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trying to figure out setupOffAxisViewPortal
// make a sphere
ofSpherePrimitive sph;
sph.set(100, 10);
ofMesh s = sph.getMesh();
// grab the current camera
// this is to figure out where a camera "should" be, ie, for this overall picture where is the camera.
ofCamera mainCam;
mainCam.setupPerspective();
// grab the main viewport also
ofRectangle mainViewport = ofGetCurrentViewport();
// this is the camera that we will be doing the off axis stuff with
ofCamera subViewCam;
for (int i = 0; i < 3; i++){
// let's look at the scene in 3s
ofRectangle subView = mainViewport;
subView.width/=3.0;
subView.x += subView.width * i;
// move to the subview & scissor test
ofViewport(subView);
glEnable(GL_SCISSOR_TEST);
glScissor(subView.x, subView.y, subView.width, subView.height);
ofClear(i*90, 255,255);
if (ofGetMousePressed()){
// not sure what's the best way to show this *not* working
subViewCam.setupPerspective();
//subViewCam.setPosition(subView.width * i + subView.width/2, subView.height/2, -mainCam.getPosition().z);
} else {
subViewCam.setPosition(mainViewport.width/2, mainViewport.height/2, -mainCam.getPosition().z); // camera is based on where it would be normally for a window this size.
subViewCam.lookAt( ofPoint(subView.getWidth()/2, subView.getHeight()/2));
subViewCam.setupOffAxisViewPortal(subView.getTopLeft(), subView.getBottomLeft(), subView.getBottomRight());
subViewCam.setScale(1, 1, 1);
subViewCam.setNearClip(0.1);
}
subViewCam.begin();
ofFill();
ofPushMatrix();
if (ofGetMousePressed()){
ofTranslate(mouseX - subView.width * i, mouseY);
} else {
ofTranslate(mouseX, mouseY);
}
//ofRect(0,0,50,50);
ofSetColor(ofColor::darkBlue);
sph.drawWireframe();
ofPopMatrix();
subViewCam.end();
// draw a bounding box around each scene
glDisable(GL_SCISSOR_TEST);
ofViewport(mainViewport);
ofSetColor(255);
ofSetLineWidth(5);
ofNoFill();
ofRect(i*subView.width,0, subView.width, subView.height);
ofSetLineWidth(1);
}
ofDrawBitmapStringHighlight("mouse pressed = non offaxis cam..", ofPoint(50,50));
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