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#include "viewpoint.h"
#define DEBUG 0
void viewpoint::setup(map<string,string>&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::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;
}
}
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