Beispiel #1
0
void R2Image::
SetPixelRGB(int x, int y, const RNRgb& rgb)
{
  // Set pixel color
  unsigned char *pixel = &(pixels[y*rowsize + x*ncomponents]);
  switch (ncomponents) {
  case 1: 
    *(pixel++) = (unsigned char) (255 * rgb.Luminance());
    break;

  case 2:
    *(pixel++) = (unsigned char) (255 * rgb.Luminance());
    *(pixel++) = (unsigned char) 255;
    break;

  case 3:
    *(pixel++) = (unsigned char) (255 * rgb.R());
    *(pixel++) = (unsigned char) (255 * rgb.G());
    *(pixel++) = (unsigned char) (255 * rgb.B());
    break;

  case 4:
    *(pixel++) = (unsigned char) (255 * rgb.R());
    *(pixel++) = (unsigned char) (255 * rgb.G());
    *(pixel++) = (unsigned char) (255 * rgb.B());
    *(pixel++) = (unsigned char) 255;
    break;
  }
}
Beispiel #2
0
void GLUTRedraw(void)
{
  // Check scene
  if (!scene) return;

  // Set viewing transformation
  viewer->Camera().Load();

  // Clear window
  RNRgb background = scene->Background();
  glClearColor(background.R(), background.G(), background.B(), 1.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  // Load lights
  LoadLights(scene);

  // Draw camera
  if (show_camera) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(5);
    DrawCamera(scene);
    glLineWidth(1);
  }

  // Draw lights
  if (show_lights) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(5);
    DrawLights(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_rays) {
    glDisable(GL_LIGHTING);
    glColor3d(0.0, 1.0, 0.0);
    glLineWidth(3);
    DrawRays(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_photons) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawPhotonPaths(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_global_samples) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawGlobalSamples(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_caustic_samples) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawCausticSamples(scene);
    glLineWidth(1);
  }

  // Draw scene nodes
  if (show_shapes) {
    glEnable(GL_LIGHTING);
    R3null_material.Draw();
    DrawShapes(scene, scene->Root());
    R3null_material.Draw();
  }

  // Draw bboxes
  if (show_bboxes) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 0.0, 0.0);
    DrawBBoxes(scene, scene->Root());
  }

  // Draw frame time
  if (show_frame_rate) {
    char buffer[128];
    static RNTime last_time;
    double frame_time = last_time.Elapsed();
    last_time.Read();
    if ((frame_time > 0) && (frame_time < 10)) {
      glDisable(GL_LIGHTING);
      glColor3d(1.0, 1.0, 1.0);
      sprintf(buffer, "%.1f fps", 1.0 / frame_time);
      DrawText(R2Point(100, 100), buffer);
    }
  }

  // Capture screenshot image
  if (screenshot_image_name) {
    if (print_verbose) printf("Creating image %s\n", screenshot_image_name);
    R2Image image(GLUTwindow_width, GLUTwindow_height, 3);
    image.Capture();
    image.Write(screenshot_image_name);
    screenshot_image_name = NULL;
  }

  // Swap buffers
  glutSwapBuffers();
}