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authordon bright <hugh.m.bright@gmail.com>2013-01-24 03:02:31 (GMT)
committerdon bright <hugh.m.bright@gmail.com>2013-01-24 03:02:31 (GMT)
commit1e7636e364535c78e4eebd36666bac5d352c3608 (patch)
tree5479c9229973795a771f912f3c3414f2075f2875 /src/OffscreenView.cc
parent1bec7aad09631d3f86874ead2c26335bc897fde5 (diff)
add files removed from test path
Diffstat (limited to 'src/OffscreenView.cc')
-rw-r--r--src/OffscreenView.cc170
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 &center)
+{
+ this->camera_eye = pos;
+ this->camera_center = center;
+}
+
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