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static const std::string window_name = "HelloPangolinThreads"; | |
void setup() { | |
// create a window and bind its context to the main thread | |
pangolin::CreateWindowAndBind(window_name, 640, 480); | |
// enable depth | |
glEnable(GL_DEPTH_TEST); | |
// unset the current context from the main thread | |
pangolin::GetBoundWindow()->RemoveCurrent(); | |
} | |
void run() { | |
// fetch the context and bind it to this thread | |
pangolin::BindToContext(window_name); | |
// we manually need to restore the properties of the context | |
glEnable(GL_DEPTH_TEST); | |
// Define Projection and initial ModelView matrix | |
pangolin::OpenGlRenderState s_cam( | |
pangolin::ProjectionMatrix(640,480,420,420,320,240,0.2,100), | |
pangolin::ModelViewLookAt(-2,2,-2, 0,0,0, pangolin::AxisY) | |
); | |
// Create Interactive View in window | |
pangolin::Handler3D handler(s_cam); | |
pangolin::View& d_cam = pangolin::CreateDisplay() | |
.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0f/480.0f) | |
.SetHandler(&handler); | |
while( !pangolin::ShouldQuit() ) | |
{ | |
// Clear screen and activate view to render into | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
d_cam.Activate(s_cam); | |
// Render OpenGL Cube | |
pangolin::glDrawColouredCube(); | |
// Swap frames and Process Events | |
pangolin::FinishFrame(); | |
} | |
// unset the current context from the main thread | |
pangolin::GetBoundWindow()->RemoveCurrent(); | |
} | |
int main( int /*argc*/, char** /*argv*/ ) | |
{ | |
// create window and context in the main thread | |
setup(); | |
// use the context in a separate rendering thread | |
std::thread render_loop; | |
render_loop = std::thread(run); | |
render_loop.join(); | |
return 0; | |
} | |