Camera handling fixes

stl_dim
Marius Kintel 2011-08-30 05:01:59 +02:00
parent 22a2583c70
commit d4dfe51118
3 changed files with 25 additions and 34 deletions

View File

@ -7,10 +7,8 @@
#define FAR_FAR_AWAY 100000.0
OffscreenView::OffscreenView(size_t width, size_t height)
: orthomode(false), showaxes(true), showfaces(true), showedges(false),
object_rot_x(35), object_rot_y(0), object_rot_z(25),
camera_eye_x(0), camera_eye_y(0), camera_eye_z(0),
camera_center_x(0), camera_center_y(0), camera_center_z(0)
: 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);
@ -160,8 +158,8 @@ void OffscreenView::setupPerspective()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, w_h_ratio, 0.1*(this->camera_center_y - this->camera_eye_y),
3*(this->camera_center_y - this->camera_eye_y));
double dist = (this->camera_center - this->camera_eye).norm();
gluPerspective(90, w_h_ratio, 0.1*dist, 10*dist);
}
void OffscreenView::setupOrtho(bool offset)
@ -169,7 +167,7 @@ void OffscreenView::setupOrtho(bool offset)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (offset) glTranslated(-0.8, -0.8, 0);
double l = (this->camera_eye_y - this->camera_center_y)/10;
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);
@ -189,13 +187,13 @@ void OffscreenView::paintGL()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gluLookAt(this->camera_eye_x, this->camera_eye_y, this->camera_eye_z,
this->camera_center_x, this->camera_center_y, this->camera_center_z,
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_x, 1.0, 0.0, 0.0);
glRotated(object_rot_y, 0.0, 1.0, 0.0);
glRotated(object_rot_z, 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
@ -204,7 +202,7 @@ void OffscreenView::paintGL()
glLineWidth(1);
glColor3d(0.5, 0.5, 0.5);
glBegin(GL_LINES);
double l = 3*(this->camera_eye_y - this->camera_center_y);
double l = 3*(this->camera_center - this->camera_eye).norm();
glVertex3d(-l, 0, 0);
glVertex3d(+l, 0, 0);
glVertex3d(0, -l, 0);
@ -234,14 +232,9 @@ bool OffscreenView::save(const char *filename)
return save_framebuffer(this->ctx, filename);
}
void OffscreenView::setCamera(double xpos, double ypos, double zpos,
double xcenter, double ycenter, double zcenter)
void OffscreenView::setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &center)
{
this->camera_eye_x = xpos;
this->camera_eye_y = ypos;
this->camera_eye_z = zpos;
this->camera_center_x = xcenter;
this->camera_center_y = ycenter;
this->camera_center_z = zcenter;
this->camera_eye = pos;
this->camera_center = center;
}

View File

@ -2,6 +2,8 @@
#define OFFSCREENVIEW_H_
#include "OffscreenContext.h"
#include <Eigen/Core>
#include <Eigen/Geometry>
#include <stdint.h>
class OffscreenView
@ -11,8 +13,7 @@ public:
~OffscreenView();
void setRenderer(class Renderer* r);
void setCamera(double xpos, double ypos, double zpos,
double xcenter, double ycenter, double zcenter);
void setCamera(const Eigen::Vector3d &pos, const Eigen::Vector3d &center);
void initializeGL();
void resizeGL(int w, int h);
void setupPerspective();
@ -25,15 +26,9 @@ public:
private:
Renderer *renderer;
double w_h_ratio;
double object_rot_x;
double object_rot_y;
double object_rot_z;
double camera_eye_x;
double camera_eye_y;
double camera_eye_z;
double camera_center_x;
double camera_center_y;
double camera_center_z;
Eigen::Vector3d object_rot;
Eigen::Vector3d camera_eye;
Eigen::Vector3d camera_center;
bool orthomode;
bool showaxes;

View File

@ -217,8 +217,11 @@ int main(int argc, char *argv[])
Vector3d center = (bbox.min() + bbox.max()) / 2;
double radius = (bbox.max() - bbox.min()).norm() / 2;
csgInfo.glview->setCamera(center[0], center[1] - 2 * radius, center[2],
center[0], center[1], center[2]);
Vector3d cameradir(1, 1, -0.5);
Vector3d camerapos = center - radius*1.5*cameradir;
csgInfo.glview->setCamera(camerapos, center);
glewInit();
#ifdef DEBUG