コード例 #1
0
ファイル: planet.c プロジェクト: CaptainOz/WorldGen
/*
   Rotate (ix,iy) or roll (iz) the camera about the focal point
   ix,iy,iz are flags, 0 do nothing, +- 1 rotates in opposite directions
   Correctly updating all camera attributes
*/
void RotateCamera(int ix,int iy,int iz)
{
   XYZ vp,vu,vd;
   XYZ right;
   XYZ newvp,newr;
   double radius,dd,radians;
   double dx,dy,dz;

   vu = camera.vu;
   Normalise(&vu);
   vp = camera.vp;
   vd = camera.vd;
   Normalise(&vd);
   CROSSPROD(vd,vu,right);
   Normalise(&right);
   radians = dtheta * PI / 180.0;

   /* Handle the roll */
   if (iz != 0) {
      camera.vu.x += iz * right.x * radians;
      camera.vu.y += iz * right.y * radians;
      camera.vu.z += iz * right.z * radians;
      Normalise(&camera.vu);
      return;
   }

   /* Distance from the rotate point */
   dx = camera.vp.x - camera.pr.x;
   dy = camera.vp.y - camera.pr.y;
   dz = camera.vp.z - camera.pr.z;
   radius = sqrt(dx*dx + dy*dy + dz*dz);

   /* Determine the new view point */
   dd = radius * radians;
   newvp.x = vp.x + dd * ix * right.x + dd * iy * vu.x - camera.pr.x;
   newvp.y = vp.y + dd * ix * right.y + dd * iy * vu.y - camera.pr.y;
   newvp.z = vp.z + dd * ix * right.z + dd * iy * vu.z - camera.pr.z;
   Normalise(&newvp);
   camera.vp.x = camera.pr.x + radius * newvp.x;
   camera.vp.y = camera.pr.y + radius * newvp.y;
   camera.vp.z = camera.pr.z + radius * newvp.z;

   /* Determine the new right vector */
   newr.x = camera.vp.x + right.x - camera.pr.x;
   newr.y = camera.vp.y + right.y - camera.pr.y;
   newr.z = camera.vp.z + right.z - camera.pr.z;
   Normalise(&newr);
   newr.x = camera.pr.x + radius * newr.x - camera.vp.x;
   newr.y = camera.pr.y + radius * newr.y - camera.vp.y;
   newr.z = camera.pr.z + radius * newr.z - camera.vp.z;

   camera.vd.x = camera.pr.x - camera.vp.x;
   camera.vd.y = camera.pr.y - camera.vp.y;
   camera.vd.z = camera.pr.z - camera.vp.z;
   Normalise(&camera.vd);

   /* Determine the new up vector */
   CROSSPROD(newr,camera.vd,camera.vu);
   Normalise(&camera.vu);
}
コード例 #2
0
ファイル: pauls.c プロジェクト: Haixing-Hu/qwViz
/*
 Create a cone/cylinder uncapped between end points p1, p2
 radius r1, r2, and precision m
 Create the cylinder between theta1 and theta2 in radians
 */
void CreateCone(XYZ p1,XYZ p2,double r1,double r2,int m,double theta1,double theta2)
{
    int i;
    double theta;
    XYZ n,p,q,perp;

    /* Normal pointing from p1 to p2 */
    n.x = p1.x - p2.x;
    n.y = p1.y - p2.y;
    n.z = p1.z - p2.z;
    Normalise(&n);

    /*
     Create two perpendicular vectors perp and q
     on the plane of the disk
     */
    perp = n;
    if (n.x == 0 && n.z == 0)
        perp.x += 1;
    else
        perp.y += 1;
    CROSSPROD(perp,n,q);
    CROSSPROD(n,q,perp);
    Normalise(&perp);
    Normalise(&q);

    glBegin(GL_QUAD_STRIP);
    for (i=0; i<=m; i++) {
        theta = theta1 + i * (theta2 - theta1) / m;
        n.x = cos(theta) * perp.x + sin(theta) * q.x;
        n.y = cos(theta) * perp.y + sin(theta) * q.y;
        n.z = cos(theta) * perp.z + sin(theta) * q.z;
        Normalise(&n);

        p.x = p1.x + r1 * n.x;
        p.y = p1.y + r1 * n.y;
        p.z = p1.z + r1 * n.z;
        glNormal3f(n.x,n.y,n.z);
        glTexCoord2f(i/(double)m,0.0);
        glVertex3f(p.x,p.y,p.z);

        p.x = p2.x + r2 * n.x;
        p.y = p2.y + r2 * n.y;
        p.z = p2.z + r2 * n.z;
        glNormal3f(n.x,n.y,n.z);
        glTexCoord2f(i/(double)m,1.0);
        glVertex3f(p.x,p.y,p.z);

    }
    glEnd();
}
コード例 #3
0
ファイル: planet.c プロジェクト: CaptainOz/WorldGen
/*
   Translate (pan) the camera view point
   In response to i,j,k,l keys
   Also move the camera rotate location in parallel
*/
void TranslateCamera(int ix,int iy)
{
   XYZ vp,vu,vd;
   XYZ right;
   XYZ newvp,newr;
   double radians,delta;

   vu = camera.vu;
   Normalise(&vu);
   vp = camera.vp;
   vd = camera.vd;
   Normalise(&vd);
   CROSSPROD(vd,vu,right);
   Normalise(&right);
   radians = dtheta * PI / 180.0;
   delta = dtheta * camera.focallength / 90.0;

   camera.vp.x += iy * vu.x * delta;
   camera.vp.y += iy * vu.y * delta;
   camera.vp.z += iy * vu.z * delta;
   camera.pr.x += iy * vu.x * delta;
   camera.pr.y += iy * vu.y * delta;
   camera.pr.z += iy * vu.z * delta;

   camera.vp.x += ix * right.x * delta;
   camera.vp.y += ix * right.y * delta;
   camera.vp.z += ix * right.z * delta;
   camera.pr.x += ix * right.x * delta;
   camera.pr.y += ix * right.y * delta;
   camera.pr.z += ix * right.z * delta;
}
コード例 #4
0
ファイル: pauls.c プロジェクト: Haixing-Hu/qwViz
/*
 Create a disk centered at c, with normal n,
 inner radius r0, and outer radius r1, and precision m
 theta1 and theta2 are the start and end angles in radians
 */
void CreateDisk(XYZ c,XYZ n,double r0,double r1,int m,double theta1,double theta2)
{
    int i;
    double theta;
    XYZ p,q,perp;

    /*
     Create two perpendicular vectors perp and q
     on the plane of the disk
     */
    Normalise(&n);
    perp = n;
    if (n.x == 0 && n.z == 0)
        perp.x += 1;
    else
        perp.y += 1;
    CROSSPROD(perp,n,q);
    CROSSPROD(n,q,perp);
    Normalise(&perp);
    Normalise(&q);

    glBegin(GL_QUAD_STRIP);
    for (i=0; i<=m; i++) {
        theta = theta1 + i * (theta2 - theta1) / m;
        p.x = c.x + r0 * (cos(theta) * perp.x + sin(theta) * q.x);
        p.y = c.y + r0 * (cos(theta) * perp.y + sin(theta) * q.y);
        p.z = c.z + r0 * (cos(theta) * perp.z + sin(theta) * q.z);
        glNormal3f(n.x,n.y,n.z);
        glTexCoord2f(i/(double)m,0.0);
        glVertex3f(p.x,p.y,p.z);
        p.x = c.x + r1 * (cos(theta) * perp.x + sin(theta) * q.x);
        p.y = c.y + r1 * (cos(theta) * perp.y + sin(theta) * q.y);
        p.z = c.z + r1 * (cos(theta) * perp.z + sin(theta) * q.z);
        glNormal3f(n.x,n.y,n.z);
        glTexCoord2f(i/(double)m,1.0);
        glVertex3f(p.x,p.y,p.z);
    }
    glEnd();
}
コード例 #5
0
ファイル: planet.c プロジェクト: CaptainOz/WorldGen
/*
   This is the basic display callback routine
   It creates the geometry, lighting, and viewing position
   In this case it rotates the camera around the scene
*/
void Display(void)
{
   XYZ r,eyepos;
   double dist,ratio,radians,scale,wd2,ndfl;
   double left,right,top,bottom;

   /* Do we need to recreate the list ? */
   if (geometrydirty != NOTDIRTY) {
      MakeGeometry();
      geometrydirty = NOTDIRTY;
   }

   /* Clip to avoid extreme stereo */
   near = 0.1;
   far = 1000;
   if (stereo)
      near = camera.focallength / 5;

   /* Misc stuff */
   ratio  = camera.screenwidth / (double)camera.screenheight;
   radians = DTOR * camera.aperture / 2;
   wd2     = near * tan(radians);
   ndfl    = near / camera.focallength;

   /* Clear the buffers */
   glDrawBuffer(GL_BACK_LEFT);
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   if (stereo) {
      glDrawBuffer(GL_BACK_RIGHT);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   }

   if (stereo) {

      /* Derive the two eye positions */
      CROSSPROD(camera.vd,camera.vu,r);
      Normalise(&r);
      r.x *= camera.eyesep / 2.0;
      r.y *= camera.eyesep / 2.0;
      r.z *= camera.eyesep / 2.0;
      eyepos = VectorAdd(camera.vp,r);

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      left  = - ratio * wd2 - 0.5 * camera.eyesep * ndfl;
      right =   ratio * wd2 - 0.5 * camera.eyesep * ndfl;
      top    =   wd2;
      bottom = - wd2;
      glFrustum(left,right,bottom,top,near,far);

      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_RIGHT);
      glLoadIdentity();
      gluLookAt(eyepos.x,eyepos.y,eyepos.z,
                eyepos.x + camera.vd.x,
                eyepos.y + camera.vd.y,
                eyepos.z + camera.vd.z,
                camera.vu.x,camera.vu.y,camera.vu.z);
      MakeLighting();
      glCallList(1);

      eyepos = VectorSub(r,camera.vp);
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      left  = - ratio * wd2 + 0.5 * camera.eyesep * ndfl;
      right =   ratio * wd2 + 0.5 * camera.eyesep * ndfl;
      top    =   wd2;
      bottom = - wd2;
      glFrustum(left,right,bottom,top,near,far);

      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_LEFT);
      glLoadIdentity();
      gluLookAt(eyepos.x,eyepos.y,eyepos.z,
                eyepos.x + camera.vd.x,
                eyepos.y + camera.vd.y,
                eyepos.z + camera.vd.z,
                camera.vu.x,camera.vu.y,camera.vu.z);
      MakeLighting();
      glCallList(1);

   } else {

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      left  = - ratio * wd2;
      right =   ratio * wd2;
      top    =   wd2;
      bottom = - wd2;
      glFrustum(left,right,bottom,top,near,far);

      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_LEFT);
      glLoadIdentity();
      gluLookAt(camera.vp.x,camera.vp.y,camera.vp.z,
                camera.vp.x + camera.vd.x,
                camera.vp.y + camera.vd.y,
                camera.vp.z + camera.vd.z,
                camera.vu.x,camera.vu.y,camera.vu.z);
      MakeLighting();
      glCallList(1);
   }

   /* glFlush(); This isn't necessary for double buffers */
   glutSwapBuffers();

   if (record || windowdump) {
      WindowDump(camera.screenwidth,camera.screenheight,stereo);
      windowdump = FALSE;
   }

   if (demomode && iterationdepth < 1000) {
      iterationdepth++;
      geometrydirty = ADDONE;
      if (debug)
         fprintf(stderr,"Iteration: %d\n",iterationdepth);
   }
}
コード例 #6
0
ファイル: triangle.c プロジェクト: magestik/glQuadBufferEmu
/*
   This is the basic display callback routine
   It creates the geometry, lighting, and viewing position
*/
void HandleDisplay(void)
{
	XYZ r;
   double ratio,radians,wd2,ndfl;
   double left,right,top,bottom;


   /* Misc stuff needed for the frustum */
   ratio   = camera.screenwidth / (double)camera.screenheight;
	if (camera.stereo == DUALSTEREO)
		ratio /= 2;
   radians = DTOR * camera.aperture / 2;
   wd2     = camera.near * tan(radians);
   ndfl    = camera.near / camera.focallength;
   top     =   wd2;
   bottom  = - wd2;

	/* Clear the buffers */
   if (camera.stereo == ACTIVESTEREO)
		ClearBuffers(2);
   else
		ClearBuffers(1);

	/* Determine the right eye vector */
   CROSSPROD(camera.vd,camera.vu,r);
   Normalise(&r);
   r.x *= camera.eyesep / 2.0;
   r.y *= camera.eyesep / 2.0;
   r.z *= camera.eyesep / 2.0;

	if (camera.stereo == ACTIVESTEREO || camera.stereo == DUALSTEREO) {

   	glMatrixMode(GL_PROJECTION);
   	glLoadIdentity();
      left  = - ratio * wd2 - 0.5 * camera.eyesep * ndfl;
      right =   ratio * wd2 - 0.5 * camera.eyesep * ndfl;
      glFrustum(left,right,bottom,top,camera.near,camera.far);
		if (camera.stereo == DUALSTEREO)
			glViewport(camera.screenwidth/2,0,camera.screenwidth/2,camera.screenheight);
		else
			glViewport(0,0,camera.screenwidth,camera.screenheight);
      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_RIGHT);
      glLoadIdentity();
      gluLookAt(camera.vp.x + r.x,camera.vp.y + r.y,camera.vp.z + r.z,
                camera.vp.x + r.x + camera.vd.x,
                camera.vp.y + r.y + camera.vd.y,
                camera.vp.z + r.z + camera.vd.z,
                camera.vu.x,camera.vu.y,camera.vu.z);
		DrawGLScene();

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      left  = - ratio * wd2 + 0.5 * camera.eyesep * ndfl;
      right =   ratio * wd2 + 0.5 * camera.eyesep * ndfl;
      glFrustum(left,right,bottom,top,camera.near,camera.far);
      if (camera.stereo == DUALSTEREO)
         glViewport(0,0,camera.screenwidth/2,camera.screenheight);
      else
         glViewport(0,0,camera.screenwidth,camera.screenheight);
      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_LEFT);
      glLoadIdentity();
      gluLookAt(camera.vp.x - r.x,camera.vp.y - r.y,camera.vp.z - r.z,
                camera.vp.x - r.x + camera.vd.x,
                camera.vp.y - r.y + camera.vd.y,
                camera.vp.z - r.z + camera.vd.z,
                camera.vu.x,camera.vu.y,camera.vu.z);
		DrawGLScene();


	} else {  //not stereo

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
		glViewport(0,0,camera.screenwidth,camera.screenheight);
      left  = - ratio * wd2;
      right =   ratio * wd2;
      glFrustum(left,right,bottom,top,camera.near,camera.far);
      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_LEFT);
      glLoadIdentity();
      gluLookAt(camera.vp.x,camera.vp.y,camera.vp.z,
                camera.vp.x + camera.vd.x,
                camera.vp.y + camera.vd.y,
                camera.vp.z + camera.vd.z,
                camera.vu.x,camera.vu.y,camera.vu.z);

		DrawGLScene();
	}

	/* Swap buffers */
	glutSwapBuffers();

}
コード例 #7
0
/*------------------------------------------------------------------------
 * Display call back
 *
 *  Input: none
 *  Output:
 *   it will draw a box (which is the same size as the brain) and a yellow
 *   sphere, if no datafile is specified (when running ./stereoTest -stereo)
 *
 *   Otherwise, it will draw a box and a brain. 
 *   (when running ./stereoTest -stereo -f ./test.data)
 *
 *   The model is set to be behind the screen when it is first loaded.
 */
static void draw(void)
{
    XYZ r;
    double ratio, radians, wd2, ndfl;
    double left, right, top, bottom;

    /* Clip to avoid extreme stereo */
    double near = camera.focallength / 5;
    double far = (Yminmax[1]-Yminmax[2]) * 40.0;

    /* Misc stuff */
    ratio = camera.screenwidth / (double) camera.screenheight;
    radians = DTOR * camera.aperture / 2.;
    wd2 = near * tan(radians);
    ndfl = near / camera.focallength;

    /* Clear the buffers */
    glDrawBuffer(GL_BACK_LEFT);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glDrawBuffer(GL_BACK_RIGHT);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    /* Derive the two eye positions */
    CROSSPROD(camera.vd, camera.vu, r);
    Normalise(&r);
    r.x *= camera.eyesep / 2.0;
    r.y *= camera.eyesep / 2.0;
    r.z *= camera.eyesep / 2.0;

    // left eye
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    left = -ratio * wd2 - 0.5 * camera.eyesep * ndfl;
	right = ratio * wd2 - 0.5 * camera.eyesep * ndfl;
	top = wd2;
	bottom = -wd2;
	glFrustum(left, right, bottom, top, near*2, far);

	glMatrixMode(GL_MODELVIEW);
	glDrawBuffer(GL_BACK_RIGHT);
	glLoadIdentity();
	gluLookAt(camera.vp.x + r.x, camera.vp.y + r.y, camera.vp.z + r.z,
		camera.vp.x + r.x + camera.vd.x,
		camera.vp.y + r.y + camera.vd.y,
		camera.vp.z + r.z + camera.vd.z,
		camera.vu.x, camera.vu.y, camera.vu.z);
        do_draw();

    // right eye
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();

        left = -ratio * wd2 + 0.5 * camera.eyesep * ndfl;
	right = ratio * wd2 + 0.5 * camera.eyesep * ndfl;
	top = wd2;
	bottom = -wd2;
	glFrustum(left, right, bottom, top, near*2, far);

	glMatrixMode(GL_MODELVIEW);
	glDrawBuffer(GL_BACK_LEFT);
	glLoadIdentity();
	gluLookAt(camera.vp.x - r.x, camera.vp.y - r.y, camera.vp.z - r.z,
				camera.vp.x - r.x + camera.vd.x,
				camera.vp.y - r.y + camera.vd.y,
				camera.vp.z - r.z + camera.vd.z,
				camera.vu.x, camera.vu.y, camera.vu.z);
	do_draw();

    //glutSwapBuffers();
}
コード例 #8
0
ファイル: main.cpp プロジェクト: anirul/3DStereo
void display() {
	
	double nearp = 0.1;
	double farp = 10000;
	XYZ r;
	double dist, ratio, radians, scale, wd2, ndfl;
	double left, right, top, bottom;
	
	/* Clip to avoid extreme stereo */
#ifdef STEREO_3D
	nearp = camera.focallength / 5;
#endif

	/* Misc stuff */
	ratio  = camera.screenwidth / (double)camera.screenheight;
	radians = DTOR * camera.aperture / 2;
	wd2     = nearp * tan(radians);
	ndfl    = nearp / camera.focallength;

	glDrawBuffer(GL_BACK);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

#ifdef STEREO_3D

		update();

		/* Derive the two eye positions */
		CROSSPROD(camera.vd,camera.vu,r);
		Normalise(&r);
		r.x *= camera.eyesep / 2.0;
		r.y *= camera.eyesep / 2.0;
		r.z *= camera.eyesep / 2.0;

		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		left  = - ratio * wd2 - 0.5 * camera.eyesep * ndfl;
		right =   ratio * wd2 - 0.5 * camera.eyesep * ndfl;
		top    =   wd2;
		bottom = - wd2;
		glFrustum(left,right,bottom,top,nearp,farp);

		glMatrixMode(GL_MODELVIEW);
		glDrawBuffer(GL_BACK);

#ifdef INVERT_STEREO
		glViewport (
			camera.screenwidth / 2, 0, 
			camera.screenwidth / 2, camera.screenheight);
#else
		glViewport (
			0, 0, 
			camera.screenwidth / 2, camera.screenheight);
#endif


		glLoadIdentity();
		gluLookAt(camera.vp.x + r.x,camera.vp.y + r.y,camera.vp.z + r.z,
			camera.vp.x + r.x + camera.vd.x,
			camera.vp.y + r.y + camera.vd.y,
			camera.vp.z + r.z + camera.vd.z,
			camera.vu.x,camera.vu.y,camera.vu.z);

		glTranslatef(-0.5f, -0.5f, -2.0f);

		MakeLighting();
		MakeGeometry();

		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		left  = - ratio * wd2 + 0.5 * camera.eyesep * ndfl;
		right =   ratio * wd2 + 0.5 * camera.eyesep * ndfl;
		top    =   wd2;
		bottom = - wd2;
		glFrustum(left,right,bottom,top,nearp,farp);

		glMatrixMode(GL_MODELVIEW);
		glDrawBuffer(GL_BACK);

#ifdef INVERT_STEREO
		glViewport (
			0, 0, 
			camera.screenwidth / 2, camera.screenheight);
#else
		glViewport (
			camera.screenwidth / 2, 0, 
			camera.screenwidth / 2, camera.screenheight);
#endif


//		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glLoadIdentity();
		gluLookAt(camera.vp.x - r.x,camera.vp.y - r.y,camera.vp.z - r.z,
			camera.vp.x - r.x + camera.vd.x,
			camera.vp.y - r.y + camera.vd.y,
			camera.vp.z - r.z + camera.vd.z,
			camera.vu.x,camera.vu.y,camera.vu.z);

		glTranslatef(-0.5f, -0.5f, -2.0f);

		MakeLighting();
		MakeGeometry();

		glutSwapBuffers();
		glutPostRedisplay();

#else

		update();

		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		left  = - ratio * wd2;
		right =   ratio * wd2;
		top    =   wd2;
		bottom = - wd2;
		glFrustum(left,right,bottom,top,nearp,farp);
		
		glMatrixMode(GL_MODELVIEW);

		glLoadIdentity();
		gluLookAt(camera.vp.x,camera.vp.y,camera.vp.z,
			camera.vp.x + camera.vd.x,
			camera.vp.y + camera.vd.y,
			camera.vp.z + camera.vd.z,
			camera.vu.x,camera.vu.y,camera.vu.z);

		glTranslatef(-0.5f, -0.5f, -2.0f);

		MakeLighting();
		MakeGeometry();

		glutSwapBuffers();
		glutPostRedisplay();

#endif // STEREO_3D
}