132001f49Smrg/** 232001f49Smrg * AA lines with texture mapped quads 332001f49Smrg * 432001f49Smrg * Brian Paul 532001f49Smrg * 9 Feb 2008 632001f49Smrg */ 732001f49Smrg 832001f49Smrg 932001f49Smrg#include <assert.h> 1032001f49Smrg#include <string.h> 1132001f49Smrg#include <stdio.h> 1232001f49Smrg#include <stdlib.h> 1332001f49Smrg#include <math.h> 1432001f49Smrg#include <GL/glew.h> 1532001f49Smrg#include "glut_wrap.h" 1632001f49Smrg 1732001f49Smrg#ifndef M_PI 1832001f49Smrg#define M_PI 3.1415926535 1932001f49Smrg#endif 2032001f49Smrg 2132001f49Smrgstatic GLint WinWidth = 300, WinHeight = 300; 2232001f49Smrgstatic GLint win = 0; 2332001f49Smrgstatic GLfloat Width = 8.; 2432001f49Smrg 2532001f49Smrg/* 2632001f49Smrg * Quad strip for line from v0 to v1: 2732001f49Smrg * 2832001f49Smrg 1 3 5 7 2932001f49Smrg +---+---------------------+---+ 3032001f49Smrg | | 3132001f49Smrg | *v0 v1* | 3232001f49Smrg | | 3332001f49Smrg +---+---------------------+---+ 3432001f49Smrg 0 2 4 6 3532001f49Smrg */ 3632001f49Smrgstatic void 3732001f49SmrgQuadLine(const GLfloat *v0, const GLfloat *v1, GLfloat width) 3832001f49Smrg{ 3932001f49Smrg GLfloat dx = v1[0] - v0[0]; 4032001f49Smrg GLfloat dy = v1[1] - v0[1]; 4132001f49Smrg GLfloat len = sqrt(dx*dx + dy*dy); 4232001f49Smrg float dx0, dx1, dx2, dx3, dx4, dx5, dx6, dx7; 4332001f49Smrg float dy0, dy1, dy2, dy3, dy4, dy5, dy6, dy7; 4432001f49Smrg 4532001f49Smrg dx /= len; 4632001f49Smrg dy /= len; 4732001f49Smrg 4832001f49Smrg width *= 0.5; /* half width */ 4932001f49Smrg dx = dx * (width + 0.0); 5032001f49Smrg dy = dy * (width + 0.0); 5132001f49Smrg 5232001f49Smrg dx0 = -dx+dy; dy0 = -dy-dx; 5332001f49Smrg dx1 = -dx-dy; dy1 = -dy+dx; 5432001f49Smrg 5532001f49Smrg dx2 = 0+dy; dy2 = -dx+0; 5632001f49Smrg dx3 = 0-dy; dy3 = +dx+0; 5732001f49Smrg 5832001f49Smrg dx4 = 0+dy; dy4 = -dx+0; 5932001f49Smrg dx5 = 0-dy; dy5 = +dx+0; 6032001f49Smrg 6132001f49Smrg dx6 = dx+dy; dy6 = dy-dx; 6232001f49Smrg dx7 = dx-dy; dy7 = dy+dx; 6332001f49Smrg 6432001f49Smrg /* 6532001f49Smrg printf("dx, dy = %g, %g\n", dx, dy); 6632001f49Smrg printf(" dx0, dy0: %g, %g\n", dx0, dy0); 6732001f49Smrg printf(" dx1, dy1: %g, %g\n", dx1, dy1); 6832001f49Smrg printf(" dx2, dy2: %g, %g\n", dx2, dy2); 6932001f49Smrg printf(" dx3, dy3: %g, %g\n", dx3, dy3); 7032001f49Smrg */ 7132001f49Smrg 7232001f49Smrg glBegin(GL_QUAD_STRIP); 7332001f49Smrg glTexCoord2f(0, 0); 7432001f49Smrg glVertex2f(v0[0] + dx0, v0[1] + dy0); 7532001f49Smrg glTexCoord2f(0, 1); 7632001f49Smrg glVertex2f(v0[0] + dx1, v0[1] + dy1); 7732001f49Smrg 7832001f49Smrg glTexCoord2f(0.5, 0); 7932001f49Smrg glVertex2f(v0[0] + dx2, v0[1] + dy2); 8032001f49Smrg glTexCoord2f(0.5, 1); 8132001f49Smrg glVertex2f(v0[0] + dx3, v0[1] + dy3); 8232001f49Smrg 8332001f49Smrg glTexCoord2f(0.5, 0); 8432001f49Smrg glVertex2f(v1[0] + dx2, v1[1] + dy2); 8532001f49Smrg glTexCoord2f(0.5, 1); 8632001f49Smrg glVertex2f(v1[0] + dx3, v1[1] + dy3); 8732001f49Smrg 8832001f49Smrg glTexCoord2f(1, 0); 8932001f49Smrg glVertex2f(v1[0] + dx6, v1[1] + dy6); 9032001f49Smrg glTexCoord2f(1, 1); 9132001f49Smrg glVertex2f(v1[0] + dx7, v1[1] + dy7); 9232001f49Smrg glEnd(); 9332001f49Smrg} 9432001f49Smrg 9532001f49Smrg 9632001f49Smrgstatic float Cos(float a) 9732001f49Smrg{ 9832001f49Smrg return cos(a * M_PI / 180.); 9932001f49Smrg} 10032001f49Smrg 10132001f49Smrgstatic float Sin(float a) 10232001f49Smrg{ 10332001f49Smrg return sin(a * M_PI / 180.); 10432001f49Smrg} 10532001f49Smrg 10632001f49Smrgstatic void 10732001f49SmrgRedisplay(void) 10832001f49Smrg{ 10932001f49Smrg float cx = 0.5 * WinWidth, cy = 0.5 * WinHeight; 11032001f49Smrg float len = 0.5 * WinWidth - 20.0; 11132001f49Smrg int i; 11232001f49Smrg 11332001f49Smrg glClear(GL_COLOR_BUFFER_BIT); 11432001f49Smrg 11532001f49Smrg glColor3f(1, 1, 1); 11632001f49Smrg 11732001f49Smrg glEnable(GL_BLEND); 11832001f49Smrg glEnable(GL_TEXTURE_2D); 11932001f49Smrg 12032001f49Smrg for (i = 0; i < 360; i+=5) { 12132001f49Smrg float v0[2], v1[2]; 12232001f49Smrg v0[0] = cx + 40 * Cos(i); 12332001f49Smrg v0[1] = cy + 40 * Sin(i); 12432001f49Smrg v1[0] = cx + len * Cos(i); 12532001f49Smrg v1[1] = cy + len * Sin(i); 12632001f49Smrg QuadLine(v0, v1, Width); 12732001f49Smrg } 12832001f49Smrg 12932001f49Smrg { 13032001f49Smrg float v0[2], v1[2], x; 13132001f49Smrg for (x = 0; x < 1.0; x += 0.2) { 13232001f49Smrg v0[0] = cx + x; 13332001f49Smrg v0[1] = cy + x * 40 - 20; 13432001f49Smrg v1[0] = cx + x + 5.0; 13532001f49Smrg v1[1] = cy + x * 40 - 20; 13632001f49Smrg QuadLine(v0, v1, Width); 13732001f49Smrg } 13832001f49Smrg } 13932001f49Smrg 14032001f49Smrg glDisable(GL_BLEND); 14132001f49Smrg glDisable(GL_TEXTURE_2D); 14232001f49Smrg 14332001f49Smrg glutSwapBuffers(); 14432001f49Smrg} 14532001f49Smrg 14632001f49Smrg 14732001f49Smrgstatic void 14832001f49SmrgReshape(int width, int height) 14932001f49Smrg{ 15032001f49Smrg WinWidth = width; 15132001f49Smrg WinHeight = height; 15232001f49Smrg glViewport(0, 0, width, height); 15332001f49Smrg glMatrixMode(GL_PROJECTION); 15432001f49Smrg glLoadIdentity(); 15532001f49Smrg glOrtho(0, width, 0, height, -1, 1); 15632001f49Smrg glMatrixMode(GL_MODELVIEW); 15732001f49Smrg glLoadIdentity(); 15832001f49Smrg} 15932001f49Smrg 16032001f49Smrg 16132001f49Smrgstatic void 16232001f49SmrgCleanUp(void) 16332001f49Smrg{ 16432001f49Smrg glutDestroyWindow(win); 16532001f49Smrg} 16632001f49Smrg 16732001f49Smrg 16832001f49Smrgstatic void 16932001f49SmrgKey(unsigned char key, int x, int y) 17032001f49Smrg{ 17132001f49Smrg (void) x; 17232001f49Smrg (void) y; 17332001f49Smrg 17432001f49Smrg switch(key) { 17532001f49Smrg case 'w': 17632001f49Smrg Width -= 0.5; 17732001f49Smrg break; 17832001f49Smrg case 'W': 17932001f49Smrg Width += 0.5; 18032001f49Smrg break; 18132001f49Smrg case 27: 18232001f49Smrg CleanUp(); 18332001f49Smrg exit(0); 18432001f49Smrg break; 18532001f49Smrg } 18632001f49Smrg#if 0 18732001f49Smrg if (Width < 3) 18832001f49Smrg Width = 3; 18932001f49Smrg#endif 19032001f49Smrg printf("Width = %g\n", Width); 19132001f49Smrg glutPostRedisplay(); 19232001f49Smrg} 19332001f49Smrg 19432001f49Smrg 19532001f49Smrgstatic float 19632001f49Smrgramp4(GLint i, GLint size) 19732001f49Smrg{ 19832001f49Smrg float d; 19932001f49Smrg if (i < 4 ) { 20032001f49Smrg d = i / 4.0; 20132001f49Smrg } 20232001f49Smrg else if (i >= size - 5) { 20332001f49Smrg d = 1.0 - (i - (size - 5)) / 4.0; 20432001f49Smrg } 20532001f49Smrg else { 20632001f49Smrg d = 1.0; 20732001f49Smrg } 20832001f49Smrg return d; 20932001f49Smrg} 21032001f49Smrg 21132001f49Smrgstatic float 21232001f49Smrgramp2(GLint i, GLint size) 21332001f49Smrg{ 21432001f49Smrg float d; 21532001f49Smrg if (i < 2 ) { 21632001f49Smrg d = i / 2.0; 21732001f49Smrg } 21832001f49Smrg else if (i >= size - 3) { 21932001f49Smrg d = 1.0 - (i - (size - 3)) / 2.0; 22032001f49Smrg } 22132001f49Smrg else { 22232001f49Smrg d = 1.0; 22332001f49Smrg } 22432001f49Smrg return d; 22532001f49Smrg} 22632001f49Smrg 22732001f49Smrgstatic float 22832001f49Smrgramp1(GLint i, GLint size) 22932001f49Smrg{ 23032001f49Smrg float d; 23132001f49Smrg if (i == 0 || i == size-1) { 23232001f49Smrg d = 0.0; 23332001f49Smrg } 23432001f49Smrg else { 23532001f49Smrg d = 1.0; 23632001f49Smrg } 23732001f49Smrg return d; 23832001f49Smrg} 23932001f49Smrg 24032001f49Smrg 24132001f49Smrg/** 24232001f49Smrg * Make an alpha texture for antialiasing lines. 24332001f49Smrg * Just a linear fall-off ramp for now. 24432001f49Smrg * Should have a number of different textures for different line widths. 24532001f49Smrg * Could try a bell-like-curve.... 24632001f49Smrg */ 24732001f49Smrgstatic void 24832001f49SmrgMakeTexture(void) 24932001f49Smrg{ 25032001f49Smrg#define SZ 8 25132001f49Smrg GLfloat tex[SZ][SZ]; /* alpha tex */ 25232001f49Smrg int i, j; 25332001f49Smrg for (i = 0; i < SZ; i++) { 25432001f49Smrg for (j = 0; j < SZ; j++) { 25532001f49Smrg#if 0 25632001f49Smrg float k = (SZ-1) / 2.0; 25732001f49Smrg float dx = fabs(i - k) / k; 25832001f49Smrg float dy = fabs(j - k) / k; 25932001f49Smrg float d; 26032001f49Smrg 26132001f49Smrg dx = 1.0 - dx; 26232001f49Smrg dy = 1.0 - dy; 26332001f49Smrg d = dx * dy; 26432001f49Smrg 26532001f49Smrg#else 26632001f49Smrg float d = ramp1(i, SZ) * ramp1(j, SZ); 26732001f49Smrg printf("%d, %d: %g\n", i, j, d); 26832001f49Smrg#endif 26932001f49Smrg tex[i][j] = d; 27032001f49Smrg } 27132001f49Smrg } 27232001f49Smrg 27332001f49Smrg glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, SZ, SZ, 0, GL_ALPHA, GL_FLOAT, tex); 27432001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 27532001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 27632001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 27732001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 27832001f49Smrg glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 27932001f49Smrg#undef SZ 28032001f49Smrg} 28132001f49Smrg 28232001f49Smrg 28332001f49Smrgstatic void 28432001f49SmrgMakeMipmap(void) 28532001f49Smrg{ 28632001f49Smrg#define SZ 64 28732001f49Smrg GLfloat tex[SZ][SZ]; /* alpha tex */ 28832001f49Smrg int level; 28932001f49Smrg 29032001f49Smrg glPixelStorei(GL_UNPACK_ROW_LENGTH, SZ); 29132001f49Smrg for (level = 0; level < 7; level++) { 29232001f49Smrg int sz = 1 << (6 - level); 29332001f49Smrg int i, j; 29432001f49Smrg for (i = 0; i < sz; i++) { 29532001f49Smrg for (j = 0; j < sz; j++) { 29632001f49Smrg if (level == 6) 29732001f49Smrg tex[i][j] = 1.0; 29832001f49Smrg else if (level == 5) 29932001f49Smrg tex[i][j] = 0.5; 30032001f49Smrg else 30132001f49Smrg tex[i][j] = ramp1(i, sz) * ramp1(j, sz); 30232001f49Smrg } 30332001f49Smrg } 30432001f49Smrg 30532001f49Smrg glTexImage2D(GL_TEXTURE_2D, level, GL_ALPHA, 30632001f49Smrg sz, sz, 0, GL_ALPHA, GL_FLOAT, tex); 30732001f49Smrg } 30832001f49Smrg 30932001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 31032001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 31132001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 31232001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 31332001f49Smrg /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4); */ 31432001f49Smrg /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); */ 31532001f49Smrg 31632001f49Smrg glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 31732001f49Smrg#undef SZ 31832001f49Smrg} 31932001f49Smrg 32032001f49Smrg 32132001f49Smrgstatic void 32232001f49SmrgInit(void) 32332001f49Smrg{ 32432001f49Smrg (void) MakeTexture; 32532001f49Smrg (void) ramp4; 32632001f49Smrg (void) ramp2; 32732001f49Smrg 32832001f49Smrg if (!GLEW_VERSION_2_0) { 32932001f49Smrg printf("This program requires OpenGL 2.x\n"); 33032001f49Smrg exit(1); 33132001f49Smrg } 33232001f49Smrg 33332001f49Smrg glClearColor(0.3f, 0.3f, 0.3f, 0.0f); 33432001f49Smrg 33532001f49Smrg printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); 33632001f49Smrg 33732001f49Smrg glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 33832001f49Smrg#if 0 33932001f49Smrg glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 34032001f49Smrg#elif 0 34132001f49Smrg MakeTexture(); 34232001f49Smrg#else 34332001f49Smrg MakeMipmap(); 34432001f49Smrg#endif 34532001f49Smrg} 34632001f49Smrg 34732001f49Smrg 34832001f49Smrgstatic void 34932001f49SmrgParseOptions(int argc, char *argv[]) 35032001f49Smrg{ 35132001f49Smrg} 35232001f49Smrg 35332001f49Smrg 35432001f49Smrgint 35532001f49Smrgmain(int argc, char *argv[]) 35632001f49Smrg{ 35732001f49Smrg glutInit(&argc, argv); 35832001f49Smrg glutInitWindowSize(WinWidth, WinHeight); 35932001f49Smrg glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); 36032001f49Smrg win = glutCreateWindow(argv[0]); 36132001f49Smrg glewInit(); 36232001f49Smrg glutReshapeFunc(Reshape); 36332001f49Smrg glutKeyboardFunc(Key); 36432001f49Smrg glutDisplayFunc(Redisplay); 36532001f49Smrg ParseOptions(argc, argv); 36632001f49Smrg Init(); 36732001f49Smrg glutMainLoop(); 36832001f49Smrg return 0; 36932001f49Smrg} 370