Example #1
0
void TransferTabController::initTargetSide()
{
    Mat m;
    double c_x, c_y;
    Utility::grabThumbnailForVideo(targetFile.toStdString(),m);
    targetFrames.push_back(m.clone());
    targetLabel->setPixmap(Utility::mat2QPixmap(m));
    c_x = m.size().width / 2.;
    c_y = m.size().height / 2.;

    targetLabel->show();

    capTarget = new VideoCapture(targetFile.toStdString());

    cameraTarget = Mat_<double>(3,3);
    cameraTarget(0,0) = 900;
    cameraTarget(0,1) = 0;
    cameraTarget(0,2) = c_x;
    cameraTarget(1,0) = 0;
    cameraTarget(1,1) = 900;
    cameraTarget(1,2) = c_y;
    cameraTarget(2,0) = 0;
    cameraTarget(2,1) = 0;
    cameraTarget(2,2) = 1;

    targetFinished = false;
}
Example #2
0
void render( void )
{
	glClear( GL_COLOR_BUFFER_BIT );

	static float scale = 0.0f;

	scale += 0.1f;

	Matrix matrix;
	matrix.rotate( 0.0f , scale , 0.0f );
	matrix.worldPosition( 0.0f , 0.0f , 5.0f );

	math::Vec3f cameraPosition( 0.0f , 0.0f , -3.0f );
	math::Vec3f cameraTarget( 0.0f , 0.0f , 2.0f );
	math::Vec3f cameraUp( 0.0f , 1.0f , 0.0f );
	matrix.setCamera( cameraPosition , cameraTarget , cameraUp );
	matrix.perspeciveProjection( 60.0f , WINDOW_WIDTH , WINDOW_HEIGHT , 1.0f , 100.0f );


	glUniformMatrix4fv( worldLocation , 1 , GL_TRUE , ( const GLfloat* ) matrix.getTranslation() );

	glEnableVertexAttribArray( 0 );
		glBindBuffer( GL_ARRAY_BUFFER , vertexBufferID );
		glVertexAttribPointer( 0 , 3 , GL_FLOAT , GL_FALSE , 0 , 0 );
		glBindBuffer( GL_ELEMENT_ARRAY_BUFFER , indexBufferID );

		glDrawElements( GL_TRIANGLES , 12 , GL_UNSIGNED_INT , 0 );
	glDisableVertexAttribArray( 0 );

	glutSwapBuffers();
}
Example #3
0
void Window::mvpSetup()
{
	//Setting up MVP matrix
	mat4 model = mat4(1.0f);
	//model = glm::scale(model, vec3(0.5, 0.5f, 0.5f));
	//model = glm::translate(model, vec3(-1.0f, -1.0f, 0.0f));

	mat4 view;
	vec3 cameraPos(0.0f, 0.0f, 1.0f);
	vec3 cameraTarget(0.0f, 0.0f, 0.0f);
	vec3 up(0.0f, 1.0f, 0.0f);
	view = glm::lookAt(cameraPos, cameraTarget, up);

	mat4 projection = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
	//mat4 projection = glm::perspective(45.0f, 1.0f, 0.1f, 10.0f);

	mvp = projection * view * model;

	if (hapticsEnabled) {
		haptic.setModelviewMatrix(view * model);
		haptic.setProjectionMatrix(projection);
	}
}
Example #4
0
void doMovement(CViewPoint* camera){
    GLfloat currentFrame = (GLfloat)glfwGetTime();
    deltaTime = currentFrame - lastFrame;
    lastFrame = currentFrame;

    GLfloat cameraSpeed = defaultCameraSpeed*deltaTime;
    if(!moved)
    {
		camera->rotate(glm::vec3(xoffset,yoffset,0));
		moved = true;
	}

    glm::vec3 eulers = camera->getEulers();

    glm::vec3 cameraTarget(-glm::sin(eulers.x)*glm::cos(eulers.y),
                           0,
                           glm::cos(eulers.x)*glm::cos(eulers.y));
    glm::vec3 cameraUp(0,1,0);

	if (keys[GLFW_MOUSE_BUTTON_2])
	{
		camera->move (cameraTarget*cameraSpeed);
	}
}