#include #include #include #include #include #include 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; }