Spaces:
Sleeping
Sleeping
void setImageData(unsigned char * imageArray, int size){ | |
for(int i = 0 ; i < size;i++) { | |
imageArray[i] = (unsigned char)(rand()/(RAND_MAX/255.0)); | |
} | |
} | |
int main(/*int argc, char* argv[]*/) | |
{ | |
// Create OpenGL window in single line | |
pangolin::CreateWindowAndBind("Main",640,480); | |
// 3D Mouse handler requires depth testing to be enabled | |
glEnable(GL_DEPTH_TEST); | |
pangolin::OpenGlRenderState s_cam( | |
pangolin::ProjectionMatrix(640,480,420,420,320,240,0.1,1000), | |
pangolin::ModelViewLookAt(-1,1,-1, 0,0,0, pangolin::AxisY) | |
); | |
// Aspect ratio allows us to constrain width and height whilst fitting within specified | |
// bounds. A positive aspect ratio makes a view 'shrink to fit' (introducing empty bars), | |
// whilst a negative ratio makes the view 'grow to fit' (cropping the view). | |
pangolin::View& d_cam = pangolin::Display("cam") | |
.SetBounds(0,1.0f,0,1.0f,-640/480.0) | |
.SetHandler(new pangolin::Handler3D(s_cam)); | |
// This view will take up no more than a third of the windows width or height, and it | |
// will have a fixed aspect ratio to match the image that it will display. When fitting | |
// within the specified bounds, push to the top-left (as specified by SetLock). | |
pangolin::View& d_image = pangolin::Display("image") | |
.SetBounds(2/3.0f,1.0f,0,1/3.0f,640.0/480) | |
.SetLock(pangolin::LockLeft, pangolin::LockTop); | |
std::cout << "Resize the window to experiment with SetBounds, SetLock and SetAspect." << std::endl; | |
std::cout << "Notice that the cubes aspect is maintained even though it covers the whole screen." << std::endl; | |
const int width = 64; | |
const int height = 48; | |
unsigned char* imageArray = new unsigned char[3*width*height]; | |
pangolin::GlTexture imageTexture(width,height,GL_RGB,false,0,GL_RGB,GL_UNSIGNED_BYTE); | |
// Default hooks for exiting (Esc) and fullscreen (tab). | |
while(!pangolin::ShouldQuit()) | |
{ | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
d_cam.Activate(s_cam); | |
glColor3f(1.0,1.0,1.0); | |
pangolin::glDrawColouredCube(); | |
//Set some random image data and upload to GPU | |
setImageData(imageArray,3*width*height); | |
imageTexture.Upload(imageArray,GL_RGB,GL_UNSIGNED_BYTE); | |
//display the image | |
d_image.Activate(); | |
glColor3f(1.0,1.0,1.0); | |
imageTexture.RenderToViewport(); | |
pangolin::FinishFrame(); | |
} | |
delete[] imageArray; | |
return 0; | |
} | |