#include "viewpoint.h" #define DEBUG 0 void viewpoint::setup(map&settings){ //setup(float w, float h, float x, float y) { x=ofToFloat(settings["x"]); y=ofToFloat(settings["y"]); w=ofToFloat(settings["w"]); h=ofToFloat(settings["h"]); if (DEBUG) printf("window: %f,%f %fx%f \n",ofGetWidth()*x,ofGetHeight()*y,ofGetWidth()*w,ofGetHeight()*h); window=ofRectangle(ofGetWidth()*x,ofGetHeight()*y,ofGetWidth()*w,ofGetHeight()*h); distortFactor=ofToFloat(settings["distort"]); renderFBO.allocate(window.width,window.height,GL_RGB); //todo: load/save from xml fov=17.25; aspect=1.79; near=1; far=20; vars=new keyVar[9]; vars[0].set('w','s',ofToFloat(settings["fov"]),0.2,1.0,3.0); vars[1].set('g','d',ofToFloat(settings["targX"]),1,1.0,3.0); vars[2].set('r','v',ofToFloat(settings["targY"]),1,1.0,3.0); vars[3].set('t','c',ofToFloat(settings["targZ"]),1,1.0,3.0); vars[4].set('u','n',ofToFloat(settings["lat"]),1,1.0,3.0); vars[5].set('j','h',ofToFloat(settings["lng"]),1,1.0,3.0); vars[6].set(',','m',ofToFloat(settings["roll"]),1,1.0,3.0); vars[7].set('o','l',ofToFloat(settings["dolly"]),1,1.0,3.0); vars[8].set('q','a',ofToFloat(settings["distort"]),.00001,1.0,3.0); //light.enable(); //light.setDirectional(); vertigo=false; } double viewpoint::getSetting(const string& setting){ if (setting=="x") return x; if (setting=="y") return y; if (setting=="w") return w; if (setting=="h") return h; if (setting=="fov") return vars[0].getVal(); if (setting=="targX") return vars[1].getVal(); if (setting=="targY") return vars[2].getVal(); if (setting=="targZ") return vars[3].getVal(); if (setting=="lat") return vars[4].getVal(); if (setting=="lng") return vars[5].getVal(); if (setting=="roll") return vars[6].getVal(); if (setting=="dolly") return vars[7].getVal(); if (setting=="distort") return vars[8].getVal(); return 0.0; } //-------------------------------------------------------------- void viewpoint::setLight(){ ofNode c=ofNode(); ofNode t=ofNode(); t.setParent(c); t.setPosition(vars[1].getVal(),vars[2].getVal(),vars[3].getVal()); //make target controls relative to rotation c.rotate(vars[5].getVal(), ofVec3f(0, 1, 0)); target.setPosition(t.getGlobalPosition()); //camera.orbit(vars[5].getVal(), vars[4].getVal(), vars[7].getVal(), target); camera.setFov(vars[0].getVal()); if (vertigo) { //distance=width/(2 tan (fov *0.5) //multiply distance by ratio of tans of fov before and after vars[7].setVal((tan((vars[0].readVal()-vars[0].inc)*PI*0.0027777)*vars[7].readVal())/tan(vars[0].readVal()*PI*0.0027777)); } ofVec3f p(0, 0, vars[7].getVal()); //p.rotate(ofClamp(vars[2].getVal(), -89, 89), ofVec3f(1, 0, 0)); p.rotate(vars[4].getVal(), ofVec3f(1, 0, 0)); p.rotate(vars[5].getVal(), ofVec3f(0, 1, 0)); p += target.getPosition(); camera.setPosition(p); camera.lookAt(target,ofVec3f(0,1,0).rotate(vars[6].getVal(),ofVec3f(0,0,1)).rotate(vars[5].getVal(),ofVec3f(0,1,0))); //light.setPosition(camera.getGlobalPosition()); } void viewpoint::setDefaults(){ vars[0].setVal(17.25); vars[1].setVal(0.0); vars[2].setVal(112.0); vars[3].setVal(0.0); vars[4].setVal(0.0); vars[5].setVal(0.0); vars[6].setVal(0.0); vars[7].setVal(1000.0); vars[8].setVal(0.0); } //-------------------------------------------------------------- void viewpoint::begin(){ renderFBO.begin(); ofClear(0,0,0); camera.begin(); } void viewpoint::begin2d(){ renderFBO.begin(); ofClear(0,0,0); } void viewpoint::end2d(){ renderFBO.end(); renderFBO.draw(getX(),getY()); } //-------------------------------------------------------------- void viewpoint::end(bool showStats){ camera.end(); renderFBO.end(); ofPushMatrix(); bindTexture(renderFBO); ofNoFill(); ofSetLineWidth(1.0); //ofSetColor(I_fade1,I_fade1,I_fade1); int gridX=50; int gridY=50; int xStep=window.width/2; int yStep=window.height/2; ofTranslate(window.x+xStep,window.y+yStep); //todo: distort texcoords instead of vertex coords for (float i = -1; i < 1.001; i+=(2.0f/gridY)){ glBegin(GL_QUAD_STRIP); ofPoint p0; ofPoint p1; for (float j = -1; j < 1.001; j+=(2.0f/gridX)){ p0=distort(ofPoint(j,i-(2.0f/gridY)),vars[8].getVal()); p1=distort(ofPoint(j,i),vars[8].getVal()); glTexCoord2f((j+1)*0.5,((i-(2.0f/gridY))+1)*0.5); glVertex3f(p0.x*xStep,p0.y*yStep,-0.1); glTexCoord2f((j+1)*0.5,(i+1)*0.5); glVertex3f(p1.x*xStep,p1.y*yStep,-0.1); } glEnd(); } ofFill(); unbindTexture(renderFBO); ofPopMatrix(); if (showStats) { ofSetHexColor(0xFFFFFF); //ofDrawBitmapString("camera: "+ofToString(camera.getX(), 2)+","+ofToString(camera.getY(), 2)+","+ofToString(camera.getZ(), 2)+" "+ofToString(vars[5].getVal())+"deg", window.x+10, window.y+window.height-30); //ofDrawBitmapString("light: "+ofToString(light.getX(), 2)+","+ofToString(light.getY(), 2)+","+ofToString(light.getZ(), 2), window.x+10, window.y+window.height-18); ofDrawBitmapString("fov: "+ofToString(vars[0].readVal(), 2)+" distance: "+ofToString(vars[7].readVal(), 2)+" distortion: "+ofToString(vars[8].readVal()), window.x+10, window.y+window.height-18); } } //-------------------------------------------------------------- void viewpoint::keyPressed(int key){ for (int i=0;i<8;i++) vars[i].keyPressed(key); if (DEBUG) printf("fov: %f distort: %f\n",vars[0].getVal(),vars[7].getVal()); if (key=='!') setDefaults(); switch(key) { //'vertigo effect' always affects ALL VIEWPOINTS //distance=width/(2 tan (fov *0.5) // a way to 'back door' the variables? // a new class that represents 2 linked variables? case 'i': vertigo=true; //keyPressed('o'); keyPressed('s'); break; case 'k': vertigo=true; //keyPressed('l'); keyPressed('w'); break; } } //-------------------------------------------------------------- void viewpoint::keyReleased(int key){ for (int i=0;i<8;i++) vars[i].keyReleased(key); switch (key) { //'vertigo effect' always affects ALL VIEWPOINTS case 'i': vertigo=false; //keyReleased('o'); keyReleased('s'); break; case 'k': vertigo=false; //keyReleased('l'); keyReleased('w'); break; } }