drawCylinder(gPoint_array[0][0],gPoint_array[0][1],gPoint_array[0][2], gPoint_array[1][0],gPoint_array[1][1],gPoint_array[1][2],radius1, radius1); // add gumby cyls at ends of gle cylinder
            //drawCylinder(gPoint_array[gNpoints-2][0],gPoint_array[gNpoints-2][1],gPoint_array[gNpoints-2][2], gPoint_array[gNpoints-1][0],gPoint_array[gNpoints-1][1],gPoint_array[gNpoints-1][2],radius2, radius2);

            // Because gle does not extrude at the two endpoints, I draw cylinders at each endpoint. To avoid gappiness at borders, I overlap the cylinder with the extruded tube by one segment (one point on the polyline), thus I run the cylinder from, e.g., point 0 to point 2, where the extrusion starts at 1.
            drawCylinder(gPoint_array[0][0],gPoint_array[0][1],gPoint_array[0][2], gPoint_array[2][0],gPoint_array[2][1],gPoint_array[2][2],gleRadius[0], gleRadius[2]); // add gumby cyls at ends of gle cylinder
            drawCylinder(gPoint_array[gNpoints-3][0],gPoint_array[gNpoints-3][1],gPoint_array[gNpoints-3][2], gPoint_array[gNpoints-1][0],gPoint_array[gNpoints-1][1],gPoint_array[gNpoints-1][2],gleRadius[gNpoints-3],gleRadius[gNpoints-1]);


            //glDisable(GL_LIGHTING);
            break;
        }
        case straight:
        {
            params[0]=branchAttributes->color[0];
            params[1]=branchAttributes->color[1];
            params[2]=branchAttributes->color[2];
            params[3]=darkness;
            glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, params);
            drawCylinder(A->x_anc,A->y_anc,A->z_anc, A->x_center,A->y_center,A->z, radius1, radius2);
            break;
        }
        }
        glDisable(GL_LIGHTING);
        break;
    }



    case line:
    {
        if (!isRoot(a))
        {
            glLineWidth(branchAttributes->lineWidth);

            if (a->marked)
            {
                darkness=1;
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glColor4f(branchAttributes->color[0],branchAttributes->color[1],branchAttributes->color[2],darkness);
            }
            else
                darkness = setColorWithAttenuationLineSegment(A->x_center,A->y_center,A->z, A->x_anc,A->y_anc,A->z_anc, &(branchAttributes->color[0]), branchAttributes->attenuateFactor);

            // there is similar code in function setColorWithAttenuation() in tree_openGL, but here we have something more elaborate...


            switch (branchAttributes->branchCurvy)
            {
            case nurbs:
            {


                if (branchAttributes->lod_cutoff < darkness)
                {
                    gluNurbsProperty(theNurbs,GLU_NURBS_MODE,GLU_NURBS_RENDERER);
                    gluBeginCurve(theNurbs);
                    gluNurbsCurve(theNurbs, 8, sknots, 4, &ctlpoints[0][0], 4, GL_MAP1_VERTEX_4);
                    gluEndCurve(theNurbs);
                }
                break;
            }

            case straight:
            {

                if (branchAttributes->lod_cutoff < darkness)
                {
                    glBegin(GL_LINES);
                    glVertex3d(A->x_anc,A->y_anc,A->z_anc);
                    glVertex3d(A->x_center,A->y_center,A->z);
                    glEnd();
                }
            }
            }
            break;
        }
    }
    }
}
示例#15
0
void CMeter2DGraphView::DrawValueGraph()
{
   TRACE_FUN( Frequently, "CMeter2DGraphView::DrawValueGraph" );
   
   float meshWidth( model()->timeFrame() );
   float meshHeight( model()->valueFrame() );

   glViewport( _meshArea.x(), _meshArea.y(), _meshArea.width(), _meshArea.height() );

   glMatrixMode( GL_PROJECTION );
   glLoadIdentity();

   gluOrtho2D( 0, meshWidth, 0, meshHeight );

   glMatrixMode( GL_MODELVIEW );
   glLoadIdentity();

   glEnable( GL_LINE_SMOOTH );
   glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );

   glColor4f( .0, .0, .0, .7 );
   glLineWidth( width() / 400 );

   const CMeter2DGraphModel::TValueTimeContainer& valueTimeContainer( model()->valueTimeContainer() );
   
   int knotCount( valueTimeContainer.size() * 4 + 4 );
   int pointCount( valueTimeContainer.size() * 4 * 3 );

   float* knots( new float[ knotCount ] );
   float* cpoints( new float[ pointCount + 12 ] );

   int knot( 0 );
   int timeOffset( int( rint( model()->timeOffset() ) ) );

   for( CMeter2DGraphModel::TValueTimeContainer::const_iterator I_value( valueTimeContainer.begin() );
         I_value != valueTimeContainer.end(); )
   {
      knots[ knot * 4 + 0 ] = knot;
      knots[ knot * 4 + 1 ] = knot;
      knots[ knot * 4 + 2 ] = knot;
      knots[ knot * 4 + 3 ] = knot;


      float xPoint( ( int( I_value->second ) + timeOffset ) / 1000. );

      cpoints[ knot * 4 * 3 + 0 ] = xPoint;
      cpoints[ knot * 4 * 3 + 1 ] = I_value->first;
      cpoints[ knot * 4 * 3 + 2 ] = 0;

      cpoints[ knot * 4 * 3 + 3 ] = xPoint;
      cpoints[ knot * 4 * 3 + 4 ] = I_value->first;
      cpoints[ knot * 4 * 3 + 5 ] = 0;

      cpoints[ knot * 4 * 3 + 6 ] = xPoint;
      cpoints[ knot * 4 * 3 + 7 ] = I_value->first;
      cpoints[ knot * 4 * 3 + 8 ] = 0;

      cpoints[ knot * 4 * 3 + 9 ] = xPoint;
      cpoints[ knot * 4 * 3 + 10 ] = I_value->first;
      cpoints[ knot * 4 * 3 + 11 ] = 0;

      ++I_value;

      if( I_value != valueTimeContainer.end() )
      {
         float xPoint( ( int( I_value->second ) + timeOffset ) / 1000. );

         cpoints[ knot * 4 * 3 + 6 ] = cpoints[ knot * 4 * 3 + 3 ];
         cpoints[ knot * 4 * 3 + 3 ] = xPoint;

         cpoints[ knot * 4 * 3 + 7 ] = cpoints[ knot * 4 * 3 + 4 ];
         cpoints[ knot * 4 * 3 + 4 ] = I_value->first;


         cpoints[ knot * 4 * 3 + 8 ] = 0;

         ///////////////////////////////////////////////////////////////////////////////////
         float xcorr( ( cpoints[ knot * 4 * 3 + 3 ] - cpoints[ knot * 4 * 3 + 6 ] ) * .6 );

         cpoints[ knot * 4 * 3 + 3 ] -= xcorr;
         cpoints[ knot * 4 * 3 + 6 ] += xcorr;

         float ycorr( ( cpoints[ knot * 4 * 3 + 4 ] - cpoints[ knot * 4 * 3 + 7 ] ) * 1. );

         cpoints[ knot * 4 * 3 + 4 ] -= ycorr;
         cpoints[ knot * 4 * 3 + 7 ] += ycorr;

         ///////////////////////////////////////////////////////////////////////////////////
         cpoints[ knot * 4 * 3 + 9 ] = xPoint;
         cpoints[ knot * 4 * 3 + 10 ] = I_value->first;
         cpoints[ knot * 4 * 3 + 11 ] = 0;
      }

      ++knot;
   }

   knots[ knot * 4 + 0 ] = knot;
   knots[ knot * 4 + 1 ] = knot;
   knots[ knot * 4 + 2 ] = knot;
   knots[ knot * 4 + 3 ] = knot;

   gluBeginCurve( _nurbsRenderer );

   gluNurbsCurve( _nurbsRenderer, knotCount, knots, 3, cpoints, 4, GL_MAP1_VERTEX_3 );

   gluEndCurve( _nurbsRenderer );

   delete[] cpoints;
   delete[] knots;
}