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#include "viewpoint.h"
#define DEBUG 0
void viewpoint::setup(int ln,float w, float h, float x, float y) {
lightNum=ln;
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);
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',0.0,10,3.0,3.0);
vars[2].set('r','v',112,10,3.0,3.0);
vars[3].set('t','c',0.0,10,3.0,3.0);
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',1000.0,10,3.0,3.0);
vars[7].set('q','a',0,0.0001,2.0,3.0);
camera.setPosition(0,0,vars[6].getVal());
}
//--------------------------------------------------------------
void viewpoint::setLight(){
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.setPosition(0,0,vars[6].getVal());
*/
camera.orbit(vars[4].getVal(), vars[5].getVal(), vars[6].getVal(), target);
ofVec3f lp=camera.getGlobalPosition();
GLfloat lightPosition[] = {lp.x, lp.y, lp.z};
GLfloat lightColour[] = {0.99, 0.99, 0.99, 0.5};
glLightfv(lightNum, GL_POSITION, lightPosition);
glLightfv(lightNum, GL_DIFFUSE, lightColour);
glEnable(lightNum);
}
//--------------------------------------------------------------
void viewpoint::begin(){
renderFBO.begin();
ofClear(0,0,0);
//ofPushView();
camera.begin();
camera.setFov(vars[0].getVal());
}
//--------------------------------------------------------------
void viewpoint::end(){
camera.end();
//ofPopView();
renderFBO.end();
ofPushMatrix();
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)),vars[7].getVal());
p1=distort(ofPoint(j,i),vars[7].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();
}
//--------------------------------------------------------------
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());
}
//--------------------------------------------------------------
void viewpoint::keyReleased(int key){
for (int i=0;i<8;i++) vars[i].keyReleased(key);
}
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