예제 #1
0
//----------------------------------------------------------
void ofGLRenderer::popView() {
	matrixStack.popView();

	ofMatrix4x4 m;
	ofMatrixMode currentMode = matrixStack.getCurrentMatrixMode();

	matrixMode(OF_MATRIX_PROJECTION);
	loadMatrix(matrixStack.getProjectionMatrix());

	matrixMode(OF_MATRIX_MODELVIEW);
	loadMatrix(matrixStack.getModelViewMatrix());

	matrixMode(currentMode);

	viewport(matrixStack.getCurrentViewport());
}
예제 #2
0
void ofMatrixStack::pushView(){
	viewportHistory.push(currentViewport);

	ofMatrixMode currentMode = currentMatrixMode;

	matrixMode(OF_MATRIX_PROJECTION);
	pushMatrix();

	matrixMode(OF_MATRIX_MODELVIEW);
	pushMatrix();

	matrixMode(currentMode);

	viewMatrixStack.push(viewMatrix);

	orientationStack.push(make_pair(orientation,vFlipped));
}
예제 #3
0
//----------------------------------------------------------
void ofGLRenderer::setupScreenOrtho(float width, float height, float nearDist, float farDist) {

	ofRectangle currentViewport = getCurrentViewport();

	float viewW = currentViewport.width;
	float viewH = currentViewport.height;

	ofMatrix4x4 ortho;

	ortho = ofMatrix4x4::newOrthoMatrix(0, viewW, 0, viewH, nearDist, farDist);

	matrixMode(OF_MATRIX_PROJECTION);
	loadMatrix(ortho); // make ortho our new projection matrix.

	matrixMode(OF_MATRIX_MODELVIEW);
	loadIdentityMatrix();

}
예제 #4
0
void ofMatrixStack::popView(){
	pair<ofOrientation,bool> orientationFlip = orientationStack.top();
	setOrientation(orientationFlip.first,orientationFlip.second);
	orientationStack.pop();

	if( viewportHistory.size() ){
		currentViewport = viewportHistory.top();
		viewportHistory.pop();
	}

	ofMatrixMode currentMode = currentMatrixMode;

	matrixMode(OF_MATRIX_PROJECTION);
	popMatrix();

	matrixMode(OF_MATRIX_MODELVIEW);
	popMatrix();

	matrixMode(currentMode);
}
예제 #5
0
//----------------------------------------------------------
void ofGLRenderer::setCurrentFBO(ofFbo * fbo){
	if(fbo!=NULL){
		ofMatrix4x4 m;
		glGetFloatv(GL_PROJECTION_MATRIX,m.getPtr());
		m =  m*matrixStack.getOrientationMatrixInverse();
		ofMatrixMode currentMode = matrixStack.getCurrentMatrixMode();
		matrixStack.matrixMode(OF_MATRIX_PROJECTION);
		matrixStack.loadMatrix(m.getPtr());
		matrixStack.setRenderSurface(*fbo);
		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf(matrixStack.getProjectionMatrix().getPtr());
		matrixMode(currentMode);
	}else{
		matrixStack.setRenderSurface(*ofGetWindowPtr());
	}
}
예제 #6
0
void ofxSosoRenderer::setupScreen()
{
  
  float eyeX = width / 2;
	float eyeY = height / 2;
	float halfFov = PI * fov / 360;
	float theTan = tanf(halfFov);
	float dist = eyeY / theTan;
	float aspect = (float) width / height;
  
	if(nearDist == 0) nearDist = dist / 10.0f;
	if(farDist == 0) farDist = dist * 10.0f;
  
  
  // Load the projection matrix.
  matrixMode(OF_MATRIX_PROJECTION);
  loadMatrix( projectionMatrix );
  
  // ModelView LookAt calculations are now multiplied into default scene root matrix in ofxScene.
  
}