#include #include "OffscreenView.h" #include "system-gl.h" #include "renderer.h" #include #include #include #include #include #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 ¢er) { this->camera_eye = pos; this->camera_center = center; }