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//##########################################################################
//# #
//# CLOUDCOMPARE #
//# #
//# This program is free software; you can redistribute it and/or modify #
//# it under the terms of the GNU General Public License as published by #
//# the Free Software Foundation; version 2 or later of the License. #
//# #
//# This program is distributed in the hope that it will be useful, #
//# but WITHOUT ANY WARRANTY; without even the implied warranty of #
//# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
//# GNU General Public License for more details. #
//# #
//# COPYRIGHT: EDF R&D / TELECOM ParisTech (ENST-TSI) #
//# #
//##########################################################################
#include "ccGLUtils.h"
#include <QOpenGLTexture>
//*********** OPENGL TEXTURES ***********//
void ccGLUtils::DisplayTexture2DPosition(QImage image, int x, int y, int w, int h, unsigned char alpha/*=255*/)
{
QOpenGLTexture texture(image);
DisplayTexture2DPosition(texture.textureId(), x, y, w, h, alpha);
}
void ccGLUtils::DisplayTexture2DPosition(GLuint texID, int x, int y, int w, int h, unsigned char alpha/*=255*/)
{
QOpenGLContext* context = QOpenGLContext::currentContext();
if (!context)
{
assert(false);
return;
}
QOpenGLFunctions_2_1* glFunc = context->versionFunctions<QOpenGLFunctions_2_1>();
if (glFunc)
{
glFunc->glBindTexture(GL_TEXTURE_2D, texID);
glFunc->glPushAttrib(GL_ENABLE_BIT);
glFunc->glEnable(GL_TEXTURE_2D);
glFunc->glColor4ub(255, 255, 255, alpha);
glFunc->glBegin(GL_QUADS);
glFunc->glTexCoord2f(0.0, 1.0);
glFunc->glVertex2i(x, y + h);
glFunc->glTexCoord2f(0.0, 0.0);
glFunc->glVertex2i(x, y);
glFunc->glTexCoord2f(1.0, 0.0);
glFunc->glVertex2i(x + w, y);
glFunc->glTexCoord2f(1.0, 1.0);
glFunc->glVertex2i(x + w, y + h);
glFunc->glEnd();
glFunc->glPopAttrib();
glFunc->glBindTexture(GL_TEXTURE_2D, 0);
}
}
//*********** OPENGL MATRICES ***********//
ccGLMatrixd ccGLUtils::GenerateViewMat(CC_VIEW_ORIENTATION orientation)
{
CCVector3d eye(0,0,0);
CCVector3d center(0,0,0);
CCVector3d top(0,0,0);
//we look at (0,0,0) by default
switch (orientation)
{
case CC_TOP_VIEW:
eye.z = 1.0;
top.y = 1.0;
break;
case CC_BOTTOM_VIEW:
eye.z = -1.0;
top.y = 1.0;
break;
case CC_FRONT_VIEW:
eye.y = -1.0;
top.z = 1.0;
break;
case CC_BACK_VIEW:
eye.y = 1.0;
top.z = 1.0;
break;
case CC_LEFT_VIEW:
eye.x = -1.0;
top.z = 1.0;
break;
case CC_RIGHT_VIEW:
eye.x = 1.0;
top.z = 1.0;
break;
case CC_ISO_VIEW_1:
eye.x = -1.0;
eye.y = -1.0;
eye.z = 1.0;
top.x = 1.0;
top.y = 1.0;
top.z = 1.0;
break;
case CC_ISO_VIEW_2:
eye.x = 1.0;
eye.y = 1.0;
eye.z = 1.0;
top.x = -1.0;
top.y = -1.0;
top.z = 1.0;
break;
}
return ccGLMatrixd::FromViewDirAndUpDir(center-eye,top);
}
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