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cameras[i]->end();
}
//
//////////////////////////
//////////////////////////
// DRAW STUFF ON TOP
//////////////////////////
//
ofPushStyle();
glDepthFunc(GL_ALWAYS); // draw on top of everything
//draw some labels
ofSetColor(255, 255, 255);
ofDrawBitmapString("Press keys 1-4 to select a camera for main view", viewMain.x + 20, 30);
ofDrawBitmapString("Camera selected: " + ofToString(iMainCamera+1), viewMain.x + 20, 50);
ofDrawBitmapString("Press 'f' to toggle fullscreen", viewMain.x + 20, 70);
ofDrawBitmapString("Press 'p' to toggle parents on OrthoCamera's", viewMain.x + 20, 90);
ofDrawBitmapString("EasyCam", viewGrid[0].x + 20, viewGrid[0].y + 30);
ofDrawBitmapString("Front", viewGrid[1].x + 20, viewGrid[1].y + 30);
ofDrawBitmapString("Top", viewGrid[2].x + 20, viewGrid[2].y + 30);
ofDrawBitmapString("Left", viewGrid[3].x + 20, viewGrid[3].y + 30);
//draw outlines on views
ofSetLineWidth(5);
ofNoFill();
ofSetColor(255, 255, 255);
//
for (int i=0; i<N_CAMERAS; i++)
ofDrawRectangle(viewGrid[i]);
//
ofDrawRectangle(viewMain);
glDepthFunc(GL_LESS);
ofPopStyle();
//
//////////////////////////
}
void ofApp::drawScene(int iCameraDraw){
nodeSwarm.draw();
nodeGrid.draw();
//////////////////////////////////
// DRAW EASYCAM FRUSTUM PREVIEW
//////////////////////////////////
//
// This code draws our camera in
// the scene (reddy/pink lines)
//
// The pyramid-like shape defined
// by the cameras view is called
// a 'frustum'.
//
// Often we refer to the volume
// which can be seen by the
// camera as 'the view frustum'.
//
//let's not draw the camera
//if we're looking through it
if (iCameraDraw != 0)
{
ofPushStyle();
//in 'camera space' this frustum
//is defined by a box with bounds
//-1->1 in each axis
//
//to convert from camera to world
//space, we multiply by the inverse
//matrix of the camera
//
//by applying this transformation
//our box in camera space is
//transformed into a frustum in
//world space.
//the camera's matricies are dependant on
//the aspect ratio of the viewport
//so we must send the viewport if it's not
//the same as fullscreen
//
//watch the aspect ratio of preview camera
glm::mat4 inverseCameraMatrix = glm::inverse(camEasyCam.getModelViewProjectionMatrix( (iMainCamera == 0 ? viewMain : viewGrid[0]) ));
// By default, we can say
// 'we are drawing in world space'
//
// The camera matrix performs
// world->camera
//
// The inverse camera matrix performs