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#include "GLView.h"
#include "printutils.h"
#include <iostream>
GLView::GLView()
{
viewer_distance = 500;
object_trans << 0, 0, 0;
camera_eye << 0, 0, 0;
camera_center << 0, 0, 0;
showedges = false;
showfaces = true;
orthomode = false;
showaxes = false;
showcrosshairs = false;
renderer = NULL;
#ifdef ENABLE_OPENCSG
is_opencsg_capable = false;
has_shaders = false;
opencsg_support = true;
static int sId = 0;
this->opencsg_id = sId++;
for (int i = 0; i < 10; i++) this->shaderinfo[i] = 0;
#endif
}
void GLView::setRenderer(Renderer* r)
{
renderer = r;
}
void GLView::resizeGL(int w, int h)
{
#ifdef ENABLE_OPENCSG
shaderinfo[9] = w;
shaderinfo[10] = h;
#endif
this->width = w;
this->height = h;
glViewport(0, 0, w, h);
w_h_ratio = sqrt((double)w / (double)h);
}
void GLView::setGimbalCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &rot, double distance)
{
PRINT("set gimbal camera not implemented");
}
void GLView::setupGimbalPerspective()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +FAR_FAR_AWAY);
gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
}
void GLView::setupGimbalOrtho(double distance, bool offset)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(offset)
glTranslated(-0.8, -0.8, 0);
double l = distance/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);
gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
}
void GLView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d ¢er)
{
this->camera_eye = pos;
this->camera_center = center;
}
void GLView::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 GLView::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 initializeGL(); //
void paintGL(); //
bool save(const char *filename); //
//bool save(std::ostream &output); // not implemented in qgl?
GLint shaderinfo[11]; //
*/
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