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Achieving PostScript and Wmf outputs for OpenGL

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9 Jun 2003 402K   10.7K   137  
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
//********************************************
// ColorRamp.cpp
//********************************************
// alliez@usc.edu
// Created : 19/05/98
// Modified : 19/05/98
//********************************************

#include "stdafx.h"
#include "ColorRamp.h"

//********************************************
// Constructor
//********************************************
CColorRamp::CColorRamp()
{
	BuildDefault();
}

//********************************************
// Destructor
//********************************************
CColorRamp::~CColorRamp()
{
}

//********************************************
// Build
//********************************************
int CColorRamp::Build()
{
 int x1,y1,x2,y2;
 float a,b;
 ASSERT(m_NbNode >= 2);
 for(unsigned char k=0;k<3;k++)
	 for(int i=0;i<m_NbNode-1;i++)
   {
    x1 = (int)m_Node[i];
    x2 = (int)m_Node[i+1];

    ASSERT(x1<x2);
    y1 = m_Color[k][x1];
    y2 = m_Color[k][x2];

    a = (float)(y2-y1) / (float)(x2-x1);
    b = (float)y1 - a*(float)x1;

    for(int j=x1;j<x2;j++)
      m_Color[k][j]=(unsigned char)(a*(float)j+b);
   }
	return 1;
}

//********************************************
// Build
//********************************************
int CColorRamp::BuildNodes()
{
	// Check first and last are set
	m_Color[3][0] = 1;
	m_Color[3][m_Size-1] = 1;
	// Count nodes
	m_NbNode = 0;
	for(int i=0;i<m_Size;i++)
		if(m_Color[3][i]==1)
		{
			m_Node[m_NbNode]=(unsigned char)i;
			m_NbNode++;
		}
	TRACE("NbNode : %d\n",m_NbNode);
	ASSERT(m_NbNode>=2);
	return 1;
}

//********************************************
// ResetNodes
// Just first and last node
//********************************************
void CColorRamp::ResetNodes()
{
	for(int i=0;i<m_Size;i++)
		m_Color[3][i] = 0;
	m_Color[3][0] = 1;
	m_Color[3][m_Size-1] = 1;
	BuildNodes();
}

//********************************************
// BuildDefault
// 256 grey levels
//********************************************
void CColorRamp::BuildDefault()
{
	m_Size = 256;
	ResetNodes();

	// Grey scales
	for(unsigned char i=0;i<3;i++)
	{
		m_Color[i][0]=0;
		m_Color[i][255]=255;
	}
	Build();
}

//********************************************
// BuildDefault
// 256 grey levels
//********************************************
void CColorRamp::BuildRainbow()
{
	m_Size = 256;
	ResetNodes();

	// Rainbow
	m_Color[3][0] = 1;m_Color[0][0] = 0;m_Color[1][0] = 0;m_Color[2][0] = 255;
	m_Color[3][48] = 1;m_Color[0][48] = 0;m_Color[1][48] = 254;m_Color[2][48] = 255;
	m_Color[3][96] = 1;m_Color[0][96] = 0;m_Color[1][96] = 254;m_Color[2][96] = 0;
	m_Color[3][144] = 1;m_Color[0][144] = 255;m_Color[1][144] = 255;m_Color[2][144] = 0;
	m_Color[3][192] = 1;m_Color[0][192] = 255;m_Color[1][192] = 126;m_Color[2][192] = 0;
	m_Color[3][240] = 1;m_Color[0][240] = 255;m_Color[1][240] = 0;m_Color[2][240] = 0;
	m_Color[3][255] = 1;m_Color[0][255] = 255;m_Color[1][255] = 255;m_Color[2][255] = 255;

	BuildNodes();
	Build();
}

//********************************************
// Trace
//********************************************
void CColorRamp::Trace()
{
	TRACE("Ramp (%d elts)\n",m_Size);
	for(int i=0;i<m_Size;i++)
	{
		TRACE("  %3d %3d %3d\n",m_Color[0][i],m_Color[1][i],m_Color[2][i]);
	}
}

//** EOF **

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