Function:ss2c3dt

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Line 1: Line 1:
==ss2c3dt== ==ss2c3dt==
-Create an empty 3D texture.+Create an empty 3d texture.
==Prototype== ==Prototype==
Line 13: Line 13:
==See Also== ==See Also==
<table> <table>
-<tr><td>[[Function:ss2g3dt |ss2g3dt]]</td><td> Fetch pointer to 3D texture.</td></tr>+<tr><td>[[Function:ss2g3dt |ss2g3dt]]</td><td> Fetch pointer to 3d texture.</td></tr>
 +<tr><td>[[Function:ns2texpoly3d |ns2texpoly3d]]</td><td> Draw a 3d texture.</td></tr>
<table> <table>
Line 19: Line 20:
<code><pre> <code><pre>
 +#include <stdio.h>
 +#include <stdlib.h>
 +#include "s2plot.h"
 +
 +unsigned int texid; /* 3D Texture ID */
 +
 +void cb(double *t, int *kc)
 +{
 + int nverts = 4; /* Number of vertices in polygon */
 + char trans = 't'; /* 3d texture transparency */
 + float alpha = 0.7; /* Alpha channel value */
 +
 + XYZ iP[4]; /* Array of polygon vertices */
 + XYZ iTC[4]; /* Array of texture coordinates */
 + static float texidx = 0.0; /* Current z-texture coordinate */
 +
 + iP[0].x = iP[3].x = -1.0; /* Define polygon vertices */
 + iP[1].x = iP[2].x = +1.0;
 + iP[0].y = iP[1].y = +1.0;
 + iP[2].y = iP[3].y = -1.0;
 + iP[0].z = iP[1].z = iP[2].z = iP[3].z = texidx*2.0 - 1.0;
 +
 + iTC[0].x = iTC[3].x = 0; /* Define texture coordinates */
 + iTC[1].x = iTC[2].x = 1;
 + iTC[0].y = iTC[1].y = 1;
 + iTC[2].y = iTC[3].y = 0;
 + iTC[0].z = iTC[1].z = iTC[2].z = iTC[3].z = texidx;
 +
 + COLOUR col = { 1,1,1 }; /* Draw the polygon boundaries */
 + ns2vline(iP[0],iP[1],col);
 + ns2vline(iP[1],iP[2],col);
 + ns2vline(iP[2],iP[3],col);
 + ns2vline(iP[3],iP[0],col);
 +
 + ns2texpoly3d(iP, iTC, nverts, texid, trans, alpha); /* Draw 3D texture */
 +
 + texidx += (1.0/320.0); /* Choose next z-texture coordinate */
 + if (texidx > 1.0) texidx = 0.0;
 +}
 +
 +int main(int argc, char *argv[])
 +{
 + int Nx = 32, Ny = 32, Nz = 32; /* Texture dimensions */
 + int w,h,d; /* Returned dimensions */
 +
 + s2opend("/?",argc,argv); /* Open the s2plot display device */
 + s2swin(-1,1,-1,1,-1,1); /* Set the world coordinates */
 + s2box("BCDET",0,0,"BCDET",0,0,"BCDET",0,0);
 +
 + texid = ss2c3dt(Nx, Ny, Nz); /* Create a new 3d texture */
 + unsigned char *bits = (unsigned char *)ss2g3dt(texid, &w, &h, &d);
 + /* Get the texture data for modification */
 + int i, j, k;
 + long idx;
 + float x,y,z;
 + for (i=0;i<Nx;i++) {
 + x = -1.0 + i*(2.0/(float)(Nx-1));
 + for (j=0;j<Ny;j++) {
 + y = -1.0 + j*(2.0/(float)(Ny-1));
 + for (k=0;k<Nz;k++) {
 + z = -1.0 + k*(2.0/(float)(Nz-1));
 + idx = ((i*Ny + j)*Nz + k)*4;
 + if ((x*x + y*y + z*z) < 1.0) { /* 3D solid red sphere */
 + bits[idx + 1 ] = 255;
 + ns2point(x,y,z,1,1,1); /* Plot point in sphere */
 + } else {
 + bits[idx + 0 ] = 0;
 + }
 +
 + bits[idx + 1 ] = 0; /* Blue channel */
 + bits[idx + 2 ] = 0; /* Green channel */
 + bits[idx + 3 ] = 255; /* Alpha channel */
 + }
 + }
 + }
 +
 + fprintf(stderr, "3d texture IS %d x %d x %d\n", w, h, d);
 + ss2pt(texid); /* Push back the texture */
 +
 + cs2scb(cb); /* Install a dynamic callback */
 +
 + s2show(1); /* Display the geometry */
 +
 + return 0;
 +}
 +
</pre></code> </pre></code>

Revision as of 05:29, 29 August 2011

ss2c3dt

Create an empty 3d texture.

Prototype

unsigned int ss2c3dt(int width, int height, int depth);

Description

Create an empty 3D texture.

See Also

ss2g3dt Fetch pointer to 3d texture.
ns2texpoly3d Draw a 3d texture.

Code Example

#include <stdio.h>
#include <stdlib.h>
#include "s2plot.h"

unsigned int texid;                             /* 3D Texture ID */

void cb(double *t, int *kc)
{
   int nverts = 4;                              /* Number of vertices in polygon */
   char trans = 't';                            /* 3d texture transparency */
   float alpha = 0.7;                           /* Alpha channel value */

   XYZ iP[4];                                   /* Array of polygon vertices */
   XYZ iTC[4];                                  /* Array of texture coordinates */
   static float texidx = 0.0;                   /* Current z-texture coordinate */

   iP[0].x = iP[3].x = -1.0;                    /* Define polygon vertices */
   iP[1].x = iP[2].x = +1.0;
   iP[0].y = iP[1].y = +1.0;
   iP[2].y = iP[3].y = -1.0;
   iP[0].z = iP[1].z = iP[2].z = iP[3].z = texidx*2.0 - 1.0;

   iTC[0].x = iTC[3].x = 0;                     /* Define texture coordinates */
   iTC[1].x = iTC[2].x = 1;
   iTC[0].y = iTC[1].y = 1;
   iTC[2].y = iTC[3].y = 0;
   iTC[0].z = iTC[1].z = iTC[2].z = iTC[3].z = texidx;

   COLOUR col = { 1,1,1 };                      /* Draw the polygon boundaries */
   ns2vline(iP[0],iP[1],col);
   ns2vline(iP[1],iP[2],col);
   ns2vline(iP[2],iP[3],col);
   ns2vline(iP[3],iP[0],col);

   ns2texpoly3d(iP, iTC, nverts, texid, trans, alpha);  /* Draw 3D texture */

   texidx += (1.0/320.0);                       /* Choose next z-texture coordinate */
   if (texidx > 1.0) texidx = 0.0;
}

int main(int argc, char *argv[])
{
   int Nx = 32, Ny = 32, Nz = 32;               /* Texture dimensions */
   int w,h,d;                                   /* Returned dimensions */

   s2opend("/?",argc,argv);                     /* Open the s2plot display device */
   s2swin(-1,1,-1,1,-1,1);                      /* Set the world coordinates */
   s2box("BCDET",0,0,"BCDET",0,0,"BCDET",0,0);

   texid = ss2c3dt(Nx, Ny, Nz);                 /* Create a new 3d texture */
   unsigned char *bits = (unsigned char *)ss2g3dt(texid, &w, &h, &d);
                                                /* Get the texture data for modification */
   int i, j, k;
   long idx;
   float x,y,z;
   for (i=0;i<Nx;i++) {
      x = -1.0 + i*(2.0/(float)(Nx-1));
      for (j=0;j<Ny;j++) {
         y = -1.0 + j*(2.0/(float)(Ny-1));
         for (k=0;k<Nz;k++) {
            z = -1.0 + k*(2.0/(float)(Nz-1));
            idx = ((i*Ny + j)*Nz + k)*4;
            if ((x*x + y*y + z*z) < 1.0) {      /* 3D solid red sphere */
               bits[idx + 1 ] = 255;
               ns2point(x,y,z,1,1,1);           /* Plot point in sphere */
            } else {
               bits[idx + 0 ] = 0;
            }

            bits[idx + 1 ] = 0;                 /* Blue channel */
            bits[idx + 2 ] = 0;                 /* Green channel */
            bits[idx + 3 ] = 255;               /* Alpha channel */
         }
      }
   }

   fprintf(stderr, "3d texture IS %d x %d x %d\n", w, h, d);
   ss2pt(texid);                                /* Push back the texture */

   cs2scb(cb);                                  /* Install a dynamic callback */

   s2show(1);                                   /* Display the geometry */

   return 0;
}

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