rendered paste body#ifndef drawer_hpp
#define drawer_hpp
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include <sstream>
#include <string>
#include <vector>
class Drawer
{
private:
float fMinX;
float fMinY;
float fHeight;
float fWidth;
float fDistX;
float fDistY;
float iScale;
float jScale;
std::vector<float> distances;
std::vector<float> vertices;
std::vector<float> colors;
public:
int iScreenHeight;
int iScreenWidth;
std::vector<float> grid;
//Constructor
Drawer(float fScreeMaxX,float fScreenMaxY,float fScreenMinX,float fScreenMinY,
int iScreenX,int iScreenY);
//Drawers
void Draw();
};
static const float fRadian = 3.14159265f / 180.0f;
Drawer::Drawer(float fScreenMaxX,float fScreenMaxY,float fScreenMinX,float fScreenMinY,int iScreenX,
int iScreenY)
: distances(iScreenX * iScreenY)
, grid(iScreenX * iScreenY)
, vertices((iScreenX - 1) * iScreenY * 6)
, colors((iScreenX - 1) * iScreenY * 6)
{
fMinX = fScreenMinX;
fMinY = fScreenMinY;
fHeight = fScreenMaxY - fScreenMinY;
fWidth = fScreenMaxX - fScreenMinX;
fDistX = fWidth/iScreenX;
fDistY = fHeight/iScreenY;
iScreenHeight = iScreenX;
iScreenWidth = iScreenY;
iScale = 128./iScreenWidth;
jScale = 128./iScreenHeight;
}
void Circular(float fT,int iHeight,int iWidth,float *fGrid)
{
for (int i = 0; i < iHeight; ++i)
{
for (int j = 0; j < iWidth; ++j)
{
float fX = i;
float fY = j;
float fDistance = sqrt(fX*fX+fY*fY);
fT *= 5*fRadian;
float fCircular = cos( -fT)*0.00625;
float fDamp = fDistance*0.0125;
float fWave = cos (fX+fT)*0.025;
if(fDamp < 0.5f)
fDamp = 0.5f;
fGrid[i * iWidth + j] = fCircular/fDamp + fWave;
}
}
}
void Drawer::Draw()
{
int i = 0;
glColor3f(0.0f,0.0f,1.0f);
while(i < iScreenHeight - 1)
{
float fResult[2];
int j = 0;
while(j < iScreenWidth) {
fResult[0] = grid[(i + 1) * iScreenWidth + j];
fResult[1] = grid[i * iScreenWidth + j];
int index = (i*iScreenWidth+j)*6;
colors[index + 2] = 0.75 - fResult[0]*10;
colors[index + 5] = 0.75 - fResult[1]*10;
float fX = fMinX + i*fDistX;
float fY = fMinY + j*fDistY;
vertices[index] = fX + fDistX;
vertices[index+1] = fY;
vertices[index+2] = fResult[0];
vertices[index+3] = fX;
vertices[index+4] = fY;
vertices[index+5] = fResult[1];
j++;
}
i++;
}
glVertexPointer(3, GL_FLOAT, 0, &vertices[0]);
glColorPointer(3, GL_FLOAT, 0, &colors[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
for (int i = 0; i < iScreenHeight-1; ++i)
glDrawArrays(GL_TRIANGLE_STRIP, iScreenWidth*i*2, iScreenWidth*2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
#endif