[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36076] trunk/blender/extern/eltopo/common /openglutils.cpp: remove this file

Joseph Eagar joeedh at gmail.com
Sun Apr 10 04:26:08 CEST 2011


Revision: 36076
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=36076
Author:   joeedh
Date:     2011-04-10 02:26:07 +0000 (Sun, 10 Apr 2011)
Log Message:
-----------
remove this file

Removed Paths:
-------------
    trunk/blender/extern/eltopo/common/openglutils.cpp

Deleted: trunk/blender/extern/eltopo/common/openglutils.cpp
===================================================================
--- trunk/blender/extern/eltopo/common/openglutils.cpp	2011-04-10 02:16:19 UTC (rev 36075)
+++ trunk/blender/extern/eltopo/common/openglutils.cpp	2011-04-10 02:26:07 UTC (rev 36076)
@@ -1,286 +0,0 @@
-#include "openglutils.h"
-
-#ifdef __APPLE__
-#include <GLUT/glut.h> // why does Apple have to put glut.h here...
-#else
-#include <GL/glut.h> // ...when everyone else puts it here?
-#endif
-
-#include "vec.h"
-#include <cfloat>
-
-void draw_circle2d(const Vec2f& centre, float rad, int segs)
-{
-   glBegin(GL_POLYGON);
-   for(int i=0;i<segs;i++){
-      float cosine=rad*cos(i*2*M_PI/(float)(segs));
-      float sine=rad* sin(i*2*M_PI/(float)(segs));
-      glVertex2fv((Vec2f(cosine,sine) + centre).v);
-   }
-   glEnd();
-}
-
-void draw_grid2d(const Vec2f& origin, float dx, int nx, int ny) {
-   float width = nx*dx;
-   float height = ny*dx;
-   
-   glBegin(GL_LINES);
-   for(int i = 0; i <= nx; i++) {
-      Vec2f a(i*dx, 0);
-      Vec2f b(i*dx, height);
-      glVertex2fv((origin+a).v); 
-      glVertex2fv((origin+b).v);
-   }
-   for(int j = 0; j <= ny; ++j) {
-      Vec2f a(0,j*dx);
-      Vec2f b(width,j*dx);
-      glVertex2fv((origin + a).v); 
-      glVertex2fv((origin + b).v);
-   }
-   glEnd();
-}
-
-void draw_box2d(const Vec2f& origin, float width, float height) {
-   glBegin(GL_POLYGON);
-   glVertex2fv(origin.v);
-   glVertex2fv((origin + Vec2f(0, height)).v);
-   glVertex2fv((origin + Vec2f(width, height)).v);
-   glVertex2fv((origin + Vec2f(width, 0)).v);
-   glEnd();
-}
-
-void draw_segmentset2d(const std::vector<Vec2f>& vertices, const std::vector<Vec2ui>& edges) {
-   glBegin(GL_LINES);
-   for(unsigned int i = 0; i < edges.size(); ++i) {
-      glVertex2fv(vertices[edges[i][0]].v);      
-      glVertex2fv(vertices[edges[i][1]].v);
-   }
-   glEnd();
-}
-
-void draw_segmentset2d(const std::vector<Vec2f>& vertices, const std::vector<Vec2i>& edges) {
-   glBegin(GL_LINES);
-   for(unsigned int i = 0; i < edges.size(); ++i) {
-      glVertex2fv(vertices[edges[i][0]].v);      
-      glVertex2fv(vertices[edges[i][1]].v);
-   }
-   glEnd();
-}
-
-void draw_points2d(const std::vector<Vec2f>& points) {
-   glBegin(GL_POINTS);
-   for(unsigned int i = 0; i < points.size(); ++i) {
-      glVertex2fv(points[i].v);      
-   }
-   glEnd();
-}
-
-void draw_polygon2d(const std::vector<Vec2f>& vertices) {
-   glBegin(GL_POLYGON);
-   for(unsigned int i = 0; i < vertices.size(); ++i)
-      glVertex2fv(vertices[i].v);      
-   glEnd();
-}
-
-void draw_polygon2d(const std::vector<Vec2f>& vertices, const std::vector<int>& order) {
-   glBegin(GL_POLYGON);
-   for(unsigned int i = 0; i < order.size(); ++i)
-      glVertex2fv(vertices[order[i]].v);      
-   glEnd();
-
-}
-void draw_segment2d(const Vec2f& start, const Vec2f& end) {
-   glBegin(GL_LINES);
-   glVertex2fv(start.v);      
-   glVertex2fv(end.v);      
-   glEnd();
-}
-
-void draw_arrow2d(const Vec2f& start, const Vec2f& end, float arrow_head_len)
-{
-   Vec2f direction = end - start;
-
-   Vec2f dir_norm = direction;
-   
-   //TODO Possibly automatically scale arrowhead length based on vector magnitude
-   if(mag(dir_norm) < 1e-14)
-      return;
-
-   normalize(dir_norm);
-   Vec2f perp(dir_norm[1],-dir_norm[0]);
-
-   Vec2f tip_left = end + arrow_head_len/(float)sqrt(2.0)*(-dir_norm + perp);
-   Vec2f tip_right = end + arrow_head_len/(float)sqrt(2.0)*(-dir_norm - perp);
-   
-   glBegin(GL_LINES);
-   glVertex2fv(start.v);
-   glVertex2fv(end.v);
-   glVertex2fv(end.v);
-   glVertex2fv(tip_left.v);
-   glVertex2fv(end.v);
-   glVertex2fv(tip_right.v);
-   glEnd();
-    
-}
-
-void draw_trimesh2d(const std::vector<Vec2f>& vertices, const std::vector<Vec3ui>& tris) {
-   glBegin(GL_TRIANGLES);
-   for(unsigned int i = 0; i < tris.size(); ++i) {
-      glVertex2fv(vertices[tris[i][0]].v);
-      glVertex2fv(vertices[tris[i][1]].v);
-      glVertex2fv(vertices[tris[i][2]].v);
-    }
-   glEnd();
-}
-       
-       
-void hueToRGB(float hue, float sat, float val, float &r, float &g, float &b) {   
-   //compute hue (adapted from an older Wikipedia article)
-   int Hi = (int)(floor(hue / 60.0f)) % 6;
-   float f = hue / 60 - Hi;
-   float p = val * (1 - sat);
-   float q = val * (1- f * sat);
-   float t = val * (1 - (1 - f) * sat);
-   
-   switch(Hi) {
-      case 0:
-         r=val;
-         g=t;
-         b=p;
-         break;
-      case 1:
-         r=q;
-         g=val;
-         b=p;
-         break;
-      case 2:
-         r=p;
-         g=val;
-         b=t;
-         break;
-      case 3:
-         r=p;
-         g=q;
-         b=val;
-         break;
-      case 4:
-         r=t;
-         g=p;
-         b=val;
-        break;
-      case 5:
-         r=val;
-         g=p;
-         b=q;
-         break;
-   }
-}
-
-void draw_grid_data2d(Array2f& data, Vec2f origin, float dx, bool color) {
-   float max_val = FLT_MIN;
-   float min_val = FLT_MAX;
-   for(int j = 0; j < data.nj; ++j) for(int i = 0; i < data.ni; ++i) {
-      max_val = max(data(i,j),max_val);
-      min_val = min(data(i,j),min_val);
-   }
-   
-   for(int j = 0; j < data.nj; ++j) {
-      for(int i = 0; i < data.ni; ++i) {
-         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-         Vec2f bl = origin + Vec2f(i*dx,j*dx);
-         float r,g,b;
-         if(color) {
-            hueToRGB(240*(data(i,j) - min_val)/(max_val-min_val), 1, 1, r,g,b);
-         }
-         else {
-            float gray = (data(i,j) - min_val)/(max_val-min_val);
-            r = g = b = gray;
-         }
-         //TODO Black body colormap, if I can find it.
-         glColor3f(r,g,b);
-         draw_box2d(bl, dx, dx);
-      }
-   }
-
-}
-
-void draw_trimesh3d(const std::vector<Vec3f>& vertices, const std::vector<Vec3ui>& tris) {
-   glBegin(GL_TRIANGLES);
-   for(unsigned int i = 0; i < tris.size(); ++i) {
-      glVertex3fv(vertices[tris[i][0]].v);
-      glVertex3fv(vertices[tris[i][1]].v);
-      glVertex3fv(vertices[tris[i][2]].v);
-   }
-   glEnd();
-}
-
-void draw_trimesh3d(const std::vector<Vec3f>& vertices, const std::vector<Vec3ui>& tris, const std::vector<Vec3f> & normals) {
-   glBegin(GL_TRIANGLES);
-   for(unsigned int i = 0; i < tris.size(); ++i) {
-      glNormal3fv(normals[tris[i][0]].v);
-      glVertex3fv(vertices[tris[i][0]].v);
-      glNormal3fv(normals[tris[i][1]].v);
-      glVertex3fv(vertices[tris[i][1]].v);
-      glNormal3fv(normals[tris[i][2]].v);
-      glVertex3fv(vertices[tris[i][2]].v);
-   }
-   glEnd();
-}
-
-void draw_box3d(const Vec3f& dimensions) {
-   
-   //Draw an axis-aligned box with specified dimensions, 
-   //where the midpoint of the box is at the origin
-
-   float width = dimensions[0];
-   float height = dimensions[1];
-   float depth = dimensions[2];
-
-   glBegin(GL_POLYGON);
-   glNormal3f(-1,0,0);
-   glVertex3f(-0.5*width, -0.5*height, 0.5*depth);
-   glVertex3f(-0.5*width, 0.5*height, 0.5*depth);
-   glVertex3f(-0.5*width, 0.5*height, -0.5*depth);
-   glVertex3f(-0.5*width, -0.5*height, -0.5*depth);
-   glEnd();
-
-   glBegin(GL_POLYGON);
-   glNormal3f(1,0,0);
-   glVertex3f(0.5*width, -0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, 0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, 0.5*height, -0.5*depth);
-   glVertex3f(0.5*width, -0.5*height, -0.5*depth);
-   glEnd();
-
-   glBegin(GL_POLYGON);
-   glNormal3f(0,0,-1);
-   glVertex3f(-0.5*width, -0.5*height, -0.5*depth);
-   glVertex3f(0.5*width, -0.5*height, -0.5*depth);
-   glVertex3f(0.5*width, 0.5*height, -0.5*depth);
-   glVertex3f(-0.5*width, 0.5*height, -0.5*depth);
-   glEnd();
-
-   glBegin(GL_POLYGON);
-   glNormal3f(0,0,1);
-   glVertex3f(-0.5*width, -0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, -0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, 0.5*height, 0.5*depth);
-   glVertex3f(-0.5*width, 0.5*height, 0.5*depth);
-   glEnd();
-
-   glBegin(GL_POLYGON);
-   glNormal3f(0,-1,0);
-   glVertex3f(-0.5*width, -0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, -0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, -0.5*height, -0.5*depth);
-   glVertex3f(-0.5*width, -0.5*height, -0.5*depth);
-   glEnd();
-
-   glBegin(GL_POLYGON);
-   glNormal3f(0,1,0);
-   glVertex3f(-0.5*width, 0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, 0.5*height, 0.5*depth);
-   glVertex3f(0.5*width, 0.5*height, -0.5*depth);
-   glVertex3f(-0.5*width, 0.5*height, -0.5*depth);
-   glEnd();
-}




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