summaryrefslogtreecommitdiff
path: root/src/OffscreenView.cc
blob: ee5e296b744faedb4f4d52222c8050b1ba48054e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
#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);
}

bool OffscreenView::save(std::ostream &output)
{
	return save_framebuffer(this->ctx, output);
}

const std::string &OffscreenView::getRendererInfo()
{
	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;
}

contact: Jan Huwald // Impressum