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//
// Copyright (C) : Please refer to the COPYRIGHT file distributed
// with this source distribution.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef WIN32
# include "GLRenderer.h"
# include "GLXOffscreenViewer.h"
GLXOffscreenViewer::GLXOffscreenViewer(int w, int h){
_offscreenArea = new OffScreenArea(OffScreenArea::PIXMAP_OFFSCREEN_TYPE);
_offscreenArea->AllocateOffScreenArea(w,h);
_RootNode.SetLightingEnabled(false);
_RootNode.SetLineWidth(1.0);
_pGLRenderer = new GLRenderer;
}
GLXOffscreenViewer::~GLXOffscreenViewer(){
if(_offscreenArea)
delete _offscreenArea;
if(_pGLRenderer)
delete _pGLRenderer;
_RootNode.destroy();
}
void GLXOffscreenViewer::AddNode(Node* iNode){
_RootNode.AddChild(iNode);
}
void GLXOffscreenViewer::DetachNode(Node* iNode){
_RootNode.DetachChild(iNode);
}
void GLXOffscreenViewer::init(){
glClearColor(_clearColor[0],_clearColor[1],_clearColor[2],1);
}
void GLXOffscreenViewer::readPixels(int x,
int y,
int width,
int height,
float *pixels){
_offscreenArea->MakeCurrent();
glReadBuffer(GL_FRONT);
GLenum glformat = GL_RED;
glReadPixels(x,y,width, height, glformat, GL_FLOAT, (GLfloat*)pixels);
}
void GLXOffscreenViewer::draw()
{
_offscreenArea->MakeCurrent();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
//Modelview Matrix
//================
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_DEPTH_TEST);
_RootNode.accept(*_pGLRenderer);
glFlush();
glPopAttrib();
}
#endif
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