コード例 #1
0
void draw_s2warpstereo(CAMERA cam) {

  /* draw the left view directly; draw the right view to a texture
   * then onto the screen using a warp */
  
  // 1. create the texture if required.
  if (!_s2w_textureready) {

    if (_s2w_warpstereo_txt >= 0) {
      ss2dt(_s2w_warpstereo_txt);
    }

    int tmp = mWINWIDTH - 1;
    _s2w_warpstereo_w = 1;
    while (tmp) {
      tmp >>= 1;
      _s2w_warpstereo_w <<= 1;
    }
    tmp = mWINHEIGHT - 1;
    _s2w_warpstereo_h = 1;
    while (tmp) {
      tmp >>= 1;
      _s2w_warpstereo_h <<= 1;
    }

    _s2w_warpstereo_txt = ss2ctt(_s2w_warpstereo_w, _s2w_warpstereo_h);
  }
  
#define H_DIVISOR 2

  // 2. draw the right and save a texture of it
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glViewport(0, 0, mWINWIDTH / H_DIVISOR, mWINHEIGHT);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  drawView("r", 0.5);
  DrawExtras();
  glPushAttrib(GL_ENABLE_BIT);
  glEnable(GL_TEXTURE_2D);
  glEnable(GL_LIGHTING);
  glBindTexture(GL_TEXTURE_2D, _s2w_warpstereo_txt);
  glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
		      mWINWIDTH / H_DIVISOR,
		      mWINHEIGHT);
  glPopAttrib();
  
  // 3. draw the left image
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glViewport(0, 0, mWINWIDTH / H_DIVISOR, mWINHEIGHT);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  drawView("l", -0.5);
  DrawExtras();

  // Remember the graphics state and return it at the end
  glPushAttrib(GL_ALL_ATTRIB_BITS);
  glDisable(GL_LIGHTING);
  glDisable(GL_DEPTH_TEST);
  glDisable(GL_BLEND);
  
  // the key for when we are in wireframe mode! - 
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  glColor3f(1.0,1.0,1.0);
  
  // interleave the rows in the back buffer!
  // Right
  glViewport(mWINWIDTH/H_DIVISOR, 0, mWINWIDTH/H_DIVISOR, mWINHEIGHT);
  glDrawBuffer(GL_BACK);
  //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

#if (1)
  
  // draw the texture we just captured...
  glColor4f(1., 1., 1., 1.);
  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glLoadIdentity();
  glOrtho(0, 1, 0, 1, 0, 1);
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
  glLoadIdentity();
  glEnable(GL_TEXTURE_2D);
  //fprintf(stderr, "using texture id %d to draw...\n", _s2w_warpstereo_txt);
  glBindTexture(GL_TEXTURE_2D, _s2w_warpstereo_txt);
  
  if (!_s2w_warpingactive || !_s2w_meshfn) {
    // just one big quad filling the screen
    glBegin(GL_QUADS);
    glTexCoord2f(0., 0.); 
    glVertex2f(0., 0.);
    glTexCoord2f(0., (float)mWINHEIGHT / (float)_s2w_warpstereo_h);
    glVertex2f(0., 1.);
    glTexCoord2f((float)mWINWIDTH / (float)_s2w_warpstereo_w / H_DIVISOR,
		 (float)mWINHEIGHT / (float)_s2w_warpstereo_h);
    glVertex2f(1., 1.);
    glTexCoord2f((float)mWINWIDTH / (float)_s2w_warpstereo_w / H_DIVISOR, 0.);
    glVertex2f(1., 0.);
    glEnd();
    
  } else {
    // (meshnx-1) * (meshny-1) quads across the screen
    
    glBegin(GL_QUADS);

    float max_tc_x = (float)mWINWIDTH / (float)H_DIVISOR / 
      (float)_s2w_warpstereo_w;
    float max_tc_y = (float)mWINHEIGHT / (float)_s2w_warpstereo_h;
    float on2asp = 0.5;

    int ix, iy;
    for (ix = 0; ix < meshnx-1; ix++) {
      for (iy = 0; iy < meshny-1; iy++) {
	// four corners
	glTexCoord2f(mesh[ix][iy].x * max_tc_x, 
		     mesh[ix][iy].y * max_tc_y); 
	glVertex2f(0.5 + on2asp * mesh[ix][iy].u, 
		   0.5 + 0.5 * mesh[ix][iy].v);
	
	glTexCoord2f(mesh[ix][iy+1].x * max_tc_x, 
		     mesh[ix][iy+1].y * max_tc_y);
	glVertex2f(0.5 + on2asp * mesh[ix][iy+1].u, 
		   0.5 + 0.5 * mesh[ix][iy+1].v);
	
	glTexCoord2f(mesh[ix+1][iy+1].x * max_tc_x,
		     mesh[ix+1][iy+1].y * max_tc_y);
	glVertex2f(0.5 + on2asp * mesh[ix+1][iy+1].u, 
		   0.5 + 0.5 * mesh[ix+1][iy+1].v);
	
	glTexCoord2f(mesh[ix+1][iy].x * max_tc_x, 
		     mesh[ix+1][iy].y * max_tc_y);
	glVertex2f(0.5 + on2asp * mesh[ix+1][iy].u, 
		   0.5 + 0.5 * mesh[ix+1][iy].v);  
      }
    }
    glEnd();
    
  }
  
  glDisable(GL_TEXTURE_2D);
  glPopMatrix();
  glMatrixMode(GL_PROJECTION);
  glPopMatrix(); 

#endif

  glPopAttrib();

  
  // mark the texture as ready for use
  _s2w_textureready = 1;
  
}
コード例 #2
0
void draw_s2fishdome(CAMERA cam) {
  
  // draw a fisheye / warped projection of the geometry
  double r, near, far;
  XYZ vp, vd, vr, vl;
  XYZ vright, vleft, vup;

  // Calculate various view vectors 
  vp = cam.vp;
  vd = cam.vd;
  vr = CrossProduct(vd,cam.vu);
  vl = CrossProduct(cam.vu,vd);
  vd = ArbitraryRotate(vd,cam.fishrotate,vr);
  vup = CrossProduct(vr,vd);
  vright = VectorAdd(vr,vd);
  vleft = VectorAdd(vl,vd);
  near = VectorLength(_s2priv_pmin(),_s2priv_pmax()) / 100;
  far  = MAX(cam.focallength,VectorLength(_s2priv_pmin(),
					     _s2priv_pmax())) * 20;
  
  // Left
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glViewport(0,0,TEXTURESIZE,TEXTURESIZE);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  s2Perspective(90.0,1.0,near,far);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  s2LookAt(vp.x,vp.y,vp.z,vp.x+vleft.x,vp.y+vleft.y,vp.z+vleft.z,vup.x,vup.y,vup.z);
  MakeLighting();
  MakeMaterial();
  MakeGeometry(FALSE, FALSE);
  glBindTexture(GL_TEXTURE_2D,walltextureid[2]);
  glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,TEXTURESIZE,TEXTURESIZE);
    
  // Right
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glViewport(0,0,TEXTURESIZE,TEXTURESIZE);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  s2Perspective(90.0,1.0,near,far);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  s2LookAt(vp.x,vp.y,vp.z,vp.x+vright.x,vp.y+vright.y,vp.z+vright.z,vup.x,vup.y,vup.z);
  MakeLighting();
  MakeMaterial();
  MakeGeometry(FALSE, FALSE);
  glBindTexture(GL_TEXTURE_2D,walltextureid[3]);
  glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,TEXTURESIZE,TEXTURESIZE);
  
  // Top 
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glViewport(0,0,TEXTURESIZE,TEXTURESIZE);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  s2Perspective(90.0,1.0,near,far);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  s2LookAt(vp.x,vp.y,vp.z,vp.x+vup.x,vp.y+vup.y,vp.z+vup.z,-vright.x,-vright.y,-vright.z);
  MakeLighting();
  MakeMaterial();
  MakeGeometry(FALSE, FALSE);
  glBindTexture(GL_TEXTURE_2D,walltextureid[0]);
  glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,TEXTURESIZE,TEXTURESIZE);
  
  // Bottom 
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glViewport(0,0,TEXTURESIZE,TEXTURESIZE);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  s2Perspective(90.0,1.0,near,far);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  s2LookAt(vp.x,vp.y,vp.z,vp.x-vup.x,vp.y-vup.y,vp.z-vup.z,-vleft.x,-vleft.y,-vleft.z);
  MakeLighting();
  MakeMaterial();
  MakeGeometry(FALSE, FALSE);
  glBindTexture(GL_TEXTURE_2D,walltextureid[1]);
  glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,TEXTURESIZE,TEXTURESIZE);
  
  // Remember the graphics state and return it at the end
  glPushAttrib(GL_ALL_ATTRIB_BITS);
  glDisable(GL_LIGHTING);
  glDisable(GL_ALPHA_TEST);
  glDisable(GL_COLOR_MATERIAL);
  glDisable(GL_DITHER);
  //glDisable(GL_FOG);
  glDisable(GL_LINE_SMOOTH);
  glDisable(GL_LINE_STIPPLE);
  glDisable(GL_SCISSOR_TEST);
  glDisable(GL_STENCIL_TEST);
  
  // Setup projections for the dome
  glDrawBuffer(GL_BACK);
  if (_s2fd_options->dometype == WARPMAP)
    glClearColor(0.0,0.0,0.0,0.0);
  else
    glClearColor(0.05,0.05,0.05,0.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glViewport(0,0,_s2fd_options->screenwidth,_s2fd_options->screenheight);
  r = _s2fd_options->screenwidth / (double)_s2fd_options->screenheight;
  switch (_s2fd_options->dometype) {
  case TRUNCTOP:
  case TRUNCBOTTOM:
    glOrtho(-r*0.75,r*0.75,-0.75,0.75,0.1,10.0);
    break;
  case HSPHERICAL:
    glOrtho(-r*0.75,r*0.75,-0.75,0.75,0.1,10.0);
    break;
  case VSPHERICAL:
  case WARPMAP:
  default:
    glOrtho(-r,r,-1.0,1.0,0.1,10.0);
    break;
  }
    
  // Create camera projection for dome
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  switch (_s2fd_options->dometype) {
  case TRUNCBOTTOM:
    s2LookAt(0.0,-1.0,0.25,0.0,0.0,0.25,0.0,0.0,1.0);
    break;
  case TRUNCTOP:
    s2LookAt(0.0,-1.0,-0.25,0.0,0.0,-0.25,0.0,0.0,1.0);
    break;
  case HSPHERICAL:
  case VSPHERICAL:
  case WARPMAP:
  default:
    s2LookAt(0.0,-1.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0);
    break;
  }
    
  // Finally draw the dome geometry
  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  glColor3f(1.0,1.0,1.0);
  DrawDome(TRUE,FALSE);

  _s2_fadeinout();
  
  DrawExtras();
  glPopAttrib();
  
}