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/**
* AA lines with texture mapped quads
*
* Brian Paul
* 9 Feb 2008
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
static GLint WinWidth = 300, WinHeight = 300;
static GLint win = 0;
static GLfloat Width = 8.;
/*
* Quad strip for line from v0 to v1:
*
1 3 5 7
+---+---------------------+---+
| |
| *v0 v1* |
| |
+---+---------------------+---+
0 2 4 6
*/
static void
QuadLine(const GLfloat *v0, const GLfloat *v1, GLfloat width)
{
GLfloat dx = v1[0] - v0[0];
GLfloat dy = v1[1] - v0[1];
GLfloat len = sqrt(dx*dx + dy*dy);
float dx0, dx1, dx2, dx3, dx4, dx5, dx6, dx7;
float dy0, dy1, dy2, dy3, dy4, dy5, dy6, dy7;
dx /= len;
dy /= len;
width *= 0.5; /* half width */
dx = dx * (width + 0.0);
dy = dy * (width + 0.0);
dx0 = -dx+dy; dy0 = -dy-dx;
dx1 = -dx-dy; dy1 = -dy+dx;
dx2 = 0+dy; dy2 = -dx+0;
dx3 = 0-dy; dy3 = +dx+0;
dx4 = 0+dy; dy4 = -dx+0;
dx5 = 0-dy; dy5 = +dx+0;
dx6 = dx+dy; dy6 = dy-dx;
dx7 = dx-dy; dy7 = dy+dx;
/*
printf("dx, dy = %g, %g\n", dx, dy);
printf(" dx0, dy0: %g, %g\n", dx0, dy0);
printf(" dx1, dy1: %g, %g\n", dx1, dy1);
printf(" dx2, dy2: %g, %g\n", dx2, dy2);
printf(" dx3, dy3: %g, %g\n", dx3, dy3);
*/
glBegin(GL_QUAD_STRIP);
glTexCoord2f(0, 0);
glVertex2f(v0[0] + dx0, v0[1] + dy0);
glTexCoord2f(0, 1);
glVertex2f(v0[0] + dx1, v0[1] + dy1);
glTexCoord2f(0.5, 0);
glVertex2f(v0[0] + dx2, v0[1] + dy2);
glTexCoord2f(0.5, 1);
glVertex2f(v0[0] + dx3, v0[1] + dy3);
glTexCoord2f(0.5, 0);
glVertex2f(v1[0] + dx2, v1[1] + dy2);
glTexCoord2f(0.5, 1);
glVertex2f(v1[0] + dx3, v1[1] + dy3);
glTexCoord2f(1, 0);
glVertex2f(v1[0] + dx6, v1[1] + dy6);
glTexCoord2f(1, 1);
glVertex2f(v1[0] + dx7, v1[1] + dy7);
glEnd();
}
static float Cos(float a)
{
return cos(a * M_PI / 180.);
}
static float Sin(float a)
{
return sin(a * M_PI / 180.);
}
static void
Redisplay(void)
{
int i;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 1, 1);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
for (i = 0; i < 360; i+=5) {
float v0[2], v1[2];
v0[0] = 150 + 40 * Cos(i);
v0[1] = 150 + 40 * Sin(i);
v1[0] = 150 + 130 * Cos(i);
v1[1] = 150 + 130 * Sin(i);
QuadLine(v0, v1, Width);
}
{
float v0[2], v1[2], x;
for (x = 0; x < 1.0; x += 0.2) {
v0[0] = 150 + x;
v0[1] = 150 + x * 40 - 20;
v1[0] = 150 + x + 5.0;
v1[1] = 150 + x * 40 - 20;
QuadLine(v0, v1, Width);
}
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, 0, height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
CleanUp(void)
{
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case 'w':
Width -= 0.5;
break;
case 'W':
Width += 0.5;
break;
case 27:
CleanUp();
exit(0);
break;
}
#if 0
if (Width < 3)
Width = 3;
#endif
printf("Width = %g\n", Width);
glutPostRedisplay();
}
static float
ramp4(GLint i, GLint size)
{
float d;
if (i < 4 ) {
d = i / 4.0;
}
else if (i >= size - 5) {
d = 1.0 - (i - (size - 5)) / 4.0;
}
else {
d = 1.0;
}
return d;
}
static float
ramp2(GLint i, GLint size)
{
float d;
if (i < 2 ) {
d = i / 2.0;
}
else if (i >= size - 3) {
d = 1.0 - (i - (size - 3)) / 2.0;
}
else {
d = 1.0;
}
return d;
}
static float
ramp1(GLint i, GLint size)
{
float d;
if (i == 0 || i == size-1) {
d = 0.0;
}
else {
d = 1.0;
}
return d;
}
/**
* Make an alpha texture for antialiasing lines.
* Just a linear fall-off ramp for now.
* Should have a number of different textures for different line widths.
* Could try a bell-like-curve....
*/
static void
MakeTexture(void)
{
#define SZ 8
GLfloat tex[SZ][SZ]; /* alpha tex */
int i, j;
for (i = 0; i < SZ; i++) {
for (j = 0; j < SZ; j++) {
#if 0
float k = (SZ-1) / 2.0;
float dx = fabs(i - k) / k;
float dy = fabs(j - k) / k;
float d;
dx = 1.0 - dx;
dy = 1.0 - dy;
d = dx * dy;
#else
float d = ramp1(i, SZ) * ramp1(j, SZ);
printf("%d, %d: %g\n", i, j, d);
#endif
tex[i][j] = d;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, SZ, SZ, 0, GL_ALPHA, GL_FLOAT, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#undef SZ
}
static void
MakeMipmap(void)
{
#define SZ 64
GLfloat tex[SZ][SZ]; /* alpha tex */
int level;
glPixelStorei(GL_UNPACK_ROW_LENGTH, SZ);
for (level = 0; level < 7; level++) {
int sz = 1 << (6 - level);
int i, j;
for (i = 0; i < sz; i++) {
for (j = 0; j < sz; j++) {
if (level == 6)
tex[i][j] = 1.0;
else if (level == 5)
tex[i][j] = 0.5;
else
tex[i][j] = ramp1(i, sz) * ramp1(j, sz);
}
}
glTexImage2D(GL_TEXTURE_2D, level, GL_ALPHA,
sz, sz, 0, GL_ALPHA, GL_FLOAT, tex);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
////glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#undef SZ
}
static void
Init(void)
{
const char *version;
(void) MakeTexture;
(void) ramp4;
(void) ramp2;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("This program requires OpenGL 2.x, found %s\n", version);
exit(1);
}
GetExtensionFuncs();
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#if 0
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#elif 0
MakeTexture();
#else
MakeMipmap();
#endif
}
static void
ParseOptions(int argc, char *argv[])
{
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}
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