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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); | |
// Issue specific OpenGl we might need | |
glEnable (GL_BLEND); | |
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
// Define Camera Render Object (for view / scene browsing) | |
pangolin::OpenGlMatrix proj = pangolin::ProjectionMatrix(640,480,420,420,320,240,0.1,1000); | |
pangolin::OpenGlRenderState s_cam(proj, pangolin::ModelViewLookAt(1,0.5,-2,0,0,0, pangolin::AxisY) ); | |
pangolin::OpenGlRenderState s_cam2(proj, pangolin::ModelViewLookAt(0,0,-2,0,0,0, pangolin::AxisY) ); | |
// Add named OpenGL viewport to window and provide 3D Handler | |
pangolin::View& d_cam1 = pangolin::Display("cam1") | |
.SetAspect(640.0f/480.0f) | |
.SetHandler(new pangolin::Handler3D(s_cam)); | |
pangolin::View& d_cam2 = pangolin::Display("cam2") | |
.SetAspect(640.0f/480.0f) | |
.SetHandler(new pangolin::Handler3D(s_cam2)); | |
pangolin::View& d_cam3 = pangolin::Display("cam3") | |
.SetAspect(640.0f/480.0f) | |
.SetHandler(new pangolin::Handler3D(s_cam)); | |
pangolin::View& d_cam4 = pangolin::Display("cam4") | |
.SetAspect(640.0f/480.0f) | |
.SetHandler(new pangolin::Handler3D(s_cam2)); | |
pangolin::View& d_img1 = pangolin::Display("img1") | |
.SetAspect(640.0f/480.0f); | |
pangolin::View& d_img2 = pangolin::Display("img2") | |
.SetAspect(640.0f/480.0f); | |
// LayoutEqual is an EXPERIMENTAL feature - it requires that all sub-displays | |
// share the same aspect ratio, placing them in a raster fasion in the | |
// viewport so as to maximise display size. | |
pangolin::Display("multi") | |
.SetBounds(0.0, 1.0, 0.0, 1.0) | |
.SetLayout(pangolin::LayoutEqual) | |
.AddDisplay(d_cam1) | |
.AddDisplay(d_img1) | |
.AddDisplay(d_cam2) | |
.AddDisplay(d_img2) | |
.AddDisplay(d_cam3) | |
.AddDisplay(d_cam4); | |
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); | |
// Generate random image and place in texture memory for display | |
setImageData(imageArray,3*width*height); | |
imageTexture.Upload(imageArray,GL_RGB,GL_UNSIGNED_BYTE); | |
glColor3f(1.0,1.0,1.0); | |
d_cam1.Activate(s_cam); | |
pangolin::glDrawColouredCube(); | |
d_cam2.Activate(s_cam2); | |
pangolin::glDrawColouredCube(); | |
d_cam3.Activate(s_cam); | |
pangolin::glDrawColouredCube(); | |
d_cam4.Activate(s_cam2); | |
pangolin::glDrawColouredCube(); | |
d_img1.Activate(); | |
glColor4f(1.0f,1.0f,1.0f,1.0f); | |
imageTexture.RenderToViewport(); | |
d_img2.Activate(); | |
glColor4f(1.0f,1.0f,1.0f,1.0f); | |
imageTexture.RenderToViewport(); | |
// Swap frames and Process Events | |
pangolin::FinishFrame(); | |
} | |
delete[] imageArray; | |
return 0; | |
} | |