diff --git a/stim/image/image.h b/stim/image/image.h index 97a15dd..1307b48 100644 --- a/stim/image/image.h +++ b/stim/image/image.h @@ -1,6 +1,10 @@ #ifndef STIM_IMAGE_H #define STIM_IMAGE_H +#ifdef _WIN32 +#undef max +#endif + #ifdef USING_OPENCV //#include //#include @@ -11,7 +15,6 @@ #include #include #include //use limits and remove the MIN and MAX macros -#define NOMINMAX #include #include #include diff --git a/stim/visualization/glut_template.h b/stim/visualization/glut_template.h new file mode 100644 index 0000000..15aad96 --- /dev/null +++ b/stim/visualization/glut_template.h @@ -0,0 +1,99 @@ +/* Don't change this file. Make a copy in your project and change parameters as necessary. */ + +#ifndef GLUT_TEMPLATE_H +#define GLUT_TEMPLATE_H + +#include +#include + +struct glut_template_struct { + float theta_scale = 0.01f; + float phi_scale = 0.01f; + float zoom_scale = 0.1f; + stim::camera cam; //create a camera object + int mx, my; //mouse coordinates in the window space + float d = 1.5; //initial distance between the camera and the sphere + bool rotate_zoom = true; //sets the current camera mode (rotation = true, zoom = false) + + bool axis = false; //render the z-axis (set via a command line flag) +} gt; + +//render the XYZ axes +void render_axes() { + glDisable(GL_TEXTURE_2D); //turn off texture mapping + glBegin(GL_LINES); + glColor3f(1.0f, 0.0f, 0.0f); //set the color to RED and render X + glVertex3f(0.0, 0.0, 0.0); + glVertex3f(100.0, 0.0, 0.0); + + glColor3f(0.0f, 1.0f, 0.0f); //set the color to RED and render X + glVertex3f(0.0, 0.0, 0.0); + glVertex3f(0.0, 100.0, 0.0); + + glColor3f(0.0f, 0.0f, 1.0f); //set the color to RED and render X + glVertex3f(0.0, 0.0, 0.0); + glVertex3f(0.0, 0.0, 100.0); + glEnd(); +} + +//display function executed to update every frame +void glut_display() { + + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); //clear the screen + + glMatrixMode(GL_PROJECTION); //put the projection matrix on the stack + glLoadIdentity(); //set it to the identity matrix + gluPerspective(gt.cam.getFOV(), 1, 0.001, 1000000); //set up a perspective projection + glMatrixMode(GL_MODELVIEW); //load the model view matrix to the stack + glLoadIdentity(); //set it to the identity matrix + stim::vec3 p = gt.cam.getPosition(); //get the camera parameters + stim::vec3 u = gt.cam.getUp(); + stim::vec3 d = gt.cam.getDirection(); + gluLookAt(p[0], p[1], p[2], d[0], d[1], d[2], u[0], u[1], u[2]); //specify the camera parameters to OpenGL + + + render_axes(); //render the axes if the user requests them + glutSwapBuffers(); //swap in the back buffer (double-buffering is used to prevent tearing) +} + +//process mouse press events +void glut_mouse_press(int button, int state, int x, int y) { + if (button == GLUT_LEFT_BUTTON) //set the camera motion mode based on the mouse button pressed + gt.rotate_zoom = true; + else if (button == GLUT_RIGHT_BUTTON) + gt.rotate_zoom = false; + if (state == GLUT_DOWN) { //if the mouse is pressed + gt.mx = x; gt.my = y; //set the current mouse position + } +} + +//process mouse drags to update the camera +void glut_mouse_drag(int x, int y) { + if (gt.rotate_zoom == true) { //if the camera is in rotation mode, rotate + float theta = gt.theta_scale * (gt.mx - x); + float phi = -gt.phi_scale * (gt.my - y); + gt.cam.OrbitFocus(theta, phi); //if the mouse is dragged + } + else { //otherwize zoom + gt.cam.Push(gt.zoom_scale*(gt.my - y)); + } + gt.mx = x; gt.my = y; //update the mouse position + glutPostRedisplay(); +} + +void glut_init(int argc, char* argv[]) { + glutInit(&argc, argv); //initialize GLUT + glutInitWindowSize(500, 500); //set the size of the GLUT window + glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA | GLUT_DOUBLE); + glutCreateWindow("3D Tensor Visualization"); //create the GLUT window (and an OpenGL context) + glutDisplayFunc(glut_display); //set the display function (which will be called repeatedly by glutMainLoop) + glutMouseFunc(glut_mouse_press); //set the mouse press function (called when a mouse button is pressed) + glutMotionFunc(glut_mouse_drag); //set the mouse motion function (which will be called any time the mouse is dragged) + glClearColor(1.0f, 1.0f, 1.0f, 1.0f); //set the clear color to white + gt.cam.setPosition(gt.d, gt.d, gt.d); //initialize the camera + gt.cam.LookAt(0, 0, 0, 0, 1, 1); + gt.cam.setFOV(40); + glutMainLoop(); //enter the main loop +} + +#endif \ No newline at end of file -- libgit2 0.21.4