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export_py_shell.cc

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  • gfx_test_object.cc 4.05 KiB
    //------------------------------------------------------------------------------
    // This file is part of the OpenStructure project <www.openstructure.org>
    //
    // Copyright (C) 2008-2010 by the OpenStructure authors
    //
    // This library is free software; you can redistribute it and/or modify it under
    // the terms of the GNU Lesser General Public License as published by the Free
    // Software Foundation; either version 3.0 of the License, or (at your option)
    // any later version.
    // This library 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 Lesser General Public License for more
    // details.
    //
    // You should have received a copy of the GNU Lesser General Public License
    // along with this library; if not, write to the Free Software Foundation, Inc.,
    // 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
    //------------------------------------------------------------------------------
    /*
      volatile test object for current hacking purposes
    
      Author: Ansgar Philippsen
    */
    
    #include <boost/filesystem/operations.hpp>
    #include <boost/filesystem/fstream.hpp>
    
    #include <ost/platform.hh>
    #include "glext_include.hh"
    #include "gfx_test_object.hh"
    #include "scene.hh"
    #include "bitmap_io.hh"
    
    namespace ost { namespace gfx {
    
    namespace bf = boost::filesystem;
    
    namespace {
    
    static const GLfloat coords[][3] = {
      {-5.0,-3.0,-1.0},
      {-5.0,3.0,-1.0},
      {5.0,3.0,-1.0},
      {5.0,-3.0,-1.0},
      {-5.0,-3.0,1.0},
      {-5.0,3.0,1.0},
      {5.0,3.0,1.0},
      {5.0,-3.0,1.0},
    };
    
    }
    
    GfxTestObj::GfxTestObj():
      GfxObj("GfxTestObj")
    {
      AddLabel("The Quick Brown Fox Jumps Over The Lazy Dog", geom::Vec3(0,0,0),Color(1,1,0));
    
      glGenTextures(1,&tex_id);
      String ost_root=GetSharedDataPath();
      bf::path ost_root_dir(ost_root);
      bf::path tex_file(ost_root_dir / "textures/test_texture.png");
      Bitmap bm = BitmapImport(tex_file.string(),".png");
      if(!bm.data) {
        LOGN_ERROR("error loading " << tex_file.string());
      } else {
        LOGN_VERBOSE("importing tex with id " << tex_id);
        glBindTexture(GL_TEXTURE_2D, tex_id);
        glPixelStorei(GL_UNPACK_ALIGNMENT,1);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        if(bm.channels==3) {
          glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,bm.width,bm.height,0,GL_RGB,GL_UNSIGNED_BYTE,bm.data.get());
        } else if(bm.channels==4) {
          glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,bm.width,bm.height,0,GL_RGBA,GL_UNSIGNED_BYTE,bm.data.get());
        }
      }
    }
    
    geom::Vec3 GfxTestObj::GetCenter() const
    {
      return geom::Vec3(0,0,0);
    }
    
    geom::AlignedCuboid GfxTestObj::GetBoundingBox() const
    {
      return geom::AlignedCuboid(geom::Vec3(-5,-5,-5),geom::Vec3(5,5,5));
    }
    
    void GfxTestObj::CustomRenderGL(RenderPass pass)
    {
      if(pass>0) return;
    #if 1
      GLint quad[][4] = {
        {0,1,2,3},
        {4,7,6,5},
        {0,4,5,1},
        {2,6,7,3},
        {0,3,7,4},
        {1,5,6,2}
      };
    
      GLfloat norm[][3] = {
        {0,0,-1},
        {0,0,1},
        {-1,0,0},
        {1,0,0},
        {0,-1,0},
        {0,1,0}
      };
    
      GLfloat col[][3] = {
        {1,0,0},
        {0,1,0},
        {0,0,1},
        {1,1,0},
        {1,0,1},
        {0,1,1}
      };
    
      GLfloat tex[][2] = {
        {0.0,0.0},{1.0,0.0},{1.0,1.0},{0.0,1.0}
      };
    
      GLfloat shift[][3] = {
        {0.0,1,-3},
        {0.0,-1.0,3}
      };
    
      glPushAttrib(GL_ENABLE_BIT);
      glEnable(GL_LIGHTING);
      glDisable(GL_CULL_FACE);
      glDisable(GL_NORMALIZE);
      glEnable(GL_TEXTURE_2D);
      glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
      glBindTexture(GL_TEXTURE_2D,tex_id);
      
      glBegin(GL_QUADS);
      for(int h=0;h<2;++h) {
        for(int i=0;i<6;++i) {
          glNormal3fv(norm[i]);
          glColor3fv(col[i]);
          for(int k=0;k<4;++k) {
            glTexCoord2fv(tex[k]);
            glVertex3f(coords[quad[i][k]][0]+shift[h][0],
                       coords[quad[i][k]][1]+shift[h][1],
                       coords[quad[i][k]][2]+shift[h][2]);
          }
        }
      }
      glEnd();
      glPopAttrib();
    #endif
    }
    
    }}