diff options
author | don bright <hugh.m.bright@gmail.com> | 2013-02-25 01:04:50 (GMT) |
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committer | don bright <hugh.m.bright@gmail.com> | 2013-02-25 01:04:50 (GMT) |
commit | 8738cdc03451803014ca84f8614bdff1ff393ca9 (patch) | |
tree | db932377ea156d9caf5f47fec3b7bb9466273fe9 /src/GLView.cc | |
parent | eb2c0d38f22f781cf59ca7078bfec260148ca584 (diff) |
split out axes functions. begin to split out opencsg pre-rendering
Diffstat (limited to 'src/GLView.cc')
-rw-r--r-- | src/GLView.cc | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/src/GLView.cc b/src/GLView.cc index e92c2dd..0507492 100644 --- a/src/GLView.cc +++ b/src/GLView.cc @@ -3,6 +3,9 @@ #include "printutils.h" #include "stdio.h" +#include "linalg.h" +#include "rendersettings.h" + #ifdef _WIN32 #include <GL/wglew.h> #elif !defined(__APPLE__) @@ -78,6 +81,7 @@ void GLView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er { this->camera_eye = pos; this->camera_center = center; + viewer_distance = 10*3*(this->camera_center - this->camera_eye).norm(); } void GLView::setupPerspective() @@ -275,6 +279,119 @@ void GLView::initializeGL() #endif } +void GLView::showSmallaxes() +{ + // Fixme - this modifies the camera and doesnt work in 'non-gimbal' camera mode + + // Small axis cross in the lower left corner + glDepthFunc(GL_ALWAYS); + + GLView::setupGimbalOrtho(1000,true); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glRotated(object_rot.x(), 1.0, 0.0, 0.0); + glRotated(object_rot.y(), 0.0, 1.0, 0.0); + glRotated(object_rot.z(), 0.0, 0.0, 1.0); + + glLineWidth(1); + glBegin(GL_LINES); + glColor3d(1.0, 0.0, 0.0); + glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); + glColor3d(0.0, 1.0, 0.0); + glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); + glColor3d(0.0, 0.0, 1.0); + glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); + glEnd(); + + GLdouble mat_model[16]; + glGetDoublev(GL_MODELVIEW_MATRIX, mat_model); + + GLdouble mat_proj[16]; + glGetDoublev(GL_PROJECTION_MATRIX, mat_proj); + + GLint viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + + GLdouble xlabel_x, xlabel_y, xlabel_z; + gluProject(12, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z); + xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y); + + GLdouble ylabel_x, ylabel_y, ylabel_z; + gluProject(0, 12, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z); + ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y); + + GLdouble zlabel_x, zlabel_y, zlabel_z; + gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z); + zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glTranslated(-1, -1, 0); + glScaled(2.0/viewport[2], 2.0/viewport[3], 1); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + // FIXME: This was an attempt to keep contrast with background, but is suboptimal + // (e.g. nearly invisible against a gray background). +// int r,g,b; +// r=g=b=0; +// bgcol.getRgb(&r, &g, &b); +// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f); + glColor3f(0.0f, 0.0f, 0.0f); + glBegin(GL_LINES); + // X Label + glVertex3d(xlabel_x-3, xlabel_y-3, 0); glVertex3d(xlabel_x+3, xlabel_y+3, 0); + glVertex3d(xlabel_x-3, xlabel_y+3, 0); glVertex3d(xlabel_x+3, xlabel_y-3, 0); + // Y Label + glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0); + glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0); + // Z Label + glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y-3, 0); + glVertex3d(zlabel_x-3, zlabel_y+3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); + glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); + glEnd(); + + //Restore perspective for next paint + if(!orthomode) + GLView::setupGimbalPerspective(); +} + +void GLView::showAxes() +{ + // Large gray axis cross inline with the model + // FIXME: This is always gray - adjust color to keep contrast with background + glLineWidth(1); + glColor3d(0.5, 0.5, 0.5); + glBegin(GL_LINES); + double l = viewer_distance/10; + glVertex3d(-l, 0, 0); + glVertex3d(+l, 0, 0); + glVertex3d(0, -l, 0); + glVertex3d(0, +l, 0); + glVertex3d(0, 0, -l); + glVertex3d(0, 0, +l); + glEnd(); +} + +void GLView::showCrosshairs() +{ + // FIXME: this might not work with non-gimbal camera? + // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them + // to change color based on view orientation. + glLineWidth(3); + Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR); + glColor3f(col[0], col[1], col[2]); + glBegin(GL_LINES); + for (double xf = -1; xf <= +1; xf += 2) + for (double yf = -1; yf <= +1; yf += 2) { + double vd = viewer_distance/20; + glVertex3d(-xf*vd, -yf*vd, -vd); + glVertex3d(+xf*vd, +yf*vd, +vd); + } + glEnd(); +} /* |