Beispiel #1
0
void ViewportGadget::doRender( const Style *style ) const
{
	glClearColor( 0.3f, 0.3f, 0.3f, 0.0f );
	glClearDepth( 1.0f );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 	IECoreGL::ToGLConverterPtr converter = new IECoreGL::ToGLCameraConverter(
 		const_cast<CameraController &>( m_cameraController ).getCamera()
 	);
	IECoreGL::CameraPtr camera = boost::static_pointer_cast<IECoreGL::Camera>( converter->convert() );
 	camera->render( 0 );

	// Set up the camera to world matrix in gl_TextureMatrix[0] so that we can
	// reference world space positions in shaders
	// This should be more appropriately named in a uniform buffer, but the
	// easiest time to get this right is probably when we switch everything 
	// away from using fixed function stuff
	glActiveTexture( GL_TEXTURE0 );
	glMatrixMode( GL_TEXTURE );
	glLoadIdentity();
	glMultMatrixf( camera->getTransform().getValue() );
	glMatrixMode( GL_MODELVIEW );

	Gadget::doRender( style );
}
Beispiel #2
0
void ViewportGadget::doRender( const Style *style ) const
{
	glClearColor( 0.3f, 0.3f, 0.3f, 0.0f );
	glClearDepth( 1.0f );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 	IECoreGL::ToGLConverterPtr converter = new IECoreGL::ToGLCameraConverter(
 		const_cast<CameraController &>( m_cameraController ).getCamera()
 	);
 	IECoreGL::CameraPtr camera = staticPointerCast<IECoreGL::Camera>( converter->convert() );
 	camera->render( 0 );

	IndividualContainer::doRender( style );
}
Beispiel #3
0
void ViewportGadget::SelectionScope::begin( const ViewportGadget *viewportGadget, const Imath::Box2f &rasterRegion, const Imath::M44f &transform, IECoreGL::Selector::Mode mode )
{
	V2f viewport = viewportGadget->getViewport();
	Box2f ndcRegion( rasterRegion.min / viewport, rasterRegion.max / viewport );
		
	IECoreGL::ToGLConverterPtr converter = new IECoreGL::ToGLCameraConverter(
 		const_cast<CameraController &>( viewportGadget->m_cameraController ).getCamera()
 	);
 	IECoreGL::CameraPtr camera = staticPointerCast<IECoreGL::Camera>( converter->convert() );
 	/// \todo It would be better to base this on whether we have a depth buffer or not, but
 	/// we don't have access to that information right now.
 	m_depthSort = camera->isInstanceOf( IECoreGL::PerspectiveCamera::staticTypeId() );
 	camera->render( 0 );
	
	glClearColor( 0.3f, 0.3f, 0.3f, 0.0f );
	glClearDepth( 1.0f );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	m_selector = SelectorPtr( new IECoreGL::Selector( ndcRegion, mode, m_selection ) );
	 
	glPushMatrix();
	glMultMatrixf( transform.getValue() );
}