00001 /** 00002 \file Robots/LoBot/ui/LoLaserWindowRings.C 00003 00004 \brief This file defines the non-inline member functions of the 00005 lobot::LaserWindowRings class, which is used to draw contours 00006 indicating distance from the laser range finder. 00007 */ 00008 00009 // //////////////////////////////////////////////////////////////////// // 00010 // The iLab Neuromorphic Vision C++ Toolkit - Copyright (C) 2000-2005 // 00011 // by the University of Southern California (USC) and the iLab at USC. // 00012 // See http://iLab.usc.edu for information about this project. // 00013 // //////////////////////////////////////////////////////////////////// // 00014 // Major portions of the iLab Neuromorphic Vision Toolkit are protected // 00015 // under the U.S. patent ``Computation of Intrinsic Perceptual Saliency // 00016 // in Visual Environments, and Applications'' by Christof Koch and // 00017 // Laurent Itti, California Institute of Technology, 2001 (patent // 00018 // pending; application number 09/912,225 filed July 23, 2001; see // 00019 // http://pair.uspto.gov/cgi-bin/final/home.pl for current status). // 00020 // //////////////////////////////////////////////////////////////////// // 00021 // This file is part of the iLab Neuromorphic Vision C++ Toolkit. // 00022 // // 00023 // The iLab Neuromorphic Vision C++ Toolkit is free software; you can // 00024 // redistribute it and/or modify it under the terms of the GNU General // 00025 // Public License as published by the Free Software Foundation; either // 00026 // version 2 of the License, or (at your option) any later version. // 00027 // // 00028 // The iLab Neuromorphic Vision C++ Toolkit is distributed in the hope // 00029 // that it will be useful, but WITHOUT ANY WARRANTY; without even the // 00030 // implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // 00031 // PURPOSE. See the GNU General Public License for more details. // 00032 // // 00033 // You should have received a copy of the GNU General Public License // 00034 // along with the iLab Neuromorphic Vision C++ Toolkit; if not, write // 00035 // to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, // 00036 // Boston, MA 02111-1307 USA. // 00037 // //////////////////////////////////////////////////////////////////// // 00038 // 00039 // Primary maintainer for this file: mviswana usc edu 00040 // $HeadURL: svn://isvn.usc.edu/software/invt/trunk/saliency/src/Robots/LoBot/ui/LoLaserWindowRings.C $ 00041 // $Id: LoLaserWindowRings.C 13037 2010-03-23 01:00:53Z mviswana $ 00042 // 00043 00044 //---------------------- ALTERNATIVE DEFINITION ------------------------- 00045 00046 // In case OpenGL is missing... 00047 #ifndef INVT_HAVE_LIBGL 00048 00049 #include "Robots/LoBot/ui/LoLaserWindowRings.H" 00050 #include "Robots/LoBot/misc/LoExcept.H" 00051 00052 namespace lobot { 00053 00054 LaserWindowRings::my_factory LaserWindowRings::register_me("rings") ; 00055 00056 LaserWindowRings::LaserWindowRings() 00057 : base(), m_display_list(0) 00058 { 00059 throw missing_libs(MISSING_OPENGL) ; 00060 } 00061 00062 // Empty API 00063 void LaserWindowRings::render() const {} 00064 00065 LaserWindowRings::~LaserWindowRings(){} 00066 00067 } 00068 00069 #else // OpenGL available ==> the real McCoy 00070 00071 //------------------------------ HEADERS -------------------------------- 00072 00073 // lobot headers 00074 #include "Robots/LoBot/ui/LoLaserWindowRings.H" 00075 #include "Robots/LoBot/util/LoMath.H" 00076 00077 // OpenGL headers 00078 #include <GL/gl.h> 00079 00080 //----------------------------- NAMESPACE ------------------------------- 00081 00082 namespace lobot { 00083 00084 //-------------------------- INITIALIZATION ----------------------------- 00085 00086 // Factory registration 00087 LaserWindowRings::my_factory LaserWindowRings::register_me("rings") ; 00088 00089 LaserWindowRings::LaserWindowRings() 00090 : base(), m_display_list(0) 00091 {} 00092 00093 //------------------------- DRAWING THE RINGS --------------------------- 00094 00095 // This function object draws the concentric circular distance contours 00096 // corresponding to a given marking interval, taking care to only draw 00097 // the contours when they are actually active (as determined by the 00098 // current zoom level and the marking's zoom range). 00099 class draw_contours { 00100 float zoom_level, max ; 00101 int display_list ; 00102 public: 00103 draw_contours(float zoom_level, float max, int display_list) ; 00104 void operator()(const LaserWindowMarkings::Marking&) const ; 00105 } ; 00106 00107 draw_contours::draw_contours(float Z, float M, int L) 00108 : zoom_level(Z), max(M), display_list(L) 00109 {} 00110 00111 void draw_contours::operator()(const LaserWindowRings::Marking& M) const 00112 { 00113 if (! M.third.in(zoom_level)) // current zoom level out of marking's 00114 return ; // zoom range 00115 00116 glColor3fv(M.second.rgb()) ; 00117 glPushMatrix() ; 00118 for (float radius = M.first; radius <= max; radius += M.first) { 00119 glLoadIdentity() ; 00120 glScalef(radius, radius, 1) ; 00121 glCallList(display_list) ; 00122 } 00123 glPopMatrix() ; 00124 } 00125 00126 // Draw the contours using the marking specifications 00127 void LaserWindowRings::render() const 00128 { 00129 if (! m_canvas) 00130 return ; 00131 00132 // For the rings, we use an OpenGL display list that draws a unit 00133 // circle. To draw bigger circles, we apply a scaling transformation. 00134 // 00135 // DEVNOTE: It'd be nice to create the display list in the constructor 00136 // and then not bother performing this check each and every time. 00137 // Unfortunately, display lists are associated with the GL rendering 00138 // contexts for which they're created. And GL rendering contexts are 00139 // associated with the particular thread that created them. 00140 // 00141 // Putting this display list creation in the constructor will end up 00142 // associating it with the Robolocust main thread because that's the 00143 // beast that creates the laser visualizer object that creates and 00144 // uses this markings object. Since this application is setup so that 00145 // only the UI/visualization thread makes GL related rendering calls, 00146 // the display list, being associated with the main thread, won't work 00147 // in the context of the UI thread, which is why we need to create the 00148 // display list in the render function here, thus, ensuring that it is 00149 // created within the correct GL and thread contexts. 00150 if (! m_display_list) 00151 { 00152 m_display_list = glGenLists(1) ; 00153 glNewList(m_display_list, GL_COMPILE) ; 00154 glBegin(GL_LINE_LOOP) ; 00155 for (float angle = 0; angle < 360; ++angle) 00156 glVertex2f(cos(angle), sin(angle)) ; 00157 glEnd() ; 00158 glEndList() ; 00159 } 00160 00161 const float Z = m_canvas->zoom_level() ; 00162 glPushAttrib(GL_COLOR_BUFFER_BIT) ; 00163 std::for_each(m_markings.begin(), m_markings.end(), 00164 draw_contours(Z, m_max, m_display_list)) ; 00165 base::draw_main_axes() ; 00166 glPopAttrib() ; 00167 } 00168 00169 //----------------------------- CLEAN-UP -------------------------------- 00170 00171 LaserWindowRings::~LaserWindowRings() 00172 { 00173 glDeleteLists(m_display_list, 1) ; 00174 } 00175 00176 //----------------------------------------------------------------------- 00177 00178 } // end of namespace encapsulating this file's definitions 00179 00180 #endif // INVT_HAVE_LIBGL 00181 00182 /* So things look consistent in everyone's emacs... */ 00183 /* Local Variables: */ 00184 /* indent-tabs-mode: nil */ 00185 /* End: */