Help with drawing a sphere in OpenGL ES - algorithm

I have the following code, but I can't find the bug. It seems to be a memory-related issue. The original code is taken from the 3d library which comes with the OpenGL superbible, and i'm trying to adapt it for openGL es. Any ideas as to why it's segfaulting all the time?
- (void)drawSphereOfRadius:(GLfloat)fRadius nbSlices:(GLint)iSlices nbStacks:(GLint)iStacks
{
GLfloat *vertexPointer = malloc(sizeof(GLfloat) * iStacks * iSlices * 3 * 2);
GLfloat drho = (GLfloat)(3.141592653589) / (GLfloat) iStacks;
GLfloat dtheta = 2.0f * (GLfloat)(3.141592653589) / (GLfloat) iSlices;
GLfloat ds = 1.0f / (GLfloat) iSlices;
GLfloat dt = 1.0f / (GLfloat) iStacks;
GLfloat t = 1.0f;
GLfloat s = 0.0f;
GLint i, j; // Looping variables
int idx = 0;
for (i = 0; i < iStacks; i++)
{
GLfloat rho = (GLfloat)i * drho;
GLfloat srho = (GLfloat)(sin(rho));
GLfloat crho = (GLfloat)(cos(rho));
GLfloat srhodrho = (GLfloat)(sin(rho + drho));
GLfloat crhodrho = (GLfloat)(cos(rho + drho));
s = 0.0f;
for ( j = 0; j <= iSlices; j++)
{
GLfloat theta = (j == iSlices) ? 0.0f : j * dtheta;
GLfloat stheta = (GLfloat)(-sin(theta));
GLfloat ctheta = (GLfloat)(cos(theta));
GLfloat x = stheta * srho;
GLfloat y = ctheta * srho;
GLfloat z = crho;
glNormal3f(x, y, z);
vertexPointer[idx] = x * fRadius;
vertexPointer[idx + 1] = y * fRadius;
vertexPointer[idx + 2] = z * fRadius;
x = stheta * srhodrho;
y = ctheta * srhodrho;
z = crhodrho;
s += ds;
glNormal3f(x, y, z);
vertexPointer[idx + 3] = x * fRadius;
vertexPointer[idx + 4] = y * fRadius;
vertexPointer[idx + 5] = z * fRadius;
idx += 6;
}
t -= dt;
}
glVertexPointer(3, GL_FLOAT, 0, vertexPointer);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, iStacks * iSlices * 2 );
free(vertexPointer);
//glPopMatrix();
}

Your j loop is doing iSlices + 1 iterations so you need to allocate
sizeof(GLfloat) * iStacks * ( iSlices + 1 ) * 3 * 2
bytes for vertexPointer.

Related

What's wrong in my converting .PDE to .JS?

Hello coding community I need your help.
I took a sketch from openprocessing and I need to convert it into p5.js. The first script is the source code, then below will by my translation. I'm not sure about the syntax.
float x, y, x2, y2, rad, rad2, dist, dist2;
float deg, incr, yIn, rotateBy, ang;
void setup() {
size(600, 600);
background(#02021A);
incr = 1; // numVerts = 360/incr
rad = -20;
rad2 = -160;
dist = 500;
dist2 = 550;
}
void draw() {
noStroke();
fill(#02021A, 10);
rect(0, 0, width, height);
fill(random(0, 255), 255, 255);
rotateBy += .003;
pushMatrix();
translate(width/2, height/2);
rotate(rotateBy);
deg = 0;
while (deg <= 360) {
deg += incr;
ang = radians(deg);
x = cos(ang) * (rad + (dist * noise(y/100, yIn)));
y = sin(ang) * (rad + (dist * noise(x/80, yIn)));
ellipse(x, y, 1.5, 1.5);
x2 = sin(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
y2 = cos(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
ellipse(x2, y2, 1, 1);
}
yIn += .005;
popMatrix();
}
This what I've done.
p5.js:
let x, y, x2, y2, rad, rad2, dist, dist2;
let deg, incr, yIn, rotateBy, ang;
function setup() {
createCanvas(600, 600);
background('#02021A');
incr = 1; // numVerts = 360/incr
rad = -20;
rad2 = -160;
dist = 500;
dist2 = 550;
}
function draw() {
noStroke();
fill('#02021A');
rect(0, 0, width, height);
fill(random(0, 255), 255, 255);
rotateBy += '.003';
push();
translate(width/2, height/2);
rotate(rotateBy);
deg = 0;
while (deg <= 360) {
deg += incr;
ang = radians(deg);
x = cos(ang) * (rad + (dist * noise(y/100, yIn)));
y = sin(ang) * (rad + (dist * noise(x/80, yIn)));
ellipse(x, y, 1.5, 1.5);
x2 = sin(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
y2 = cos(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
ellipse(x2, y2, 1, 1);
}
yIn += '.005';
pop();
}
But it still doesn't work. Could you help me understand if the syntax is the same in these two languages.
You're almost there, but there are a couple of gotchas:
you declare variables at the top (e.g. float x, y, x2, y2, rad, rad2, dist, dist2;, etc.), however you don't initialize them with values. Because JavaScript is untyped (unlike Java), the interpreter can't guess what type you meant and the variables will be initialised to undefined (while in Java, because they're float type they'll default to 0). Doing math operations on undefined results in NaN (not a number).
you're accidentally incrementing some values by strings instead of floats: rotateBy += '.003'; yIn += '.005';
optional: fill(#02021A, 10); won't work in p5.js, however you can use fill(r,g,b,a) and pass your values in hex notation: fill(0x02, 0x02, 0x1A, 10);
This is your code with these two fixes applied:
let x = 0, y = 0, x2 = 0, y2 = 0, rad = 0, rad2 = 0, dist = 0, dist2 = 0;
let deg = 0, incr = 0, yIn = 0, rotateBy = 0, ang = 0;
function setup() {
createCanvas(600, 600);
background('#02021A');
incr = 1; // numVerts = 360/incr
rad = -20;
rad2 = -160;
dist = 500;
dist2 = 550;
}
function draw() {
noStroke();
fill(0x02, 0x02, 0x1A, 10);
rect(0, 0, width, height);
fill(random(0, 255), 255, 255);
rotateBy += 0.003;
push();
translate(width/2, height/2);
rotate(rotateBy);
deg = 0;
while (deg <= 360) {
deg += incr;
ang = radians(deg);
x = cos(ang) * (rad + (dist * noise(y/100, yIn)));
y = sin(ang) * (rad + (dist * noise(x/80, yIn)));
ellipse(x, y, 1.5, 1.5);
x2 = sin(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
y2 = cos(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
ellipse(x2, y2, 1, 1);
}
yIn += 0.005;
pop();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
That looks pretty cool! Have fun !

What is this called and how to achieve! Visuals in processing

Hey does anyone know how to achieve this effect using processing or what this is called?
I have been trying to use the wave gradient example in the processing library and implementing Perlin noise but I can not get close to the gif quality.
I know the artist used processing but can not figure out how!
Link to gif:
https://giphy.com/gifs/processing-jodeus-QInYLzY33wMwM
The effect is reminescent of Op Art (optical illusion art): I recommend reading/learning more about this fascinating genre and artists like:
Bridget Riley
(Bridget Riley, Intake, 1964)
(Bridget Riley, Hesistate, 1964,
Copyright: (c) Bridget Riley 2018. All rights reserved. / Photo (c) Tate)
Victor Vasarely
(Victor Vasarely, Zebra Couple)
(Victor Vasarely, VegaII)
Frank Stella
(Frank Stella, Untitled 1965, Image curtesy of Art Gallery NSW)
and more
You notice this waves are reminiscent/heavily inspired by Bridget Riley's work.
I also recommend checking out San Charoenchai;s album visualiser for Beach House - 7
As mentioned in my comment: you should post your attempt.
Waves and perlin noise could work for sure.
There are many ways to achieve a similar look.
Here's tweaked version of Daniel Shiffman's Noise Wave example:
int numWaves = 24;
float[] yoff = new float[numWaves]; // 2nd dimension of perlin noise
float[] yoffIncrements = new float[numWaves];
void setup() {
size(640, 360);
noStroke();
for(int i = 0 ; i < numWaves; i++){
yoffIncrements[i] = map(i, 0, numWaves - 1, 0.01, 0.03);
}
}
void draw() {
background(0);
float waveHeight = height / numWaves;
for(int i = 0 ; i < numWaves; i++){
float waveY = i * waveHeight;
fill(i % 2 == 0 ? color(255) : color(0));
// We are going to draw a polygon out of the wave points
beginShape();
float xoff = 0; // Option #1: 2D Noise
// float xoff = yoff; // Option #2: 1D Noise
// Iterate over horizontal pixels
for (float x = 0; x <= width + 30; x += 20) {
// Calculate a y value according to noise, map to
float y = map(noise(xoff, yoff[i]), 0, 1, waveY , waveY + (waveHeight * 3)); // Option #1: 2D Noise
// float y = map(noise(xoff), 0, 1, 200,300); // Option #2: 1D Noise
// Set the vertex
vertex(x, y);
// Increment x dimension for noise
xoff += 0.05;
}
// increment y dimension for noise
yoff[i] += yoffIncrements[i];
vertex(width, height);
vertex(0, height);
endShape(CLOSE);
}
}
Notice the quality of the noise wave in comparison to the image you're trying to emulate: there is a constant rhythm to it. To me that is a hint that it's using cycling sine waves changing phase and amplitude (potentially even adding waves together).
I've written an extensive answer on animating sine waves here
(Reuben Margolin's kinectic sculpture system demo)
From your question it sounds like you would be comfortable implementing a sine wave animation. It it helps, here's an example of adding two waves together:
void setup(){
size(600,600);
noStroke();
}
void draw(){
background(0);
// how many waves per sketch height
int heightDivisions = 30;
// split the sketch height into equal height sections
float heightDivisionSize = (float)height / heightDivisions;
// for each height division
for(int j = 0 ; j < heightDivisions; j++){
// use % 2 to alternate between black and white
// see https://processing.org/reference/modulo.html and
// https://processing.org/reference/conditional.html for more
fill(j % 2 == 0 ? color(255) : color(0));
// offset drawing on Y axis
translate(0,(j * heightDivisionSize));
// start a wave shape
beginShape();
// first vertex is at the top left corner
vertex(0,height);
// how many horizontal (per wave) divisions ?
int widthDivisions = 12;
// equally space the points on the wave horizontally
float widthDivsionSize = (float)width / widthDivisions;
// for each point on the wave
for(int i = 0; i <= widthDivisions; i++){
// calculate different phases
// play with arithmetic operators to make interesting wave additions
float phase1 = (frameCount * 0.01) + ((i * j) * 0.025);
float phase2 = (frameCount * 0.05) + ((i + j) * 0.25);
// calculate vertex x position
float x = widthDivsionSize * i;
// multiple sine waves
// (can use cos() and use other ratios too
// 150 in this case is the wave amplitude (e.g. from -150 to + 150)
float y = ((sin(phase1) * sin(phase2) * 150));
// draw calculated vertex
vertex(x,y);
}
// last vertex is at bottom right corner
vertex(width,height);
// finish the shape
endShape();
}
}
The result:
Minor note on performance: this could be implemented more efficiently using PShape, however I recommend playing with the maths/geometry to find the form you're after, then as a last step think of optimizing it.
My intention is not to show you how to create an exact replica, but to show there's more to Op Art than an effect and hopefully inspire you to explore other methods of achieving something similar in the hope that you will discover your own methods and outcomes: something new and of your own through fun happy accidents.
In terms of other techniques/avenues to explore:
displacement maps:
Using an alternating black/white straight bars texture on wavy 3D geometry
using shaders:
Shaders are a huge topic on their own, but it's worth noting:
There's a very good Processing Shader Tutorial
You might be able to explore frament shaders on shadertoy, tweak the code in browser then make slight changes so you can run them in Processing.
Here are a few quick examples:
https://www.shadertoy.com/view/Wts3DB
tweaked for black/white waves in Processing as shader-Wts3DB.frag
// https://www.shadertoy.com/view/Wts3DB
uniform vec2 iResolution;
uniform float iTime;
#define COUNT 6.
#define COL_BLACK vec3(23,32,38) / 255.0
#define SF 1./min(iResolution.x,iResolution.y)
#define SS(l,s) smoothstep(SF,-SF,l-s)
#define hue(h) clamp( abs( fract(h + vec4(3,2,1,0)/3.) * 6. - 3.) -1. , 0., 1.)
// Original noise code from https://www.shadertoy.com/view/4sc3z2
#define MOD3 vec3(.1031,.11369,.13787)
vec3 hash33(vec3 p3)
{
p3 = fract(p3 * MOD3);
p3 += dot(p3, p3.yxz+19.19);
return -1.0 + 2.0 * fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
}
float simplex_noise(vec3 p)
{
const float K1 = 0.333333333;
const float K2 = 0.166666667;
vec3 i = floor(p + (p.x + p.y + p.z) * K1);
vec3 d0 = p - (i - (i.x + i.y + i.z) * K2);
vec3 e = step(vec3(0.0), d0 - d0.yzx);
vec3 i1 = e * (1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy * (1.0 - e);
vec3 d1 = d0 - (i1 - 1.0 * K2);
vec3 d2 = d0 - (i2 - 2.0 * K2);
vec3 d3 = d0 - (1.0 - 3.0 * K2);
vec4 h = max(0.6 - vec4(dot(d0, d0), dot(d1, d1), dot(d2, d2), dot(d3, d3)), 0.0);
vec4 n = h * h * h * h * vec4(dot(d0, hash33(i)), dot(d1, hash33(i + i1)), dot(d2, hash33(i + i2)), dot(d3, hash33(i + 1.0)));
return dot(vec4(31.316), n);
}
void mainImage( vec4 fragColor, vec2 fragCoord )
{
}
void main(void) {
//vec2 uv = vec2(gl_FragColor.x / iResolution.y, gl_FragColor.y / iResolution.y);
vec2 uv = gl_FragCoord.xy / iResolution.y;
float m = 0.;
float t = iTime *.5;
vec3 col;
for(float i=COUNT; i>=0.; i-=1.){
float edge = simplex_noise(vec3(uv * vec2(2., 0.) + vec2(0, t + i*.15), 3.))*.2 + (.95/COUNT)*i;
float mi = SS(edge, uv.y) - SS(edge + .095, uv.y);
m += mi;
if(mi > 0.){
col = vec3(1.0);
}
}
col = mix(COL_BLACK, col, m);
gl_FragColor = vec4(col,1.0);
// mainImage(gl_FragColor,gl_FragCoord);
}
loaded in Processing as:
PShader shader;
void setup(){
size(300,300,P2D);
noStroke();
shader = loadShader("shader-Wts3DB.frag");
shader.set("iResolution",(float)width, float(height));
}
void draw(){
background(0);
shader.set("iTime",frameCount * 0.05);
shader(shader);
rect(0,0,width,height);
}
https://www.shadertoy.com/view/MtsXzl
tweaked as shader-MtsXzl.frag
//https://www.shadertoy.com/view/MtsXzl
#define SHOW_GRID 1
const float c_scale = 0.5;
const float c_rate = 2.0;
#define FLT_MAX 3.402823466e+38
uniform vec3 iMouse;
uniform vec2 iResolution;
uniform float iTime;
//=======================================================================================
float CubicHermite (float A, float B, float C, float D, float t)
{
float t2 = t*t;
float t3 = t*t*t;
float a = -A/2.0 + (3.0*B)/2.0 - (3.0*C)/2.0 + D/2.0;
float b = A - (5.0*B)/2.0 + 2.0*C - D / 2.0;
float c = -A/2.0 + C/2.0;
float d = B;
return a*t3 + b*t2 + c*t + d;
}
//=======================================================================================
float hash(float n) {
return fract(sin(n) * 43758.5453123);
}
//=======================================================================================
float GetHeightAtTile(vec2 T)
{
float rate = hash(hash(T.x) * hash(T.y))*0.5+0.5;
return (sin(iTime*rate*c_rate) * 0.5 + 0.5) * c_scale;
}
//=======================================================================================
float HeightAtPos(vec2 P)
{
vec2 tile = floor(P);
P = fract(P);
float CP0X = CubicHermite(
GetHeightAtTile(tile + vec2(-1.0,-1.0)),
GetHeightAtTile(tile + vec2(-1.0, 0.0)),
GetHeightAtTile(tile + vec2(-1.0, 1.0)),
GetHeightAtTile(tile + vec2(-1.0, 2.0)),
P.y
);
float CP1X = CubicHermite(
GetHeightAtTile(tile + vec2( 0.0,-1.0)),
GetHeightAtTile(tile + vec2( 0.0, 0.0)),
GetHeightAtTile(tile + vec2( 0.0, 1.0)),
GetHeightAtTile(tile + vec2( 0.0, 2.0)),
P.y
);
float CP2X = CubicHermite(
GetHeightAtTile(tile + vec2( 1.0,-1.0)),
GetHeightAtTile(tile + vec2( 1.0, 0.0)),
GetHeightAtTile(tile + vec2( 1.0, 1.0)),
GetHeightAtTile(tile + vec2( 1.0, 2.0)),
P.y
);
float CP3X = CubicHermite(
GetHeightAtTile(tile + vec2( 2.0,-1.0)),
GetHeightAtTile(tile + vec2( 2.0, 0.0)),
GetHeightAtTile(tile + vec2( 2.0, 1.0)),
GetHeightAtTile(tile + vec2( 2.0, 2.0)),
P.y
);
return CubicHermite(CP0X, CP1X, CP2X, CP3X, P.x);
}
//=======================================================================================
vec3 NormalAtPos( vec2 p )
{
float eps = 0.01;
vec3 n = vec3( HeightAtPos(vec2(p.x-eps,p.y)) - HeightAtPos(vec2(p.x+eps,p.y)),
2.0*eps,
HeightAtPos(vec2(p.x,p.y-eps)) - HeightAtPos(vec2(p.x,p.y+eps)));
return normalize( n );
}
//=======================================================================================
float RayIntersectSphere (vec4 sphere, in vec3 rayPos, in vec3 rayDir)
{
//get the vector from the center of this circle to where the ray begins.
vec3 m = rayPos - sphere.xyz;
//get the dot product of the above vector and the ray's vector
float b = dot(m, rayDir);
float c = dot(m, m) - sphere.w * sphere.w;
//exit if r's origin outside s (c > 0) and r pointing away from s (b > 0)
if(c > 0.0 && b > 0.0)
return -1.0;
//calculate discriminant
float discr = b * b - c;
//a negative discriminant corresponds to ray missing sphere
if(discr < 0.0)
return -1.0;
//ray now found to intersect sphere, compute smallest t value of intersection
float collisionTime = -b - sqrt(discr);
//if t is negative, ray started inside sphere so clamp t to zero and remember that we hit from the inside
if(collisionTime < 0.0)
collisionTime = -b + sqrt(discr);
return collisionTime;
}
//=======================================================================================
vec3 DiffuseColor (in vec3 pos)
{
#if SHOW_GRID
pos = mod(floor(pos),2.0);
return vec3(mod(pos.x, 2.0) < 1.0 ? 1.0 : 0.0);
#else
return vec3(0.1, 0.8, 0.9);
#endif
}
//=======================================================================================
vec3 ShadePoint (in vec3 pos, in vec3 rayDir, float time, bool fromUnderneath)
{
vec3 diffuseColor = DiffuseColor(pos);
vec3 reverseLightDir = normalize(vec3(1.0,1.0,-1.0));
vec3 lightColor = vec3(1.0);
vec3 ambientColor = vec3(0.05);
vec3 normal = NormalAtPos(pos.xz);
normal *= fromUnderneath ? -1.0 : 1.0;
// diffuse
vec3 color = diffuseColor;
float dp = dot(normal, reverseLightDir);
if(dp > 0.0)
color += (diffuseColor * lightColor);
return color;
}
//=======================================================================================
vec3 HandleRay (in vec3 rayPos, in vec3 rayDir, in vec3 pixelColor, out float hitTime)
{
float time = 0.0;
float lastHeight = 0.0;
float lastY = 0.0;
float height;
bool hitFound = false;
hitTime = FLT_MAX;
bool fromUnderneath = false;
vec2 timeMinMax = vec2(0.0, 20.0);
time = timeMinMax.x;
const int c_numIters = 100;
float deltaT = (timeMinMax.y - timeMinMax.x) / float(c_numIters);
vec3 pos = rayPos + rayDir * time;
float firstSign = sign(pos.y - HeightAtPos(pos.xz));
for (int index = 0; index < c_numIters; ++index)
{
pos = rayPos + rayDir * time;
height = HeightAtPos(pos.xz);
if (sign(pos.y - height) * firstSign < 0.0)
{
fromUnderneath = firstSign < 0.0;
hitFound = true;
break;
}
time += deltaT;
lastHeight = height;
lastY = pos.y;
}
if (hitFound) {
time = time - deltaT + deltaT*(lastHeight-lastY)/(pos.y-lastY-height+lastHeight);
pos = rayPos + rayDir * time;
pixelColor = ShadePoint(pos, rayDir, time, fromUnderneath);
hitTime = time;
}
return pixelColor;
}
//=======================================================================================
void main()
{
// scrolling camera
vec3 cameraOffset = vec3(iTime, 0.5, iTime);
//----- camera
vec2 mouse = iMouse.xy / iResolution.xy;
vec3 cameraAt = vec3(0.5,0.5,0.5) + cameraOffset;
float angleX = iMouse.z > 0.0 ? 6.28 * mouse.x : 3.14 + iTime * 0.25;
float angleY = iMouse.z > 0.0 ? (mouse.y * 6.28) - 0.4 : 0.5;
vec3 cameraPos = (vec3(sin(angleX)*cos(angleY), sin(angleY), cos(angleX)*cos(angleY))) * 5.0;
// float angleX = 0.8;
// float angleY = 0.8;
// vec3 cameraPos = vec3(0.0,0.0,0.0);
cameraPos += vec3(0.5,0.5,0.5) + cameraOffset;
vec3 cameraFwd = normalize(cameraAt - cameraPos);
vec3 cameraLeft = normalize(cross(normalize(cameraAt - cameraPos), vec3(0.0,sign(cos(angleY)),0.0)));
vec3 cameraUp = normalize(cross(cameraLeft, cameraFwd));
float cameraViewWidth = 6.0;
float cameraViewHeight = cameraViewWidth * iResolution.y / iResolution.x;
float cameraDistance = 6.0; // intuitively backwards!
// Objects
vec2 rawPercent = (gl_FragCoord.xy / iResolution.xy);
vec2 percent = rawPercent - vec2(0.5,0.5);
vec3 rayTarget = (cameraFwd * vec3(cameraDistance,cameraDistance,cameraDistance))
- (cameraLeft * percent.x * cameraViewWidth)
+ (cameraUp * percent.y * cameraViewHeight);
vec3 rayDir = normalize(rayTarget);
float hitTime = FLT_MAX;
vec3 pixelColor = vec3(1.0, 1.0, 1.0);
pixelColor = HandleRay(cameraPos, rayDir, pixelColor, hitTime);
gl_FragColor = vec4(clamp(pixelColor,0.0,1.0), 1.0);
}
and the mouse interactive Processing sketch:
PShader shader;
void setup(){
size(300,300,P2D);
noStroke();
shader = loadShader("shader-MtsXzl.frag");
shader.set("iResolution",(float)width, float(height));
}
void draw(){
background(0);
shader.set("iTime",frameCount * 0.05);
shader.set("iMouse",(float)mouseX , (float)mouseY, mousePressed ? 1.0 : 0.0);
shader(shader);
rect(0,0,width,height);
}
Shadertoy is great way to play/learn: have fun !
Update
Here's a quick test tweaking Daniel Shiffman's 3D Terrain Generation example to add a stripped texture and basic sine waves instead of perlin noise:
// Daniel Shiffman
// http://codingtra.in
// http://patreon.com/codingtrain
// Code for: https://youtu.be/IKB1hWWedMk
int cols, rows;
int scl = 20;
int w = 2000;
int h = 1600;
float flying = 0;
float[][] terrain;
PImage texture;
void setup() {
size(600, 600, P3D);
textureMode(NORMAL);
noStroke();
cols = w / scl;
rows = h/ scl;
terrain = new float[cols][rows];
texture = getBarsTexture(512,512,96);
}
void draw() {
flying -= 0.1;
float yoff = flying;
for (int y = 0; y < rows; y++) {
float xoff = 0;
for (int x = 0; x < cols; x++) {
//terrain[x][y] = map(noise(xoff, yoff), 0, 1, -100, 100);
terrain[x][y] = map(sin(xoff) * sin(yoff), 0, 1, -60, 60);
xoff += 0.2;
}
yoff += 0.2;
}
background(0);
translate(width/2, height/2+50);
rotateX(PI/9);
translate(-w/2, -h/2);
for (int y = 0; y < rows-1; y++) {
beginShape(TRIANGLE_STRIP);
texture(texture);
for (int x = 0; x < cols; x++) {
float u0 = map(x,0,cols-1,0.0,1.0);
float u1 = map(x+1,0,cols-1,0.0,1.0);
float v0 = map(y,0,rows-1,0.0,1.0);
float v1 = map(y+1,0,rows-1,0.0,1.0);
vertex(x*scl, y*scl, terrain[x][y], u0, v0);
vertex(x*scl, (y+1)*scl, terrain[x][y+1], u1, v1);
}
endShape();
}
}
PGraphics getBarsTexture(int textureWidth, int textureHeight, int numBars){
PGraphics texture = createGraphics(textureWidth, textureHeight);
int moduleSide = textureWidth / numBars;
texture.beginDraw();
texture.background(0);
texture.noStroke();
for(int i = 0; i < numBars; i+= 2){
texture.rect(0, i * moduleSide, textureWidth, moduleSide);
}
texture.endDraw();
return texture;
}

How to create a text made of glass in canvas with refraction and reflection?

What I'd like to achieve is close to this there. You can also just take a look at those screenshots.
The actual result
Notice how the refraction is evolving as the page scrolls down/up. Scrolling, there is also a source of light going right to left.
After scrolling
Ideally I'd like the text to have that transparent glass reflective aspect like on the example provided. But also, to refract what is behind, which does not seem to be the case here. Indeed, when the canvas is left alone, the refraction still happens, so i suspect the effects is done knowing what would be displayed in the background. As for me, I'd like to refract whats behind dynamically. Yet again i'm thinking that i might have been achieved this way for a reason, maybe performance issue
All non canvas elements removed
Indeed, it looks like it it based from the background, but the background is not within the canvas. Also, as you can see, on the next picture, the refraction effect is still hapenning even though the background is removed.
Refraction
The source of light is still there and i suspect it's using some kind of ray casting/ray tracing method. I'm not at all familiar with drawing in the canvas (except using p5.js for simple things),and it took me a long time to find ray tracing with no idea of what i'm looking for.
.... Questions ....
How do i get the glass transparent reflective aspect on the text ? Should it be achieve with graphic design tools ? (I don't know how to get an object (see screenshot below) that seem to have the texture bind afterwards.I'm not even sure if i'm using the right vocabulary but assuming I am, I don't know how to make such texture.)
text object no "texture"
How to refract everything that would be placed behind the glass object? (Before I came to the conclusion that I needed to use canvas, not just because I found this exemple, but also because of other considerations related to the project I'm working on. I've invest a lot of time learning suffisant svg to achieve what you can see on the next screenshot,and failed to achieve what was aimed. I'm not willing to do so the same with ray casting thus my third question. I hope it's understandable...Still the refracted part is there but looks a lot less realistic than in the provided example.)
SVG
Is ray casting/ray tracing is the right path to dig in for achieving the refraction ? Will it be okay to use if its ray tracing every objects behind.
Thanks for your time and concern.
Reflection and Refraction
There are so many tutorials online to achieve this FX I can not see the point in repeating them.
This answer presents an approximation using a normal map in place of a 3D model, and flat texture maps to represent the reflection and refraction maps, rather than 3D textures traditionally used to get reflections and refraction.
Generating a normal map.
The snippet below generates a normal map from input text with various options. The process is reasonably quick (not real time) and will be the stand in for a 3D model in the webGL rendering solution.
It first creates a height map of the text, adds some smoothing, then converts the map to a normal map.
text.addEventListener("keyup", createNormalMap)
createNormalMap();
function createNormalMap(){
text.focus();
setTimeout(() => {
const can = normalMapText(text.value, "Arial Black", 96, 8, 2, 0.1, true, "round");
result.innerHTML = "";
result.appendChild(can);
}, 0);
}
function normalMapText(text, font, size, bevel, smooth = 0, curve = 0.5, smoothNormals = true, corners = "round") {
const canvas = document.createElement("canvas");
const mask = document.createElement("canvas");
const ctx = canvas.getContext("2d");
const ctxMask = mask.getContext("2d");
ctx.font = size + "px " + font;
const tw = ctx.measureText(text).width;
const cx = (mask.width = canvas.width = tw + bevel * 3) / 2;
const cy = (mask.height = canvas.height = size + bevel * 3) / 2;
ctx.font = size + "px " + font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.lineJoin = corners;
const step = 255 / (bevel + 1);
var j, i = 0, val = step;
while (i < bevel) {
ctx.lineWidth = bevel - i;
const v = ((val / 255) ** curve) * 255;
ctx.strokeStyle = `rgb(${v},${v},${v})`;
ctx.strokeText(text, cx, cy);
i++;
val += step;
}
ctx.fillStyle = "#FFF";
ctx.fillText(text, cx, cy);
if (smooth >= 1) {
ctxMask.drawImage(canvas, 0, 0);
ctx.filter = "blur(" + smooth + "px)";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "destination-in";
ctx.filter = "none";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "source-over";
}
const w = canvas.width, h = canvas.height, w4 = w << 2;
const imgData = ctx.getImageData(0,0,w,h);
const d = imgData.data;
const heightBuf = new Uint8Array(w * h);
j = i = 0;
while (i < d.length) {
heightBuf[j++] = d[i]
i += 4;
}
var x, y, xx, yy, zz, xx1, yy1, zz1, xx2, yy2, zz2, dist;
i = 0;
for(y = 0; y < h; y ++){
for(x = 0; x < w; x ++){
if(d[i + 3]) { // only pixels with alpha > 0
const idx = x + y * w;
const x1 = 1;
const z1 = heightBuf[idx - 1] === undefined ? 0 : heightBuf[idx - 1] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w] === undefined ? 0 : heightBuf[idx - w] - heightBuf[idx];
const y2 = -1;
const x3 = 1;
const z3 = heightBuf[idx - w - 1] === undefined ? 0 : heightBuf[idx - w - 1] - heightBuf[idx];
const y3 = -1;
xx = y3 * z2 - z3 * y2
yy = z3 * x2 - x3 * z2
zz = x3 * y2 - y3 * x2
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
xx /= dist;
yy /= dist;
zz /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5;
xx += xx1 / dist;
yy += yy1 / dist;
zz += zz1 / dist;
if (smoothNormals) {
const x1 = 2;
const z1 = heightBuf[idx - 2] === undefined ? 0 : heightBuf[idx - 2] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w * 2] === undefined ? 0 : heightBuf[idx - w * 2] - heightBuf[idx];
const y2 = -2;
const x3 = 2;
const z3 = heightBuf[idx - w * 2 - 2] === undefined ? 0 : heightBuf[idx - w * 2 - 2] - heightBuf[idx];
const y3 = -2;
xx2 = y3 * z2 - z3 * y2
yy2 = z3 * x2 - x3 * z2
zz2 = x3 * y2 - y3 * x2
dist = (xx2 * xx2 + yy2 * yy2 + zz2 * zz2) ** 0.5 * 2;
xx2 /= dist;
yy2 /= dist;
zz2 /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5 * 2;
xx2 += xx1 / dist;
yy2 += yy1 / dist;
zz2 += zz1 / dist;
xx += xx2;
yy += yy2;
zz += zz2;
}
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
d[i+0] = ((xx / dist) + 1.0) * 128;
d[i+1] = ((yy / dist) + 1.0) * 128;
d[i+2] = 255 - ((zz / dist) + 1.0) * 128;
}
i += 4;
}
}
ctx.putImageData(imgData, 0, 0);
return canvas;
}
<input id="text" type="text" value="Normal Map" />
<div id="result"></div>
Approximation
To render the text we need to create some shaders. As we are using a normal map the vertex shader can be very simple.
Vertex shader
We are using a quad to render the whole canvas. The vertex shader outputs the 4 corners and converts each corner to a texture coordinate.
#version 300 es
in vec2 vert;
out vec2 texCoord;
void main() {
texCoord = vert * 0.5 + 0.5;
gl_Position = vec4(verts, 1, 1);
}
Fragment shader
The fragment shader has 3 texture inputs. The normal map, and the reflection and refraction maps.
The fragment shader first works out if the pixel is part of the background, or on the text. If on the text it converts the RGB texture normal into a vector normal.
It then uses vector addition to get the reflected and refracted textures. Mixing those textures by the normal maps z value. In effect refraction is strongest when the normal is facing up and reflection strongest when normal facing away
#version 300 es
uniform sampler2D normalMap;
uniform sampler2D refractionMap;
uniform sampler2D reflectionMap;
in vec2 texCoord;
out vec4 pixel;
void main() {
vec4 norm = texture(normalMap, texCoord);
if (norm.a > 0) {
vec3 normal = normalize(norm.rgb - 0.5);
vec2 tx1 = textCoord + normal.xy * 0.1;
vec2 tx2 = textCoord - normal.xy * 0.2;
pixel = vec4(mix(texture(refractionMap, tx2).rgb, texture(reflectionMap, tx1).rgb, abs(normal.z)), norm.a);
} else {
pixel = texture(refactionMap, texCoord);
}
}
That is the most basic form that will give the impression of reflection and refraction.
Example NOT REAL reflection refraction.
The example is a little more complex as the various textures have different sizes and thus need to be scaled in the fragment shader to be the correct size.
I have also added some tinting to both the refraction and reflections and mixed the reflection via a curve.
The background is scrolled to the mouse position. To match a background on the page you would move the canvas over the background.
There are a few #defines in the frag shader to control the settings. You could make them uniforms, or constants.
mixCurve controls the mix of reflect refract textures. Values < 1 > 0 ease out refraction, values > 1 ease out the reflection.
The normal map is one to one with rendered pixels. As 2D canvas rendering is rather poor quality you can get a better result by over sampling the normal map in the fragment shader.
const vertSrc = `#version 300 es
in vec2 verts;
out vec2 texCoord;
void main() {
texCoord = verts * vec2(0.5, -0.5) + 0.5;
gl_Position = vec4(verts, 1, 1);
}
`
const fragSrc = `#version 300 es
precision highp float;
#define refractStrength 0.1
#define reflectStrength 0.2
#define refractTint vec3(1,0.95,0.85)
#define reflectTint vec3(1,1.25,1.42)
#define mixCurve 0.3
uniform sampler2D normalMap;
uniform sampler2D refractionMap;
uniform sampler2D reflectionMap;
uniform vec2 scrolls;
in vec2 texCoord;
out vec4 pixel;
void main() {
vec2 nSize = vec2(textureSize(normalMap, 0));
vec2 scaleCoords = nSize / vec2(textureSize(refractionMap, 0));
vec2 rCoord = (texCoord - scrolls) * scaleCoords;
vec4 norm = texture(normalMap, texCoord);
if (norm.a > 0.99) {
vec3 normal = normalize(norm.rgb - 0.5);
vec2 tx1 = rCoord + normal.xy * scaleCoords * refractStrength;
vec2 tx2 = rCoord - normal.xy * scaleCoords * reflectStrength;
vec3 c1 = texture(refractionMap, tx1).rgb * refractTint;
vec3 c2 = texture(reflectionMap, tx2).rgb * reflectTint;
pixel = vec4(mix(c2, c1, abs(pow(normal.z,mixCurve))), 1.0);
} else {
pixel = texture(refractionMap, rCoord);
}
}
`
var program, loc;
function normalMapText(text, font, size, bevel, smooth = 0, curve = 0.5, smoothNormals = true, corners = "round") {
const canvas = document.createElement("canvas");
const mask = document.createElement("canvas");
const ctx = canvas.getContext("2d");
const ctxMask = mask.getContext("2d");
ctx.font = size + "px " + font;
const tw = ctx.measureText(text).width;
const cx = (mask.width = canvas.width = tw + bevel * 3) / 2;
const cy = (mask.height = canvas.height = size + bevel * 3) / 2;
ctx.font = size + "px " + font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.lineJoin = corners;
const step = 255 / (bevel + 1);
var j, i = 0, val = step;
while (i < bevel) {
ctx.lineWidth = bevel - i;
const v = ((val / 255) ** curve) * 255;
ctx.strokeStyle = `rgb(${v},${v},${v})`;
ctx.strokeText(text, cx, cy);
i++;
val += step;
}
ctx.fillStyle = "#FFF";
ctx.fillText(text, cx, cy);
if (smooth >= 1) {
ctxMask.drawImage(canvas, 0, 0);
ctx.filter = "blur(" + smooth + "px)";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "destination-in";
ctx.filter = "none";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "source-over";
}
const w = canvas.width, h = canvas.height, w4 = w << 2;
const imgData = ctx.getImageData(0,0,w,h);
const d = imgData.data;
const heightBuf = new Uint8Array(w * h);
j = i = 0;
while (i < d.length) {
heightBuf[j++] = d[i]
i += 4;
}
var x, y, xx, yy, zz, xx1, yy1, zz1, xx2, yy2, zz2, dist;
i = 0;
for(y = 0; y < h; y ++){
for(x = 0; x < w; x ++){
if(d[i + 3]) { // only pixels with alpha > 0
const idx = x + y * w;
const x1 = 1;
const z1 = heightBuf[idx - 1] === undefined ? 0 : heightBuf[idx - 1] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w] === undefined ? 0 : heightBuf[idx - w] - heightBuf[idx];
const y2 = -1;
const x3 = 1;
const z3 = heightBuf[idx - w - 1] === undefined ? 0 : heightBuf[idx - w - 1] - heightBuf[idx];
const y3 = -1;
xx = y3 * z2 - z3 * y2
yy = z3 * x2 - x3 * z2
zz = x3 * y2 - y3 * x2
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
xx /= dist;
yy /= dist;
zz /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5;
xx += xx1 / dist;
yy += yy1 / dist;
zz += zz1 / dist;
if (smoothNormals) {
const x1 = 2;
const z1 = heightBuf[idx - 2] === undefined ? 0 : heightBuf[idx - 2] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w * 2] === undefined ? 0 : heightBuf[idx - w * 2] - heightBuf[idx];
const y2 = -2;
const x3 = 2;
const z3 = heightBuf[idx - w * 2 - 2] === undefined ? 0 : heightBuf[idx - w * 2 - 2] - heightBuf[idx];
const y3 = -2;
xx2 = y3 * z2 - z3 * y2
yy2 = z3 * x2 - x3 * z2
zz2 = x3 * y2 - y3 * x2
dist = (xx2 * xx2 + yy2 * yy2 + zz2 * zz2) ** 0.5 * 2;
xx2 /= dist;
yy2 /= dist;
zz2 /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5 * 2;
xx2 += xx1 / dist;
yy2 += yy1 / dist;
zz2 += zz1 / dist;
xx += xx2;
yy += yy2;
zz += zz2;
}
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
d[i+0] = ((xx / dist) + 1.0) * 128;
d[i+1] = ((yy / dist) + 1.0) * 128;
d[i+2] = 255 - ((zz / dist) + 1.0) * 128;
}
i += 4;
}
}
ctx.putImageData(imgData, 0, 0);
return canvas;
}
function createChecker(size, width, height) {
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
canvas.width = width * size;
canvas.height = height * size;
for(var y = 0; y < size; y ++) {
for(var x = 0; x < size; x ++) {
const xx = x * width;
const yy = y * height;
ctx.fillStyle ="#888";
ctx.fillRect(xx,yy,width,height);
ctx.fillStyle ="#DDD";
ctx.fillRect(xx,yy,width/2,height/2);
ctx.fillRect(xx+width/2,yy+height/2,width/2,height/2);
}
}
return canvas;
}
const mouse = {x:0, y:0};
addEventListener("mousemove",e => {mouse.x = e.pageX; mouse.y = e.pageY });
var normMap = normalMapText("GLASSY", "Arial Black", 128, 24, 1, 0.1, true, "round");
canvas.width = normMap.width;
canvas.height = normMap.height;
const locations = {updates: []};
const fArr = arr => new Float32Array(arr);
const gl = canvas.getContext("webgl2", {premultipliedAlpha: false, antialias: false, alpha: false});
const textures = {};
setup();
function texture(gl, image, {min = "LINEAR", mag = "LINEAR", wrapX = "REPEAT", wrapY = "REPEAT"} = {}) {
const texture = gl.createTexture();
target = gl.TEXTURE_2D;
gl.bindTexture(target, texture);
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl[min]);
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl[mag]);
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl[wrapX]);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl[wrapY]);
gl.texImage2D(target, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
function bindTexture(texture, unit) {
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, texture);
}
function Location(name, data, type = "fv", autoUpdate = true) {
const glUpdateCall = gl["uniform" + data.length + type].bind(gl);
const loc = gl.getUniformLocation(program, name);
locations[name] = {data, update() {glUpdateCall(loc, data)}};
autoUpdate && locations.updates.push(locations[name]);
return locations[name];
}
function compileShader(src, type, shader = gl.createShader(type)) {
gl.shaderSource(shader, src);
gl.compileShader(shader);
return shader;
}
function setup() {
program = gl.createProgram();
gl.attachShader(program, compileShader(vertSrc, gl.VERTEX_SHADER));
gl.attachShader(program, compileShader(fragSrc, gl.FRAGMENT_SHADER));
gl.linkProgram(program);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0,1,2,0,2,3]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, fArr([-1,-1,1,-1,1,1,-1,1]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc = gl.getAttribLocation(program, "verts"));
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
Location("scrolls", [0, 0]);
Location("normalMap", [0], "i", false).update();
Location("refractionMap", [1], "i", false).update();
Location("reflectionMap", [2], "i", false).update();
textures.norm = texture(gl,normMap);
textures.reflect = texture(gl,createChecker(8,128,128));
textures.refract = texture(gl,createChecker(8,128,128));
gl.viewport(0, 0, normMap.width, normMap.height);
bindTexture(textures.norm, 0);
bindTexture(textures.reflect, 1);
bindTexture(textures.refract, 2);
loop();
}
function draw() {
for(const l of locations.updates) { l.update() }
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}
function loop() {
locations.scrolls.data[0] = -1 + mouse.x / canvas.width;
locations.scrolls.data[1] = -1 + mouse.y / canvas.height;
draw();
requestAnimationFrame(loop);
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
Personally I find this FX more visually pleasing than simulations based on real lighting models. Though keep in mind THIS IS NOT Refraction or Reflections.

How to draw curved text using MFC functions?

How to draw curved text using MFC functions? I want to achieve like this below.
DrawText() function draws text in straight line only, I do not know how to draw curved text at particular angle. Please help me.
Thanks.
You could use GDI+, There is a sample in code project, which is written in C#, I translate it into C++:
Graphics graphics(hWnd);
RECT rect = { 0 };
GetWindowRect(hWnd, &rect);
POINT center = { (rect.right - rect.left) / 2,(rect.bottom - rect.top) / 2 };
double radius = min(rect.right - rect.left, (rect.bottom - rect.top)) / 3;
TCHAR text[] = L"ABCDEFGHIJLKMNOPQRSTUVWXYZ";
REAL emSize = 24;
Font* font = new Font(FontFamily::GenericSansSerif(), emSize, FontStyleBold);
for (int i = 0; i < _tcslen(text); ++i)
{
RectF re, in;
Status result = graphics.MeasureString(&text[i], 1, font, in, &re);;
double charRadius = radius + re.Height;
double angle = (((float)i / _tcslen(text)) - 0.25) * 2 * M_PI;
double x = (int)(center.x + cos(angle) * charRadius);
double y = (int)(center.y + sin(angle) * charRadius);
result = graphics.TranslateTransform(x, y);
result = graphics.RotateTransform((float)(90 + 360 * angle / (2 * M_PI)));
PointF start(0, 0);
SolidBrush Red(Color(255, 255, 0, 0));
result = graphics.DrawString(&text[i], 1, font, start, &Red);
result = graphics.ResetTransform();
SolidBrush Green(Color(255, 0, 255, 0));
Pen* pen = new Pen(&Green, 2.0f);
result = graphics.DrawArc(pen, (REAL)(center.x - radius), (REAL)(center.y - radius), radius * 2, radius * 2, 0, 360);
}
Some header files:
#define _USE_MATH_DEFINES
#include <math.h>
#include <windows.h>
#include <objidl.h>
#include <gdiplus.h>
using namespace Gdiplus;
#pragma comment (lib,"Gdiplus.lib")
Usage:
You must call GdiplusStartup before you create any GDI+ objects, and
you must delete all of your GDI+ objects (or have them go out of
scope) before you call GdiplusShutdown.
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
//To Do.
GdiplusShutdown(gdiplusToken);
Result:
UPDATE:
Graphics graphics(hWnd);
RECT rect = { 0 };
GetWindowRect(hWnd, &rect);
POINT center = { (rect.right - rect.left) / 2,(rect.bottom - rect.top) / 2 };
double radius = min(rect.right - rect.left, (rect.bottom - rect.top)) / 3;
TCHAR text[72][4] = { 0 };
for (int i = 0; i < 72; i++)
{
_itot((i/2)*10, text[i],10);
i++;
_tcscpy(text[i],L"");
}
REAL emSize = 8;
Font* font = new Font(FontFamily::GenericSansSerif(), emSize, FontStyleBold);
for (int i = 0; i < 72; ++i)
{
RectF re, in,rel;
Status result = graphics.MeasureString(text[i], _tcslen(text[i]), font, in, &re);
result = graphics.MeasureString(L"|", 1, font, in, &rel);
double charRadius = radius - re.Height;
double angle = (((float)i / 72) - 0.25) * 2 * M_PI;
double x = (center.x + cos(angle) * charRadius);
double y = (center.y + sin(angle) * charRadius);
result = graphics.TranslateTransform(x, y);
result = graphics.RotateTransform((float)(90 + 360 * angle / (2 * M_PI)));
PointF start(0- re.Width/2, 0);
SolidBrush Red(Color(255, 255, 0, 0));
result = graphics.DrawString(text[i], _tcslen(text[i]), font, start, &Red);
result = graphics.ResetTransform();
x = (int)(center.x + cos(angle) * radius);
y = (int)(center.y + sin(angle) * radius);
result = graphics.TranslateTransform(x, y);
result = graphics.RotateTransform((float)(90 + 360 * angle / (2 * M_PI)));
PointF start1(0 - rel.Width / 2, 0);
result = graphics.DrawString(L"|", 1, font, start1, &Red);
result = graphics.ResetTransform();
}
SolidBrush Green(Color(255, 0, 255, 0));
Pen* pen = new Pen(&Green, 2.0f);
Status result = graphics.DrawArc(pen, (REAL)(center.x - radius), (REAL)(center.y - radius), radius * 2, radius * 2, 0, 360);
Result:

How to draw a dotted line using OpenGL ES 1?

To draw a dotted line in OpenGL I can use glLineStipple, but how do I achieve the same effect in OpenGL ES 1?
Lines can be textured, just like triangles. Enable alpha testing, apply an alpha texture, set up some texture coordinates, and enjoy.
Actually i have realized the doted line or the dashed line using for loops but it still make non sense to use it as a line type link to the drawing method, here is the code of my doted line and dashed line below:
doted line:
(void)drawVerticalDotedInternalGrid{
float a,b;
int drawCount =0;
GLfloat dotedInternalGrid[1296];
for (a = -0.5f; a <= 0.5f; a +=0.5f) {
for (b = -0.875f; b <=0.925f; b += 0.025f)
{
dotedInternalGrid[drawCount] = b;
drawCount++;
dotedInternalGrid[drawCount] = a;
drawCount++;
};
};
glPointSize(1.0f);
glColor4f(0.863f,0.863f,0.863f,0.8f); //line color
glVertexPointer(2, GL_FLOAT, 0, dotedInternalGrid);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_POINTS, 0, 648);
glDisableClientState(GL_VERTEX_ARRAY);
}
dashed line:
(void)drawVerticalDashedInternalGridH{
GLfloat dashedLine[1296];
float a,b;
int i =0;
//-0.4----0.4 // -0.875----0.900
for (a = -0.4f; a <= 0.4f; a +=0.1f) {
for (b =-0.825f; b <=0.950f; b+=0.025f) {
dashedLine[i] = b;
i++;
dashedLine[i] = a;
i++;
};
};
//glLineWidth(1.0f);
glColor4f(0.863f,0.863f,0.863f,1.f); //line color
glVertexPointer(2, GL_FLOAT, 0, dashedLine);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_LINES, 0, 648);
glDisableClientState(GL_VERTEX_ARRAY);
}
of course ye can see the code is drawing in a rectangle area of certain coordinates,the bother things is how to figure out the dotedInternalGrid[1296]; this size of array dynamically for draw method use and the number of lines to draw as well.
To explain it easily, I have put drawHorizontalDashedLine() first.
To understand, click this image.
I cannot put an image on this post because of my reputation.
Visualizing the Vertices
+(void)drawHorizontalDashedLine:(GLfloat)x1 x2:(GLfloat)x2 y:(GLfloat)y {
//Parameters
GLfloat DASH_LENGTH = 4.0f;
GLfloat GAP_LENGTH = 2.0f;
GLfloat LINE_THICKNESS = 1.5f;
//Calculate how many dashes require to draw the whole line
GLfloat fHorizontalLength = fabsf(x2-x1);
int nDashedLineCount = fHorizontalLength / (DASH_LENGTH + GAP_LENGTH);
int nVerticesSize = nDashedLineCount * 4; //A dashed line has 4 values(2 points)
//Vertex
GLfloat vertices[nVerticesSize];
//The first dashed line vertices
vertices[0] = (x1 < x2)? x1 : x2;
vertices[1] = y;
vertices[2] = (x1 < x2)? x1 : x2 + DASH_LENGTH;
vertices[3] = y;
//The other vertices of dashed lines
for (int nIndex=4; nIndex < nVerticesSize; nIndex=nIndex+4) {
vertices[nIndex] = vertices[nIndex-2] + GAP_LENGTH;
vertices[nIndex+1] = y;
vertices[nIndex+2] = vertices[nIndex] + DASH_LENGTH;
vertices[nIndex+3] = y;
//NSLog(#"Point1(%.2f, %.2f)", vertices[nIndex], vertices[nIndex+1]);
//NSLog(#"Point2(%.2f, %.2f)", vertices[nIndex+2], vertices[nIndex+3]);
}
//Draw the arrays
glPushMatrix();
glLineWidth(LINE_THICKNESS);
glVertexPointer (2, GL_FLOAT, 0, vertices);
glDrawArrays (GL_LINES, 0, nVerticesSize/2);
glPopMatrix();
}
drawDashedLine().
I used the trigonometric function to get lengths.
+(void)drawDashedLine:(CGPoint)point1 point2:(CGPoint)point2 {
//Parameters
GLfloat DASH_LENGTH = 3.0f;
GLfloat GAP_LENGTH = 1.0f;
GLfloat LINE_THICKNESS = 1.5f;
//Calculate how many dashes require to draw the whole line
GLfloat fWidth = point2.x - point1.x;
GLfloat fHeight = point2.y - point1.y;
GLfloat fRadian = atan2(fHeight, fWidth);
float fLineLength = sqrtf(powf(fWidth, 2) + powf(fHeight, 2));
int nDashedLineCount = fabsf(fLineLength / (DASH_LENGTH + GAP_LENGTH));
int nVerticesSize = nDashedLineCount * 4; //A dashed line has 4 values(2 points)
//Vertex
GLfloat vertices[nVerticesSize];
//The first dashed line vertices
vertices[0] = point1.x;
vertices[1] = point1.y;
vertices[2] = point1.x + cosf(fRadian) * DASH_LENGTH;
vertices[3] = point1.y + sinf(fRadian) * DASH_LENGTH;
//The other vertices of dashed lines
for (int nIndex=4; nIndex < nVerticesSize; nIndex=nIndex+4) {
vertices[nIndex] = vertices[nIndex-2] + cosf(fRadian) * GAP_LENGTH;
vertices[nIndex+1] = vertices[nIndex-1] + sinf(fRadian) * GAP_LENGTH;
vertices[nIndex+2] = vertices[nIndex] + cosf(fRadian) * DASH_LENGTH;
vertices[nIndex+3] = vertices[nIndex+1] + sinf(fRadian) * DASH_LENGTH;
//NSLog(#"DrawDash Point1(%.2f, %.2f)", vertices[nIndex], vertices[nIndex+1]);
//NSLog(#"DrawDash Point2(%.2f, %.2f)", vertices[nIndex+2], vertices[nIndex+3]);
}
//Draw the arrays
glPushMatrix();
glLineWidth(LINE_THICKNESS);
glVertexPointer (2, GL_FLOAT, 0, vertices);
glDrawArrays (GL_LINES, 0, nVerticesSize/2);
glPopMatrix();
}
glPushAttrib(GL_ENABLE_BIT);
# glPushAttrib is done to return everything to normal after drawing
glLineStipple(1, 0xAAAA); # [1]
glEnable(GL_LINE_STIPPLE);
glBegin(GL_LINES);
glVertex3f(-.5,.5,-.5);
glVertex3f(.5,.5,-.5);
glEnd();
glPopAttrib();

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