#include #include "OffscreenView.h" #include "system-gl.h" #include #include #include #include #include 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; #ifdef ENABLE_OPENCSG for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0; #endif this->ctx = create_offscreen_context(width, height); if ( this->ctx == NULL ) throw -1; initializeGL(); GLView::resizeGL(width, height); } OffscreenView::~OffscreenView() { teardown_offscreen_context(this->ctx); } 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::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); } bool OffscreenView::save(std::ostream &output) { return save_framebuffer(this->ctx, output); } std::string OffscreenView::getRendererInfo() const { std::stringstream out; out << glew_dump() << 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; } */