Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.
User guide: http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera Fixed two bugs from original patch: - deleting a text will clear the warp field from Game framing settings - removed spurious black dots along the edge of the cube map in the gameplayer Known limitation: - resizing of the screen doesn't work in the gameplayer Known bugs: - Texture with reflexion are not rendered correctly - Spurious problems with light
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@ -513,6 +513,10 @@
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RelativePath="..\..\..\source\gameengine\Ketsji\KX_ConvertPhysicsObjects.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\source\gameengine\Ketsji\KX_Dome.cpp"
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>
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</File>
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<File
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RelativePath="..\..\..\source\gameengine\Ketsji\KX_EmptyObject.cpp"
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>
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@ -802,6 +806,10 @@
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RelativePath="..\..\..\source\gameengine\Ketsji\KX_ConvertPhysicsObject.h"
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>
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</File>
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<File
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RelativePath="..\..\..\source\gameengine\Ketsji\KX_Dome.h"
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>
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</File>
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<File
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RelativePath="..\..\..\source\gameengine\Ketsji\KX_EmptyObject.h"
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>
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@ -41,7 +41,7 @@ struct ListBase;
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struct MemFile;
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#define BLENDER_VERSION 248
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#define BLENDER_SUBVERSION 3
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#define BLENDER_SUBVERSION 4
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#define BLENDER_MINVERSION 245
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#define BLENDER_MINSUBVERSION 15
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@ -86,5 +86,7 @@ int get_render_child_particle_number(struct RenderData *r, int num);
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int get_render_shadow_samples(struct RenderData *r, int samples);
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float get_render_aosss_error(struct RenderData *r, float error);
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void free_dome_warp_text(struct Text *txt);
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#endif
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@ -230,6 +230,11 @@ Scene *add_scene(char *name)
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sce->r.threads= 1;
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sce->r.stereomode = 1; // no stereo
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sce->r.domeangle = 180;
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sce->r.domemode = 1;
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sce->r.domesize = 1.0f;
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sce->r.domeres = 4;
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sce->r.domeresbuf = 1.0f;
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sce->r.simplify_subsurf= 6;
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sce->r.simplify_particles= 1.0f;
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@ -775,3 +780,14 @@ float get_render_aosss_error(RenderData *r, float error)
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return error;
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}
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void free_dome_warp_text(struct Text *txt)
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{
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Scene *scene;
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scene = G.main->scene.first;
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while(scene) {
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if (scene->r.dometext == txt)
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scene->r.dometext = NULL;
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scene = scene->id.next;
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}
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}
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@ -3531,7 +3531,9 @@ static void lib_link_scene(FileData *fd, Main *main)
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srl->mat_override= newlibadr_us(fd, sce->id.lib, srl->mat_override);
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srl->light_override= newlibadr_us(fd, sce->id.lib, srl->light_override);
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}
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/*Game Settings: Dome Warp Text*/
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sce->r.dometext= newlibadr_us(fd, sce->id.lib, sce->r.dometext);
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sce->id.flag -= LIB_NEEDLINK;
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}
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@ -8035,6 +8037,24 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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}
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}
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if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 4)) {
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Scene *sce;
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World *wrld;
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/* Dome (Fisheye) default parameters */
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for (sce= main->scene.first; sce; sce= sce->id.next) {
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sce->r.domeangle = 180;
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sce->r.domemode = 1;
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sce->r.domesize = 1.0f;
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sce->r.domeres = 4;
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sce->r.domeresbuf = 1.0f;
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}
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/* DBVT culling by default */
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for(wrld=main->world.first; wrld; wrld= wrld->id.next) {
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wrld->mode |= WO_DBVT_CAMERA_CULLING;
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}
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}
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/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
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/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
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@ -8841,7 +8861,9 @@ static void expand_scene(FileData *fd, Main *mainvar, Scene *sce)
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expand_doit(fd, mainvar, srl->mat_override);
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expand_doit(fd, mainvar, srl->light_override);
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}
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if(sce->r.dometext)
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expand_doit(fd, mainvar, sce->r.dometext);
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}
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static void expand_camera(FileData *fd, Main *mainvar, Camera *ca)
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@ -45,6 +45,7 @@ struct World;
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struct Scene;
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struct Image;
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struct Group;
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struct Text;
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struct bNodeTree;
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typedef struct Base {
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@ -314,6 +315,14 @@ typedef struct RenderData {
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/* jpeg2000 */
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short jp2_preset, jp2_depth;
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int rpad3;
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/* Dome variables */
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short domeres, domemode;
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short domeangle, pad9;
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float domesize;
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float domeresbuf;
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struct Text *dometext;
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} RenderData;
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/* control render convert and shading engine */
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@ -1766,13 +1766,13 @@ static uiBlock *edge_render_menu(void *arg_unused)
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static uiBlock *framing_render_menu(void *arg_unused)
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{
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uiBlock *block;
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short yco = 190, xco = 0;
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short yco = 267, xco = 0;
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int randomcolorindex = 1234;
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block= uiNewBlock(&curarea->uiblocks, "framing_options", UI_EMBOSS, UI_HELV, curarea->win);
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/* use this for a fake extra empy space around the buttons */
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uiDefBut(block, LABEL, 0, "", -5, -10, 295, 224, NULL, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "", -5, -10, 295, 300, NULL, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "Framing:", xco, yco, 68,19, 0, 0, 0, 0, 0, "");
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uiBlockBeginAlign(block);
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@ -1814,6 +1814,7 @@ static uiBlock *framing_render_menu(void *arg_unused)
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* RAS_STEREO_ANAGLYPH 5
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* RAS_STEREO_SIDEBYSIDE 6
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* RAS_STEREO_VINTERLACE 7
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* RAS_STEREO_DOME 8
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*/
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uiBlockBeginAlign(block);
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uiDefButS(block, ROW, 0, "No Stereo", xco, yco-=30, 88, 19, &(G.scene->r.stereomode), 7.0, 1.0, 0, 0, "Disables stereo");
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@ -1825,6 +1826,18 @@ static uiBlock *framing_render_menu(void *arg_unused)
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uiBlockEndAlign(block);
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uiBlockBeginAlign(block);
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uiDefButS(block, ROW, 0, "Dome", xco-=180, yco-=30, 88, 19, &(G.scene->r.stereomode), 7.0, 8.0, 0, 0, "Enables dome camera");
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uiDefButS(block, NUM, 0, "Ang:", xco+=90, yco, 88, 19, &G.scene->r.domeangle, 90.0, 250.0, 0, 0, "Angle (Aperture) of the Dome - it only works in mode 1");
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uiDefButS(block, NUM, 0, "Mode:", xco+=90, yco, 88, 19, &G.scene->r.domemode, 1.0, 3.0, 0, 0, "Dome mode - 1 fisheye, 2 truncated, 3 spherical panoramic");
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uiDefButF(block, NUM, 0, "Size:", xco-=180, yco-=21, 88, 19, &G.scene->r.domesize, 0.5, 3.5, 0, 0, "Size adjustments");
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uiDefButS(block, NUM, 0, "Tes:", xco+=90, yco, 88, 19, &G.scene->r.domeres, 1.0, 8.0, 0, 0, "Tesselation level - 1 to 8");
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uiDefButF(block, NUM, 0, "Res:", xco+=90, yco, 88, 19, &G.scene->r.domeresbuf, 0.1, 1.0, 0, 0, "Buffer Resolution - decrease it to increase speed");
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uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Warp Data: ", xco-180,yco-=21,268, 19, &G.scene->r.dometext, "Custom Warp Mesh data file");
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uiBlockEndAlign(block);
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uiBlockSetDirection(block, UI_TOP);
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return block;
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@ -173,6 +173,7 @@ void do_text_buttons(unsigned short event)
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BPY_clear_bad_scriptlinks(text);
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BPY_free_pyconstraint_links(text);
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free_text_controllers(text);
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free_dome_warp_text(text);
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#endif
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unlink_text(text);
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free_libblock(&G.main->text, text);
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@ -373,6 +373,10 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
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initVideoTexture();
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#endif
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//initialize Dome Settings
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if(blscene->r.stereomode == RAS_IRasterizer::RAS_STEREO_DOME)
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ketsjiengine->InitDome(blscene->r.domesize, blscene->r.domeres, blscene->r.domemode, blscene->r.domeangle, blscene->r.domeresbuf, blscene->r.dometext);
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if (sceneconverter)
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{
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// convert and add scene
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#ifdef WITH_FFMPEG
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initVideoTexture();
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#endif
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//initialize Dome Settings
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if(m_startScene->r.stereomode == RAS_IRasterizer::RAS_STEREO_DOME)
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m_ketsjiengine->InitDome(m_startScene->r.domesize, m_startScene->r.domeres, m_startScene->r.domemode, m_startScene->r.domeangle, m_startScene->r.domeresbuf, m_startScene->r.dometext);
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// Set the GameLogic.globalDict from marshal'd data, so we can
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// load new blend files and keep data in GameLogic.globalDict
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loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
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1820
source/gameengine/Ketsji/KX_Dome.cpp
Normal file
1820
source/gameengine/Ketsji/KX_Dome.cpp
Normal file
File diff suppressed because it is too large
Load Diff
183
source/gameengine/Ketsji/KX_Dome.h
Normal file
183
source/gameengine/Ketsji/KX_Dome.h
Normal file
@ -0,0 +1,183 @@
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/* $Id$
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-----------------------------------------------------------------------------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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Contributor(s): Dalai Felinto
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This source uses some of the ideas and code from Paul Bourke.
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Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
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-----------------------------------------------------------------------------
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*/
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#if !defined KX_DOME_H
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#define KX_DOME_H
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#include "KX_Scene.h"
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#include "KX_Camera.h"
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#include "DNA_screen_types.h"
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#include "RAS_ICanvas.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_IRenderTools.h"
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#include "KX_KetsjiEngine.h"
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#include <BIF_gl.h>
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#include <vector>
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#include "MEM_guardedalloc.h"
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#include "BKE_text.h"
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//#include "BLI_blenlib.h"
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//Dome modes: limit hardcoded in buttons_scene.c
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#define DOME_FISHEYE 1
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#define DOME_TRUNCATED 2
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#define DOME_PANORAM_SPH 3
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#define DOME_NUM_MODES 4
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/// class for render 3d scene
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class KX_Dome
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{
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public:
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/// constructor
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KX_Dome (
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RAS_ICanvas* m_canvas,
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/// rasterizer
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RAS_IRasterizer* m_rasterizer,
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/// render tools
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RAS_IRenderTools* m_rendertools,
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/// engine
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KX_KetsjiEngine* m_engine,
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float size,
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short res,
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short mode,
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short angle,
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float resbuf,
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struct Text* warptext
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);
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/// destructor
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virtual ~KX_Dome (void);
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//openGL checks:
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bool dlistSupported;
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//openGL names:
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GLuint domefacesId[7]; // ID of the images -- room for 7 images, using only 4 for 180º x 360º dome, 6 for panoramic and +1 for warp mesh
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GLuint dlistId; // ID of the Display Lists of the images (used as an offset)
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typedef struct {
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double u[3], v[3];
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MT_Vector3 verts[3]; //three verts
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} DomeFace;
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//mesh warp functions
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typedef struct {
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double x, y, u, v, i;
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} WarpMeshNode;
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struct {
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bool usemesh;
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int mode;
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int n_width, n_height; //nodes width and height
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int imagewidth, imageheight;
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int bufferwidth, bufferheight;
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vector <vector <WarpMeshNode> > nodes;
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} warp;
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bool ParseWarpMesh(STR_String text);
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vector <DomeFace> cubetop, cubebottom, cuberight, cubeleft, cubefront, cubeback; //for fisheye
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vector <DomeFace> cubeleftback, cuberightback; //for panorama
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int nfacestop, nfacesbottom, nfacesleft, nfacesright, nfacesfront, nfacesback;
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int nfacesleftback, nfacesrightback;
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int GetNumberRenders(){return m_numfaces;};
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void RenderDome(void);
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void RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i);
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void BindImages(int i);
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void SetViewPort(GLuint viewport[4]);
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void CalculateFrustum(KX_Camera* cam);
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void RotateCamera(KX_Camera* cam, int i);
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//Mesh Creating Functions
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void CreateMeshDome180(void);
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void CreateMeshDome250(void);
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void CreateMeshPanorama(void);
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void SplitFace(vector <DomeFace>& face, int *nfaces);
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void FlattenDome(MT_Vector3 verts[3]);
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void FlattenPanorama(MT_Vector3 verts[3]);
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//Draw functions
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void GLDrawTriangles(vector <DomeFace>& face, int nfaces);
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void GLDrawWarpQuads(void);
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void Draw(void);
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void DrawDomeFisheye(void);
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void DrawPanorama(void);
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void DrawDomeWarped(void);
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//setting up openGL
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void CreateGLImages(void);
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void ClearGLImages(void);//called on resize
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bool CreateDL(void); //create Display Lists
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void ClearDL(void); //remove Display Lists
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void CalculateCameraOrientation();
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void CalculateImageSize(); //set m_imagesize
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int canvaswidth;
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int canvasheight;
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protected:
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int m_drawingmode;
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int m_imagesize;
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int m_buffersize; // canvas small dimension
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int m_numfaces; // 4 to 6 depending on the kind of dome image
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int m_numimages; //numfaces +1 if we have warp mesh
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float m_size; // size to adjust
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short m_resolution; //resolution to tesselate the mesh
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short m_mode; // the mode (truncated, warped, panoramic,...)
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short m_angle; //the angle of the fisheye
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float m_radangle; //the angle of the fisheye in radians
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float m_resbuffer; //the resolution of the buffer
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RAS_Rect m_viewport;
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MT_Matrix4x4 m_projmat;
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MT_Matrix3x3 m_locRot [6];// the rotation matrix
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/// rendered scene
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KX_Scene * m_scene;
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/// canvas
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RAS_ICanvas* m_canvas;
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/// rasterizer
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RAS_IRasterizer* m_rasterizer;
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/// render tools
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RAS_IRenderTools* m_rendertools;
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/// engine
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KX_KetsjiEngine* m_engine;
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};
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#endif
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@ -55,6 +55,7 @@
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#include "KX_Scene.h"
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#include "MT_CmMatrix4x4.h"
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#include "KX_Camera.h"
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#include "KX_Dome.h"
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#include "KX_Light.h"
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#include "KX_PythonInit.h"
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#include "KX_PyConstraintBinding.h"
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@ -144,6 +145,8 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
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m_stereo(false),
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m_curreye(0),
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m_usedome(false),
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m_logger(NULL),
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// Set up timing info display variables
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@ -179,6 +182,8 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
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KX_KetsjiEngine::~KX_KetsjiEngine()
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{
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delete m_logger;
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if(m_usedome)
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delete m_dome;
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}
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@ -256,7 +261,124 @@ void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
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m_sceneconverter = sceneconverter;
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}
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|
||||
void KX_KetsjiEngine::InitDome(float size, short res, short mode, short angle, float resbuf, struct Text* text)
|
||||
{
|
||||
m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, size, res, mode, angle, resbuf, text);
|
||||
m_usedome = true;
|
||||
}
|
||||
|
||||
void KX_KetsjiEngine::RenderDome()
|
||||
{
|
||||
GLuint viewport[4]={0};
|
||||
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
|
||||
// unsigned int m_viewport[4] = {viewport[0], viewport[1], viewport[2], viewport[3]};
|
||||
|
||||
m_dome->SetViewPort(viewport);
|
||||
|
||||
KX_Scene* firstscene = *m_scenes.begin();
|
||||
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
|
||||
|
||||
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
|
||||
|
||||
// hiding mouse cursor each frame
|
||||
// (came back when going out of focus and then back in again)
|
||||
if (m_hideCursor)
|
||||
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
|
||||
|
||||
// clear the entire game screen with the border color
|
||||
// only once per frame
|
||||
|
||||
m_canvas->BeginDraw();
|
||||
|
||||
// BeginFrame() sets the actual drawing area. You can use a part of the window
|
||||
if (!BeginFrame())
|
||||
return;
|
||||
|
||||
int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
|
||||
KX_SceneList::iterator sceneit;
|
||||
for (int i=0;i<n_renders;i++){
|
||||
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
|
||||
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
|
||||
// for each scene, call the proceed functions
|
||||
{
|
||||
KX_Scene* scene = *sceneit;
|
||||
KX_Camera* cam = scene->GetActiveCamera();
|
||||
|
||||
m_rendertools->BeginFrame(m_rasterizer);
|
||||
// pass the scene's worldsettings to the rasterizer
|
||||
SetWorldSettings(scene->GetWorldInfo());
|
||||
|
||||
// shadow buffers
|
||||
if (i == 0){
|
||||
RenderShadowBuffers(scene);
|
||||
scene->UpdateMeshTransformations();//I need to run it somewherelse, otherwise Im overrunning it
|
||||
}
|
||||
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
|
||||
if(cam && !cam->GetViewport())
|
||||
{
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
m_dome->RenderDomeFrame(scene,cam, i);
|
||||
}
|
||||
|
||||
list<class KX_Camera*>* cameras = scene->GetCameras();
|
||||
|
||||
// Draw the scene once for each camera with an enabled viewport
|
||||
list<KX_Camera*>::iterator it = cameras->begin();
|
||||
while(it != cameras->end())
|
||||
{
|
||||
if((*it)->GetViewport())
|
||||
{
|
||||
if (scene->IsClearingZBuffer())
|
||||
m_rasterizer->ClearDepthBuffer();
|
||||
|
||||
m_rendertools->SetAuxilaryClientInfo(scene);
|
||||
|
||||
// do the rendering
|
||||
m_dome->RenderDomeFrame(scene, (*it),i);
|
||||
}
|
||||
|
||||
it++;
|
||||
}
|
||||
}
|
||||
m_dome->BindImages(i);
|
||||
}
|
||||
|
||||
// m_dome->Dome_PostRender(scene, cam, stereomode);
|
||||
m_canvas->EndFrame();//XXX do we really need that?
|
||||
|
||||
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
|
||||
|
||||
if (m_overrideFrameColor) //XXX why do we want
|
||||
{
|
||||
// Do not use the framing bar color set in the Blender scenes
|
||||
m_canvas->ClearColor(
|
||||
m_overrideFrameColorR,
|
||||
m_overrideFrameColorG,
|
||||
m_overrideFrameColorB,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the framing bar color set in the Blender scenes
|
||||
m_canvas->ClearColor(
|
||||
framesettings.BarRed(),
|
||||
framesettings.BarGreen(),
|
||||
framesettings.BarBlue(),
|
||||
1.0
|
||||
);
|
||||
}
|
||||
|
||||
m_dome->Draw();
|
||||
|
||||
//run 2dfilters
|
||||
EndFrame();
|
||||
}
|
||||
|
||||
/**
|
||||
* Ketsji Init(), Initializes datastructures and converts data from
|
||||
@ -631,6 +753,10 @@ else
|
||||
|
||||
void KX_KetsjiEngine::Render()
|
||||
{
|
||||
if(m_usedome){
|
||||
RenderDome();
|
||||
return;
|
||||
}
|
||||
KX_Scene* firstscene = *m_scenes.begin();
|
||||
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
|
||||
|
||||
@ -1699,4 +1825,3 @@ void KX_KetsjiEngine::GetOverrideFrameColor(float& r, float& g, float& b) const
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -74,6 +74,7 @@ private:
|
||||
PyObject* m_pythondictionary;
|
||||
class SCA_IInputDevice* m_keyboarddevice;
|
||||
class SCA_IInputDevice* m_mousedevice;
|
||||
class KX_Dome* m_dome; // dome stereo mode
|
||||
|
||||
/** Lists of scenes scheduled to be removed at the end of the frame. */
|
||||
std::set<STR_String> m_removingScenes;
|
||||
@ -208,6 +209,12 @@ public:
|
||||
RAS_ICanvas* GetCanvas(){return m_canvas;};
|
||||
RAS_IRenderTools* GetRenderTools(){return m_rendertools;};
|
||||
|
||||
/// Dome functions
|
||||
void InitDome(float size, short res, short mode, short angle, float resbuf, struct Text* text);
|
||||
void EndDome();
|
||||
void RenderDome();
|
||||
bool m_usedome;
|
||||
|
||||
///returns true if an update happened to indicate -> Render
|
||||
bool NextFrame();
|
||||
void Render();
|
||||
@ -234,6 +241,8 @@ public:
|
||||
void GetSceneViewport(KX_Scene* scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport);
|
||||
|
||||
void SetDrawType(int drawingtype);
|
||||
int GetDrawType(){return m_drawingmode;};
|
||||
|
||||
void SetCameraZoom(float camzoom);
|
||||
|
||||
void EnableCameraOverride(const STR_String& forscene);
|
||||
|
@ -113,6 +113,7 @@ public:
|
||||
RAS_STEREO_ANAGLYPH,
|
||||
RAS_STEREO_SIDEBYSIDE,
|
||||
RAS_STEREO_VINTERLACE,
|
||||
RAS_STEREO_DOME,
|
||||
|
||||
RAS_STEREO_MAXSTEREO
|
||||
};
|
||||
|
@ -436,7 +436,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
|
||||
|
||||
bool RAS_OpenGLRasterizer::Stereo()
|
||||
{
|
||||
if(m_stereomode == RAS_STEREO_NOSTEREO)
|
||||
if(m_stereomode == RAS_STEREO_NOSTEREO || m_stereomode == RAS_STEREO_DOME)
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
@ -803,7 +803,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
|
||||
double mat[16];
|
||||
|
||||
// correction for stereo
|
||||
if(m_stereomode != RAS_STEREO_NOSTEREO)
|
||||
if(Stereo())
|
||||
{
|
||||
float near_div_focallength;
|
||||
// next 2 params should be specified on command line and in Blender publisher
|
||||
@ -846,7 +846,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
|
||||
m_viewmatrix = mat;
|
||||
|
||||
// correction for stereo
|
||||
if(m_stereomode != RAS_STEREO_NOSTEREO)
|
||||
if(Stereo())
|
||||
{
|
||||
MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
|
||||
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
|
||||
|
Loading…
Reference in New Issue
Block a user