blender/source/gameengine/Ketsji/KX_Dome.h
Dalai Felinto 6b9ab1f7a2 Unifying access to GLEW from the Blender Game Engine
Note: This is not about functionality, but about using the same stub file
we are using in Blender for the game engine in blender2.8.
2017-05-11 16:08:03 +02:00

198 lines
5.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Dalai Felinto
*
* This source uses some of the ideas and code from Paul Bourke.
* Developed as part of a Research and Development project for
* SAT - La Société des arts technologiques.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_Dome.h
* \ingroup ketsji
*/
#ifndef __KX_DOME_H__
#define __KX_DOME_H__
#include "KX_Scene.h"
#include "KX_Camera.h"
#include "DNA_screen_types.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
#include "KX_KetsjiEngine.h"
#include "GPU_glew.h"
#include <vector>
#include "MEM_guardedalloc.h"
#include "BKE_text.h"
//Dome modes: limit hardcoded in buttons_scene.c
#define DOME_FISHEYE 1
#define DOME_TRUNCATED_FRONT 2
#define DOME_TRUNCATED_REAR 3
#define DOME_ENVMAP 4
#define DOME_PANORAM_SPH 5
#define DOME_NUM_MODES 6
/// class for render 3d scene
class KX_Dome
{
public:
/// constructor
KX_Dome (RAS_ICanvas* m_canvas,
/// rasterizer
RAS_IRasterizer* m_rasterizer,
/// engine
KX_KetsjiEngine* m_engine,
short res,
short mode,
short angle,
float resbuf,
short tilt,
struct Text* warptext
);
/// destructor
virtual ~KX_Dome (void);
//openGL checks:
bool dlistSupported;
bool fboSupported;
//openGL names:
GLuint domefacesId[7]; /* ID of the images -- room for 7 images, using only 4 for 180deg x 360deg dome,
* 6 for panoramic and +1 for warp mesh */
GLuint dlistId; /* ID of the Display Lists of the images (used as an offset) */
typedef struct {
double u[3], v[3];
MT_Vector3 verts[3]; //three verts
} DomeFace;
//mesh warp functions
typedef struct {
double x, y, u, v, i;
} WarpMeshNode;
struct {
bool usemesh;
int mode;
int n_width, n_height; //nodes width and height
int imagesize;
int bufferwidth, bufferheight;
GLuint fboId;
vector <vector <WarpMeshNode> > nodes;
} warp;
bool ParseWarpMesh(STR_String text);
vector <DomeFace> cubetop, cubebottom, cuberight, cubeleft, cubefront, cubeback; //for fisheye
vector <DomeFace> cubeleftback, cuberightback; //for panorama
int nfacestop, nfacesbottom, nfacesleft, nfacesright, nfacesfront, nfacesback;
int nfacesleftback, nfacesrightback;
int GetNumberRenders() { return m_numfaces; }
void RenderDome(void);
void RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i);
void BindImages(int i);
void SetViewPort(const int viewport[4]);
void CalculateFrustum(KX_Camera* cam);
void RotateCamera(KX_Camera* cam, int i);
//Mesh creation Functions
void CreateMeshDome180(void);
void CreateMeshDome250(void);
void CreateMeshPanorama(void);
void SplitFace(vector <DomeFace>& face, int *nfaces);
void FlattenDome(MT_Vector3 verts[3]);
void FlattenPanorama(MT_Vector3 verts[3]);
//Draw functions
void GLDrawTriangles(vector <DomeFace>& face, int nfaces);
void GLDrawWarpQuads(void);
void Draw(void);
void DrawDomeFisheye(void);
void DrawEnvMap(void);
void DrawPanorama(void);
void DrawDomeWarped(void);
//setting up openGL
void CreateGLImages(void);
void ClearGLImages(void);//called on resize
bool CreateDL(void); //create Display Lists
void ClearDL(void); //remove Display Lists
bool CreateFBO(void);//create FBO (for warp mesh)
void ClearFBO(void); //remove FBO
void CalculateCameraOrientation();
void CalculateImageSize(); //set m_imagesize
int canvaswidth;
int canvasheight;
protected:
int m_drawingmode;
int m_imagesize;
int m_buffersize; // canvas small dimension
int m_numfaces; // 4 to 6 depending on the kind of dome image
int m_numimages; //numfaces +1 if we have warp mesh
short m_resolution; //resolution to tessellate the mesh
short m_mode; // the mode (truncated, warped, panoramic,...)
short m_angle; //the angle of the fisheye
float m_radangle; //the angle of the fisheye in radians
float m_resbuffer; //the resolution of the buffer
short m_tilt; //the dome tilt (camera rotation on horizontal axis)
RAS_Rect m_viewport;
MT_Matrix4x4 m_projmat;
MT_Matrix3x3 m_locRot[6]; // the rotation matrix
/// rendered scene
KX_Scene * m_scene;
/// canvas
RAS_ICanvas* m_canvas;
/// rasterizer
RAS_IRasterizer* m_rasterizer;
/// render tools
RAS_IRenderTools* m_rendertools;
/// engine
KX_KetsjiEngine* m_engine;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_Dome")
#endif
};
#endif /* __KX_DOME_H__ */