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path: root/src/viewpoint.cpp
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#include "viewpoint.h"

void viewpoint::setup(float w, float h, float x, float y) {
    window=ofRectangle(w,h,x,y);
    distortFactor=0.0;
    renderFBO.allocate(window.width,window.height,GL_RGB);

    //todo: load/save from xml
    fov=17.25;
    aspect=1.79;
    near=1;
    far=20;

	camera.setParent(target);
    camera.setPosition(0,0,200);

	vars=new keyVar[8];

	//void set(char _keyInc,char _keyDec,float _val,float _speed,float _accel,float accelTime);
	vars[0].set('w','s',17.25,0.5,2.0,3.0);
	vars[1].set('g','d',0.0,0.2,3.0,3.0);
	vars[2].set('r','v',0.0,0.2,3.0,3.0);
	vars[3].set('t','c',0.0,0.2,3.0,3.0);
	vars[4].set('u','n',0.0,1.0,3.0,3.0);
    vars[5].set('j','h',0.0,1.0,3.0,3.0);
    vars[6].set('o','l',0.0,0.2,3.0,3.0);
    vars[7].set('q','a',0,0.1,2.0,3.0);
}
//--------------------------------------------------------------
void viewpoint::begin(){
    camera.begin();
	camera.setFov(vars[0].getVal());
	target.setPosition(vars[1].getVal(),vars[2].getVal(),vars[3].getVal());
	target.rotate(vars[4].getInc(),1,0,0);
	target.rotate(vars[5].getInc(),0,1,0);
    camera.move(0,0,vars[6].getInc());

    renderFBO.begin();
    ofClear(0,0,0);
}
//--------------------------------------------------------------
void viewpoint::end(){

    renderFBO.end();
    camera.end();

    glPushMatrix();
    bindTexture(renderFBO);
        //draw a grid
        //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
        ofNoFill();

        ofSetLineWidth(1.0);
        //ofSetColor(I_fade1,I_fade1,I_fade1);
        int gridX=50;
        int gridY=50;
        int xStep=ofGetWidth()/2;
        int yStep=ofGetHeight()/2;
        ofTranslate(ofGetWidth()/2,ofGetHeight()/2);

        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)),distortFactor);
                    p1=distort(ofPoint(j,i),distortFactor);
                    glTexCoord2f((j+1)*0.5,((i-(2.0f/gridY))+1)*0.5);
                    glVertex3f(p0.x*xStep,p0.y*yStep,0);
                    glTexCoord2f((j+1)*0.5,(i+1)*0.5);
                    glVertex3f(p1.x*xStep,p1.y*yStep,0);
                }
            glEnd();
        }

        ofFill();
    glPopMatrix();
    unbindTexture(renderFBO);

}
//--------------------------------------------------------------
void viewpoint::keyPressed(int key){
    for (int i=0;i<8;i++) vars[i].keyPressed(key);
 }
//--------------------------------------------------------------
void viewpoint::keyReleased(int key){
	for (int i=0;i<8;i++) vars[i].keyReleased(key);
}