Flawless BSpline 1D
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src/bspline.cpp
260
src/bspline.cpp
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#include "bspline.h"
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#include <cmath>
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BSpline::BSpline(int k, double step, int np1)
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BSpline::BSpline(
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ESpline typeSpline,
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int k,
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EPolygone typePolygone,
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EVecteurNodal typeVecteur,
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int nbPtsCtrlX,
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int nbPtsCtrlZ,
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float stepX,
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float stepY)
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{
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// Initialisation des valeurs
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// Ordre k = 2
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_k = k;
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_step = step;
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_np1 = np1;
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// Vecteur Nodal Uniforme de np1 valeurs
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for(int i = 0; i < k+np1; ++i)
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_vecteurNodal.push_back(i);
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// Points de contrôle
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_pointsDeControle.push_back(glm::vec3(-2, 0, -5));
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_pointsDeControle.push_back(glm::vec3(-1, 0, -5));
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_pointsDeControle.push_back(glm::vec3(-1, 1, -5));
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_pointsDeControle.push_back(glm::vec3( 1, 1, -5));
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_pointsDeControle.push_back(glm::vec3( 1, 0, -5));
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_pointsDeControle.push_back(glm::vec3( 2, 0, -5));
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// Simple vérification
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switch (typeSpline) {
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case ESpline::SPLINE1D:
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assert(k <= nbPtsCtrlX);
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break;
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case ESpline::SPLINE2D:
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assert(k <= nbPtsCtrlX && k <= nbPtsCtrlZ);
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break;
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}
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// Initialisation des valeurs
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_k = k;
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_stepX = stepX;
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_stepY = stepY;
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srand(time(NULL));
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// Génération du polygone de contrôle
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construirePolygone(typePolygone, nbPtsCtrlX, nbPtsCtrlZ);
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// Calcul du vecteur nodal de nbPtsCtrl valeurs
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construireVecteurNodal(typeVecteur);
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switch (typeSpline) {
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case ESpline::SPLINE1D:
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calculerSpline1D();
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break;
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case ESpline::SPLINE2D:
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calculerSpline2D();
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break;
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default:
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std::cerr << "Type de spline inconnu" << std::endl;
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break;
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}
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computeSpline();
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}
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void BSpline::computeSpline()
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void BSpline::calculerSpline1D()
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{
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// Init
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int dec = 0, i = _k;
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int dec = 0, m = _k - 1;
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uint i = 0;
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double u = 0;
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std::vector<glm::vec3> vecteursPointsControle (_nbPtsCtrlX);
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std::vector<glm::vec3> vecteursPointsControle (_np1);
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for(u = _k - 1; u < _np1; u += _step){
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// Réinitialiser dec et i ?
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while(u > _vecteurNodal[i]){
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// Parcours de u
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for(u = _vecteurNodal[m]; u <= _vecteurNodal[_nbPtsCtrlX]; u += _stepX){
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dec = 0;
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// Calcul du décalage
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for(int i = _k; u > _vecteurNodal[i]; ++i)
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++dec;
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++i;
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}
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// int i à virer ?
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// Récupération des k points de contrôles nécessaires à la floraison
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for(int i = 0; i < _k; i++){
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vecteursPointsControle[i] = _pointsDeControle[dec + i];
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}
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// Appel de la floraison récursive
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glm::vec3 newVertex = floraison(u, dec, _k, vecteursPointsControle);
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//std::cout << newVertex.x << " " << newVertex.y << " " << newVertex.z << std::endl;
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_vertices.push_back(newVertex);
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// Sauvegardes des paramètres de la B-spline
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_vertices.insert(_vertices.end(), {newVertex.x, newVertex.y, newVertex.z});
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_normals.insert(_normals.end(), {1, -1, -1});
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_indices.insert(_indices.end(), {i, i, ++i});
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}
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// Enlever la ligne d'indices en trop
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for(int i = 0; i < 3; ++i)
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_indices.pop_back();
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// Ajouter le polygone de controle aux vecteurs
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for(unsigned int i = 0; i < _pointsDeControle.size(); ++i) {
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_indices.insert(_indices.end(), {static_cast<unsigned int>(_vertices.size())/3, static_cast<unsigned int>(_vertices.size()/3), static_cast<unsigned int>(_vertices.size())/3+1});
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_vertices.insert(_vertices.end(), {_pointsDeControle[i].x, _pointsDeControle[i].y, _pointsDeControle[i].z});
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_normals.insert(_normals.end(), {0, 0, 0});
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}
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// Enlever la ligne d'indices en trop
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for(int i = 0; i < 3; ++i)
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_indices.pop_back();
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}
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void BSpline::calculerSpline2D()
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{
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}
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glm::vec3 BSpline::floraison(float u, int dec, int k, std::vector<glm::vec3> vecteursPointsControle)
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{
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if(k == 0)
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if(k <= 1)
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return vecteursPointsControle.front();
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for(int i = 0; i < k - 1; ++i)
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for(int i = 0; i < k - 1; ++i) {
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float max = _vecteurNodal[dec + k + i];
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float min = _vecteurNodal[dec + 1 + i];
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vecteursPointsControle[i] =
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(((_vecteurNodal[dec + k + i] - u) / (_vecteurNodal[dec + k + i] - _vecteurNodal[dec + 1 + i])) * vecteursPointsControle[i]) *
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(((u - _vecteurNodal[dec + 1 + i]) / (_vecteurNodal[dec + k + i] - _vecteurNodal[dec + 1 + i])) * vecteursPointsControle[i+1]);
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floraison(u, dec+1, k-1, vecteursPointsControle);
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((( max - u) / (max - min)) * vecteursPointsControle[i]) +
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((( u - min) / (max - min)) * vecteursPointsControle[i+1]);
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}
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return floraison(u, dec+1, k-1, vecteursPointsControle);
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}
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std::vector<GLfloat> const BSpline::getVertices()
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void BSpline::construirePolygone(EPolygone typePolygone, int nbPtsCtrlX, int nbPtsCtrlZ)
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{
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std::vector<GLfloat> vertices;
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// Ajout des points de contrôle
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for(glm::vec3 point: _pointsDeControle)
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vertices.insert(vertices.end(), {point.x, point.y, point.z});
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// Intervalle pour afficher dans le repère caméra
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float xMin = -3, xMax = 3;
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float yMin = -2, yMax = 2;
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float zMin = -3, zMax = -6;
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// Ajout des points issus de la floraison
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for(glm::vec3 point: _vertices)
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vertices.insert(vertices.end(), {point.x, point.y, point.z});
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switch (typePolygone) {
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case EPolygone::FIXE2D:
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_pointsDeControle.push_back(glm::vec3(-2, 0, -5));
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_pointsDeControle.push_back(glm::vec3(-1, 0, -5));
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_pointsDeControle.push_back(glm::vec3(-1, 1, -5));
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_pointsDeControle.push_back(glm::vec3( 1, 1, -5));
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_pointsDeControle.push_back(glm::vec3( 1, 0, -5));
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_pointsDeControle.push_back(glm::vec3( 2, 0, -5));
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_nbPtsCtrlX = 6;
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_nbPtsCtrlZ = 0;
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break;
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return vertices;
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case EPolygone::RANDOM2D: {
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float x, y, z;
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for(int i = 0; i < nbPtsCtrlX; ++i) {
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//x = xMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(xMax-xMin)));
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x = (i * xMin + (nbPtsCtrlX - i) * xMax) / (xMax - xMin);
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y = yMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(yMax-yMin)));
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z = zMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(zMax-zMin)));
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_pointsDeControle.push_back(glm::vec3(x, y, z));
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}
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_nbPtsCtrlX = _pointsDeControle.size();
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_nbPtsCtrlZ = 0;
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break;
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}
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case EPolygone::GAUSSIEN3D: {
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// Sigma = 1.0f
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float r, s = 2.0f;
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for(int x = - (nbPtsCtrlX / 2) + 1; x < nbPtsCtrlX / 2; ++x) {
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for(int z = - (nbPtsCtrlZ / 2) + 1; x < nbPtsCtrlZ / 2; ++x) {
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r = sqrt(x * x + z * z);
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_pointsDeControle.push_back(glm::vec3( x, (exp(-(r * r) / s)) / (M_PI * s), z));
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}
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}
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_nbPtsCtrlX = nbPtsCtrlX - 1 - (nbPtsCtrlX % 2);
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_nbPtsCtrlZ = nbPtsCtrlZ - 1 - (nbPtsCtrlZ % 2);
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break;
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}
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case EPolygone::FIXE3D: {
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float x, y, z;
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for(int i = 0; i < nbPtsCtrlX; ++i) {
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for(int j = 0; j < nbPtsCtrlZ; ++j) {
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x = (i * xMin + (nbPtsCtrlX - i) * xMax) / (xMax - xMin);
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y = fmod(x + z, 3);
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z = (j * zMin + (nbPtsCtrlZ - j) * zMax) / (zMax - zMin);
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_pointsDeControle.push_back(glm::vec3(x, y, z));
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}
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}
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_nbPtsCtrlX = nbPtsCtrlX;
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_nbPtsCtrlZ = nbPtsCtrlZ;
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break;
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}
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case EPolygone::RANDOM3D: {
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float x, y, z;
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for(int i = 0; i < nbPtsCtrlX; ++i) {
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for(int j = 0; j < nbPtsCtrlZ; ++i) {
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x = (i * xMin + (nbPtsCtrlX - i) * xMax) / (xMax - xMin);
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y = yMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(yMax-yMin)));
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z = (j * zMin + (nbPtsCtrlZ - j) * zMax) / (zMax - zMin);
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_pointsDeControle.push_back(glm::vec3(x, y, z));
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}
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}
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_nbPtsCtrlX = nbPtsCtrlX;
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_nbPtsCtrlZ = nbPtsCtrlZ;
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break;
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}
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default:
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std::cerr << "Type de polygone inconnu" << std::endl;
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break;
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}
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}
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std::vector<GLfloat> const BSpline::getNormals()
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void BSpline::construireVecteurNodal(EVecteurNodal typeVecteur)
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{
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std::vector<GLfloat> normals;
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for(glm::vec3 point: _pointsDeControle)
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normals.insert(normals.end(), {point.x, point.y, point.z});
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// Ajout des normales des points issus de la floraison
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for(glm::vec3 point: _vertices)
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normals.insert(normals.end(), {point.x, point.y, point.z});
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switch (typeVecteur) {
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case EVecteurNodal::UNIFORME:
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for(int i = 0; i <= _k + _nbPtsCtrlX; ++i) {
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_vecteurNodal.push_back(i);
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}
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break;
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case EVecteurNodal::OUVERTUNIFORME:
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for(int i = 0; i <= _k + _nbPtsCtrlX; ++i) {
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if (i < _k)
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_vecteurNodal.push_back(0);
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else if (i > _nbPtsCtrlX)
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_vecteurNodal.push_back(_nbPtsCtrlX - _k + 1);
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else
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_vecteurNodal.push_back(i - _k + 1);
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std::cout << _vecteurNodal.back() << " ";
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}
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break;
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case EVecteurNodal::QUELCONQUE: {
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int r = 0;
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_vecteurNodal.push_back(0);
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for(int i = 1; i <= _k + _nbPtsCtrlX; ++i) {
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r = rand() / (RAND_MAX/5);
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_vecteurNodal.push_back(_vecteurNodal.back() + r);
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}
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break;
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}
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default:
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std::cerr << "Type de vecteur nodal inconnu" << std::endl;
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break;
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}
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return normals;
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}
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std::vector<GLuint> const BSpline::getIndices()
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{
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std::vector<GLuint> indices;
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for(uint i = 0; i < _pointsDeControle.size() - 1; ++i)
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indices.insert(indices.end(), {i, i, i+1});
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// Ajout des indices pour les points issus de la floraison
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for(uint i = 0; i < _vertices.size() - 1; ++i)
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indices.insert(indices.end(), {i, i, i+1});
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return indices;
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}
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@ -7,22 +7,53 @@
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class BSpline
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{
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public:
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BSpline(int k = 2, double step = 0.1, int np1 = 6);
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std::vector<GLfloat> const getVertices();
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std::vector<GLfloat> const getNormals();
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std::vector<GLuint> const getIndices();
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enum class ESpline {SPLINE1D, SPLINE2D};
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enum class EPolygone {FIXE2D, RANDOM2D, GAUSSIEN3D, FIXE3D, RANDOM3D};
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enum class EVecteurNodal {UNIFORME, OUVERTUNIFORME, QUELCONQUE};
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BSpline(ESpline typeSpline = ESpline::SPLINE1D,
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int k = 3,
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EPolygone typePolygone = EPolygone::RANDOM2D,
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EVecteurNodal typeVecteur = EVecteurNodal::UNIFORME,
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int nbPtsCtrlX = 10,
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int nbPtsCtrlZ = 10,
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float stepX = 0.1,
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float stepY = 0.1);
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std::vector<GLfloat> const & getVertices() const {return _vertices;}
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std::vector<GLfloat> const & getNormals() const {return _normals;}
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std::vector<GLuint> const & getIndices() const {return _indices;}
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private:
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std::vector<float> _vecteurNodal;
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// Vecteurs
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std::vector<glm::vec3> _pointsDeControle;
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int _k;
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int _np1;
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double _step;
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std::vector<float> _vecteurNodal;
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std::vector<glm::vec3> _vertices;
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// Paramètres
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int _k, _nbPtsCtrlX, _nbPtsCtrlZ;
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float _stepX, _stepY;
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void computeSpline();
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ESpline _typeSpline;
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EPolygone _typePolygone;
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EVecteurNodal _typeVecteur;
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// Résultats
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std::vector<GLfloat> _vertices;
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std::vector<GLfloat> _normals;
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std::vector<GLuint> _indices;
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// B-spline
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void calculerSpline1D();
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void calculerSpline2D();
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// Floraison récursive
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glm::vec3 floraison(float u, int dec, int k, std::vector<glm::vec3> vecteursPointsControle);
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// Polygone
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void construirePolygone(EPolygone typePolygone, int nbPtsCtrlX, int nbPtsCtrlZ);
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// Vecteur Nodal
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void construireVecteurNodal(EVecteurNodal typeVecteur);
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};
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#endif // BSPLINE_H
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@ -10,8 +10,24 @@ SimpleSpline::SimpleSpline(int width, int height, MainWindow* w) : Scene(width,
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_lastVertex = _w->vertexShader;
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_lastFragment = _w->fragmentShader;
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// LOAD B-SPLINE
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BSpline bspline1D = BSpline();
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/* Génération B-SPLINE - Paramètres:
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* Type de BSpline (1D / 2D)
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* Ordre k
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* Type de Polygone de contrôle (2D: fixé, random / 3D: gaussien, fixé, random)
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* Type de vecteur nodal (Uniforme / Ouvert uniforme / Quelconque)
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*
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* Pas pour delta u et Pas pour delta v */
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BSpline bspline1D = BSpline(
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BSpline::ESpline::SPLINE1D,
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3,
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BSpline::EPolygone::RANDOM2D,
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BSpline::EVecteurNodal::UNIFORME,
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5,
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5,
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0.1,
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0.1
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);
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_vertices = bspline1D.getVertices();
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_indices = bspline1D.getIndices();
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_normals = bspline1D.getNormals();
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@ -98,6 +98,6 @@ void MainWindow::addShaders() {
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}
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// Set default shaders
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vertexShader = vertexShaders.constBegin().key();
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fragmentShader = fragmentShaders.constBegin().key();
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vertexShader = vertexShaders.firstKey();
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fragmentShader = fragmentShaders.lastKey();
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}
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@ -21,7 +21,7 @@ public:
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QMap<QString, std::string> vertexShaders;
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QMap<QString, std::string> fragmentShaders;
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bool culling = true;
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bool culling = false;
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private slots:
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void on_action_Version_OpenGL_triggered();
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@ -96,7 +96,7 @@
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<bool>true</bool>
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</property>
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<property name="checked">
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<bool>true</bool>
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<bool>false</bool>
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</property>
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||||
<property name="text">
|
||||
<string>Toggle backface culling</string>
|
||||
|
|
|
@ -6,6 +6,7 @@ Scene::Scene(int width, int height, MainWindow* w) : _width(width), _height(heig
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
glViewport(0, 0, width, height);
|
||||
glPointSize(5.0f);
|
||||
_drawfill = 2;
|
||||
}
|
||||
|
||||
Scene::~Scene() {
|
||||
|
|
|
@ -32,7 +32,7 @@ protected:
|
|||
|
||||
private:
|
||||
// Rendering mode
|
||||
int _drawfill = 1;
|
||||
int _drawfill;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user