1 #include <msp/gl/tests.h>
11 View3D::View3D(Layout3D &l, unsigned w, unsigned h):
15 pipeline.set_camera(&camera);
16 pipeline.add_renderable_for_pass(layout.get_scene(), 0);
18 GL::PipelinePass *pass = &pipeline.add_pass(0);
19 pass->lighting = &layout.get_lighting();
20 pass->depth_test = &GL::DepthTest::lequal();
22 camera.set_up_direction(GL::Vector3(0, 0, 1));
24 camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
29 void View3D::view_all(bool tight)
34 layout.get_bounds(minp, maxp);
36 float t = tan(camera.get_field_of_view()/2)*2;
37 float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
40 dist += sin(camera.get_field_of_view()/2)*size;
41 GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
42 const GL::Vector3 &look = camera.get_look_direction();
43 camera.set_position(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist));
48 pipeline.render_all();