diff options
author | don bright <hugh.m.bright@gmail.com> | 2013-01-24 03:02:31 (GMT) |
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committer | don bright <hugh.m.bright@gmail.com> | 2013-01-24 03:02:31 (GMT) |
commit | 1e7636e364535c78e4eebd36666bac5d352c3608 (patch) | |
tree | 5479c9229973795a771f912f3c3414f2075f2875 /src/OffscreenView.cc | |
parent | 1bec7aad09631d3f86874ead2c26335bc897fde5 (diff) |
add files removed from test path
Diffstat (limited to 'src/OffscreenView.cc')
-rw-r--r-- | src/OffscreenView.cc | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/src/OffscreenView.cc b/src/OffscreenView.cc new file mode 100644 index 0000000..61d5818 --- /dev/null +++ b/src/OffscreenView.cc @@ -0,0 +1,170 @@ +#include <GL/glew.h> +#include "OffscreenView.h" +#include "system-gl.h" +#include "renderer.h" +#include <math.h> +#include <stdio.h> +#include <string.h> +#include <cstdlib> +#include <sstream> + +#define FAR_FAR_AWAY 100000.0 + +OffscreenView::OffscreenView(size_t width, size_t height) + : orthomode(false), showaxes(false), showfaces(true), showedges(false), + object_rot(35, 0, 25), camera_eye(0, 0, 0), camera_center(0, 0, 0) +{ + for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0; + this->ctx = create_offscreen_context(width, height); + if ( this->ctx == NULL ) throw -1; + + initializeGL(); + resizeGL(width, height); +} + +OffscreenView::~OffscreenView() +{ + teardown_offscreen_context(this->ctx); +} + +void OffscreenView::setRenderer(Renderer* r) +{ + this->renderer = r; +} + +void OffscreenView::initializeGL() +{ + glEnable(GL_DEPTH_TEST); + glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; + GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; + GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; + + glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT0, GL_POSITION, light_position0); + glEnable(GL_LIGHT0); + glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT1, GL_POSITION, light_position1); + glEnable(GL_LIGHT1); + glEnable(GL_LIGHTING); + glEnable(GL_NORMALIZE); + + glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + glEnable(GL_COLOR_MATERIAL); + + +} + +void OffscreenView::resizeGL(int w, int h) +{ + this->width = w; + this->height = h; + glViewport(0, 0, w, h); + w_h_ratio = sqrt((double)w / (double)h); +} + +void OffscreenView::setupPerspective() +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + double dist = (this->camera_center - this->camera_eye).norm(); + gluPerspective(45, w_h_ratio, 0.1*dist, 100*dist); +} + +void OffscreenView::setupOrtho(bool offset) +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + if (offset) glTranslated(-0.8, -0.8, 0); + double l = (this->camera_center - this->camera_eye).norm() / 10; + glOrtho(-w_h_ratio*l, +w_h_ratio*l, + -(1/w_h_ratio)*l, +(1/w_h_ratio)*l, + -FAR_FAR_AWAY, +FAR_FAR_AWAY); +} + +void OffscreenView::paintGL() +{ + glEnable(GL_LIGHTING); + + if (orthomode) setupOrtho(); + else setupPerspective(); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glClearColor(1.0f, 1.0f, 0.92f, 1.0f); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + + gluLookAt(this->camera_eye[0], this->camera_eye[1], this->camera_eye[2], + this->camera_center[0], this->camera_center[1], this->camera_center[2], + 0.0, 0.0, 1.0); + + // glRotated(object_rot[0], 1.0, 0.0, 0.0); + // glRotated(object_rot[1], 0.0, 1.0, 0.0); + // glRotated(object_rot[2], 0.0, 0.0, 1.0); + + // Large gray axis cross inline with the model + // FIXME: This is always gray - adjust color to keep contrast with background + if (showaxes) + { + glLineWidth(1); + glColor3d(0.5, 0.5, 0.5); + glBegin(GL_LINES); + double l = 3*(this->camera_center - this->camera_eye).norm(); + 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(); + } + + glDepthFunc(GL_LESS); + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); + + glLineWidth(2); + glColor3d(1.0, 0.0, 0.0); + + if (this->renderer) { + this->renderer->draw(showfaces, showedges); + } +} + +bool OffscreenView::save(const char *filename) +{ + return save_framebuffer(this->ctx, filename); +} + +std::string OffscreenView::getInfo() +{ + std::stringstream out; + GLint rbits, gbits, bbits, abits, dbits, sbits; + glGetIntegerv(GL_RED_BITS, &rbits); + glGetIntegerv(GL_GREEN_BITS, &gbits); + glGetIntegerv(GL_BLUE_BITS, &bbits); + glGetIntegerv(GL_ALPHA_BITS, &abits); + glGetIntegerv(GL_DEPTH_BITS, &dbits); + glGetIntegerv(GL_STENCIL_BITS, &sbits); + + out << glew_dump(false) + << "FBO: RGBA(" << rbits << gbits << bbits << abits + << "), depth(" << dbits + << "), stencil(" << sbits << ")\n" + << offscreen_context_getinfo(this->ctx); + + return out.str(); +} + +void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er) +{ + this->camera_eye = pos; + this->camera_center = center; +} + |