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Larry Price
gmsh
Commits
0d2f16c0
Commit
0d2f16c0
authored
14 years ago
by
Christophe Geuzaine
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fix bg color
parent
a6a935f1
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1
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1 changed file
Fltk/openglWindow.cpp
+50
-58
50 additions, 58 deletions
Fltk/openglWindow.cpp
with
50 additions
and
58 deletions
Fltk/openglWindow.cpp
+
50
−
58
View file @
0d2f16c0
...
@@ -34,8 +34,7 @@ static void lassoZoom(drawContext *ctx, mousePosition &click1, mousePosition &cl
...
@@ -34,8 +34,7 @@ static void lassoZoom(drawContext *ctx, mousePosition &click1, mousePosition &cl
ctx
->
initPosition
();
ctx
->
initPosition
();
drawContext
::
global
()
->
draw
();
drawContext
::
global
()
->
draw
();
FlGui
::
instance
()
->
manip
->
update
();
FlGui
::
instance
()
->
manip
->
update
();
}
}
openglWindow
::
openglWindow
(
int
x
,
int
y
,
int
w
,
int
h
,
const
char
*
l
)
openglWindow
::
openglWindow
(
int
x
,
int
y
,
int
w
,
int
h
,
const
char
*
l
)
...
@@ -175,7 +174,7 @@ void openglWindow::draw()
...
@@ -175,7 +174,7 @@ void openglWindow::draw()
0.0
F
);
0.0
F
);
glClear
(
GL_DEPTH_BUFFER_BIT
|
GL_COLOR_BUFFER_BIT
);
glClear
(
GL_DEPTH_BUFFER_BIT
|
GL_COLOR_BUFFER_BIT
);
_ctx
->
draw3d
();
_ctx
->
draw3d
();
glColor4ubv
((
GLubyte
*
)
&
CTX
::
instance
()
->
color
.
fg
);
glColor4ubv
((
GLubyte
*
)
&
CTX
::
instance
()
->
color
.
fg
);
glPointSize
((
float
)
CTX
::
instance
()
->
geom
.
pointSize
);
glPointSize
((
float
)
CTX
::
instance
()
->
geom
.
pointSize
);
...
@@ -190,17 +189,15 @@ void openglWindow::draw()
...
@@ -190,17 +189,15 @@ void openglWindow::draw()
}
}
else
{
else
{
// draw the whole scene
// draw the whole scene
/*
glClearColor
glClearColor
((
GLclampf
)(
CTX
::
instance
()
->
unpackRed
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
((
GLclampf
)(
CTX
::
instance
()
->
unpackRed
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackGreen
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackGreen
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackBlue
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackBlue
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
0.0
F
);
0.0
F
);
*/
glClear
(
GL_DEPTH_BUFFER_BIT
|
GL_COLOR_BUFFER_BIT
);
glClear
(
GL_DEPTH_BUFFER_BIT
|
GL_COLOR_BUFFER_BIT
);
Camera
*
cam
=
&
(
_ctx
->
camera
);
if
(
CTX
::
instance
()
->
camera
&&
!
CTX
::
instance
()
->
stereo
){
if
(
CTX
::
instance
()
->
camera
&&
!
CTX
::
instance
()
->
stereo
){
Camera
*
cam
=
&
(
_ctx
->
camera
);
if
(
!
cam
->
on
)
cam
->
init
();
if
(
!
cam
->
on
)
cam
->
init
();
cam
->
giveViewportDimension
(
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
cam
->
giveViewportDimension
(
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
glMatrixMode
(
GL_PROJECTION
);
glMatrixMode
(
GL_PROJECTION
);
...
@@ -220,11 +217,8 @@ void openglWindow::draw()
...
@@ -220,11 +217,8 @@ void openglWindow::draw()
_drawBorder
();
_drawBorder
();
// glPushMatrix();
// glPushMatrix();
}
}
else
if
(
CTX
::
instance
()
->
stereo
){
Camera
*
cam
=
&
(
_ctx
->
camera
);
else
if
(
CTX
::
instance
()
->
stereo
){
if
(
!
cam
->
on
)
cam
->
init
();
if
(
!
cam
->
on
)
cam
->
init
();
cam
->
giveViewportDimension
(
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
cam
->
giveViewportDimension
(
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
...
@@ -270,56 +264,54 @@ void openglWindow::draw()
...
@@ -270,56 +264,54 @@ void openglWindow::draw()
glAccum(GL_ACCUM,1.0);
glAccum(GL_ACCUM,1.0);
glAccum(GL_RETURN,1.0);
glAccum(GL_RETURN,1.0);
*/
*/
//right eye
//right eye
XYZ
eye
=
cam
->
eyesep
/
2.0
*
cam
->
right
;
XYZ
eye
=
cam
->
eyesep
/
2.0
*
cam
->
right
;
glMatrixMode
(
GL_PROJECTION
);
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
glLoadIdentity
();
double
left
=
-
cam
->
screenratio
*
cam
->
wd2
-
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
double
left
=
-
cam
->
screenratio
*
cam
->
wd2
-
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
double
right
=
cam
->
screenratio
*
cam
->
wd2
-
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
double
right
=
cam
->
screenratio
*
cam
->
wd2
-
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
double
top
=
cam
->
wd2
;
double
top
=
cam
->
wd2
;
double
bottom
=
-
cam
->
wd2
;
double
bottom
=
-
cam
->
wd2
;
glFrustum
(
left
,
right
,
bottom
,
top
,
cam
->
glFnear
,
cam
->
glFfar
);
glFrustum
(
left
,
right
,
bottom
,
top
,
cam
->
glFnear
,
cam
->
glFfar
);
glMatrixMode
(
GL_MODELVIEW
);
glMatrixMode
(
GL_MODELVIEW
);
glDrawBuffer
(
GL_BACK_RIGHT
);
glDrawBuffer
(
GL_BACK_RIGHT
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glLoadIdentity
();
glLoadIdentity
();
gluLookAt
(
cam
->
position
.
x
+
eye
.
x
,
cam
->
position
.
y
+
eye
.
y
,
cam
->
position
.
z
+
eye
.
z
,
gluLookAt
(
cam
->
position
.
x
+
eye
.
x
,
cam
->
position
.
y
+
eye
.
y
,
cam
->
position
.
z
+
eye
.
z
,
cam
->
target
.
x
+
eye
.
x
,
cam
->
target
.
y
+
eye
.
y
,
cam
->
target
.
z
+
eye
.
z
,
cam
->
target
.
x
+
eye
.
x
,
cam
->
target
.
y
+
eye
.
y
,
cam
->
target
.
z
+
eye
.
z
,
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
_ctx
->
draw3d
();
_ctx
->
draw3d
();
_ctx
->
draw2d
();
_ctx
->
draw2d
();
_drawScreenMessage
();
_drawScreenMessage
();
_drawBorder
();
_drawBorder
();
//left eye
//left eye
glMatrixMode
(
GL_PROJECTION
);
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
glLoadIdentity
();
left
=
-
cam
->
screenratio
*
cam
->
wd2
+
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
left
=
-
cam
->
screenratio
*
cam
->
wd2
+
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
right
=
cam
->
screenratio
*
cam
->
wd2
+
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
right
=
cam
->
screenratio
*
cam
->
wd2
+
0.5
*
cam
->
eyesep
*
cam
->
ndfl
;
top
=
cam
->
wd2
;
top
=
cam
->
wd2
;
bottom
=
-
cam
->
wd2
;
bottom
=
-
cam
->
wd2
;
glFrustum
(
left
,
right
,
bottom
,
top
,
cam
->
glFnear
,
cam
->
glFfar
);
glFrustum
(
left
,
right
,
bottom
,
top
,
cam
->
glFnear
,
cam
->
glFfar
);
glMatrixMode
(
GL_MODELVIEW
);
glMatrixMode
(
GL_MODELVIEW
);
glDrawBuffer
(
GL_BACK_LEFT
);
glDrawBuffer
(
GL_BACK_LEFT
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glLoadIdentity
();
glLoadIdentity
();
gluLookAt
(
cam
->
position
.
x
-
eye
.
x
,
cam
->
position
.
y
-
eye
.
y
,
cam
->
position
.
z
-
eye
.
z
,
gluLookAt
(
cam
->
position
.
x
-
eye
.
x
,
cam
->
position
.
y
-
eye
.
y
,
cam
->
position
.
z
-
eye
.
z
,
cam
->
target
.
x
-
eye
.
x
,
cam
->
target
.
y
-
eye
.
y
,
cam
->
target
.
z
-
eye
.
z
,
cam
->
target
.
x
-
eye
.
x
,
cam
->
target
.
y
-
eye
.
y
,
cam
->
target
.
z
-
eye
.
z
,
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
_ctx
->
draw3d
();
_ctx
->
draw3d
();
_ctx
->
draw2d
();
_ctx
->
draw2d
();
_drawScreenMessage
();
_drawScreenMessage
();
_drawBorder
();
_drawBorder
();
}
}
else
{
else
{
_ctx
->
draw3d
();
_ctx
->
draw3d
();
_ctx
->
draw2d
();
_ctx
->
draw2d
();
_drawScreenMessage
();
_drawScreenMessage
();
_drawBorder
();
_drawBorder
();
}
}
}
}
_lock
=
false
;
_lock
=
false
;
...
@@ -372,12 +364,12 @@ int openglWindow::handle(int event)
...
@@ -372,12 +364,12 @@ int openglWindow::handle(int event)
else
{
else
{
if
(
CTX
::
instance
()
->
camera
){
if
(
CTX
::
instance
()
->
camera
){
Camera
*
cam
=
&
(
_ctx
->
camera
);
Camera
*
cam
=
&
(
_ctx
->
camera
);
double
dy
=
fabs
(
-
_click
.
win
[
1
]
+
_curr
.
win
[
1
]
);
double
dy
=
fabs
(
-
_click
.
win
[
1
]
+
_curr
.
win
[
1
]
);
double
dx
=
fabs
(
-
_click
.
win
[
0
]
+
_curr
.
win
[
0
]
)
;
double
dx
=
fabs
(
-
_click
.
win
[
0
]
+
_curr
.
win
[
0
]
)
;
double
factx
=
w
()
/
fabs
(
dx
);
double
factx
=
w
()
/
fabs
(
dx
);
double
facty
=
h
()
/
fabs
(
dy
);
double
facty
=
h
()
/
fabs
(
dy
);
double
fact
=
.8
*
std
::
min
(
factx
,
facty
);
double
fact
=
.8
*
std
::
min
(
factx
,
facty
);
double
x_med
=
(
_click
.
win
[
0
]
+
_curr
.
win
[
0
])
/
2.
;
double
x_med
=
(
_click
.
win
[
0
]
+
_curr
.
win
[
0
])
/
2.
;
double
y_med
=
(
_click
.
win
[
1
]
+
_curr
.
win
[
1
])
/
2.
;
double
y_med
=
(
_click
.
win
[
1
]
+
_curr
.
win
[
1
])
/
2.
;
double
theta_x
=
.96
*
cam
->
radians
*
(
w
()
/
2
-
x_med
)
*
2.
/
h
()
;
double
theta_x
=
.96
*
cam
->
radians
*
(
w
()
/
2
-
x_med
)
*
2.
/
h
()
;
...
...
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