Repository navigation
Expand file tree
/
Copy pathtridisplay.cpp
More file actions
181 lines (162 loc) · 5.57 KB
/
Copy pathtridisplay.cpp
File metadata and controls
181 lines (162 loc) · 5.57 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
#include "tridisplay.h"
#include "projection.h"
#include "quad.h"
#include <cstdio>
#include <glm/gtc/matrix_transform.hpp>
#define D_VIEW 0.58f
#define Z_NEAR 0.10f
#define Z_FAR 10.0f
#define DPM 1000
Display::Display(float width, float height):
Mdisplay(1.0f),
Mview(1.0f),
Mproj(1.0f),
width(width),
height(height),
texWidth((GLsizei)(width*DPM)),
texHeight((GLsizei)(height*DPM))
{
initialized = false;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
texWidth, texHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthrenderbuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
renderedTexture, 0);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE){
printf("Framebuffer error:");
const char *statusStr;
switch(status){
case 0:
statusStr = "Error";
break;
case GL_FRAMEBUFFER_UNDEFINED:
statusStr = "GL_FRAMEBUFFER_UNDEFINED";
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
statusStr = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
statusStr = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
statusStr = "GL_FRAMEBUFFER_UNSUPPORTED";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
statusStr = "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
break;
default:
statusStr = "Unkown Error";
break;
}
printf("%s\n",statusStr);
}else{
initialized = true;
}
}
Display::~Display(void)
{
if(!initialized) return;
glDeleteFramebuffers(1, &FramebufferName);
glDeleteTextures(1, &renderedTexture);
glDeleteRenderbuffers(1, &depthrenderbuffer);
}
void Display::SetMdisplay(glm::mat4 Mdisplay)
{
Display::Mdisplay = Mdisplay;
display_projection(
Mdisplay,
Mproj,
Mview,
width,
height,
Z_NEAR, Z_FAR );
}
void Display::RenderTexture(Scene* scene)
{
if(!initialized) return;
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glViewport(0,0,texWidth,texHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glm::mat4 Mview_projection = Mproj * glm::inverse(Mview);
scene->Draw(Mview_projection);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Display::Draw(glm::mat4 Mview_projection)
{
if(!initialized) return;
glm::mat4 Mmodel = glm::scale(Mdisplay,
glm::vec3(width/2.0f,height/2.0f,1.0f));
glm::mat4 MVP = Mview_projection * Mmodel;
quad->Draw(MVP, renderedTexture);
}
glm::mat4 rotate_about_point(glm::mat4 M,
glm::vec3 P,
glm::vec3 N,
float omega)
{
glm::mat4 Mt = glm::translate(glm::mat4(1.0f), P);
Mt = glm::rotate(Mt, omega, N);
Mt = glm::translate(Mt, -P);
return Mt*M;
}
TriDisplay::TriDisplay(float width, float height)
{
for(int i=0;i<3;i++){
displays[i] = new Display(width, height);
}
glm::vec3 vd0(0.0f, 0.0f, -D_VIEW);
glm::vec3 vd1d0(-width, 0.0f, 0.0f);
glm::vec3 vd2d0(width, 0.0f, 0.0f);
glm::mat4 Mdisplay0 = glm::translate(glm::mat4(1.0f), vd0);
glm::mat4 Mdisplay1 = glm::translate(glm::mat4(1.0f), vd0+vd1d0);
glm::mat4 Mdisplay2 = glm::translate(glm::mat4(1.0f), vd0+vd2d0);
Mdisplay1 = rotate_about_point(Mdisplay1,
glm::vec3(-width/2.0f,0.0f,-D_VIEW),
glm::vec3(0.0f,1.0f,0.0f),
glm::radians(45.0f));
Mdisplay2 = rotate_about_point(Mdisplay2,
glm::vec3(width/2.0f,0.0f,-D_VIEW),
glm::vec3(0.0f,1.0f,0.0f),
glm::radians(-45.0f));
displays[0]->SetMdisplay( Mdisplay0 );
displays[1]->SetMdisplay( Mdisplay1 );
displays[2]->SetMdisplay( Mdisplay2 );
}
TriDisplay::~TriDisplay(void)
{
for(int i=0;i<3;i++){
delete displays[i];
}
}
void TriDisplay::RenderTextures(Scene *scene)
{
for(int i=0;i<3;i++){
displays[i]->RenderTexture(scene);
}
}
void TriDisplay::Draw(glm::mat4 Mview_projection)
{
for(int i=0;i<3;i++){
displays[i]->Draw(Mview_projection);
}
}