ba563216e9
- the BGE now uses correct glOrtho projection whe camera is in orthographic mode -
1927 lines
50 KiB
C++
1927 lines
50 KiB
C++
/* $Id$
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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 code is originally inspired on some of the ideas and codes 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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#include "KX_Dome.h"
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#include <structmember.h>
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#include <float.h>
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#include <math.h>
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#include "DNA_scene_types.h"
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#include "RAS_CameraData.h"
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#include "BLI_arithb.h"
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#include "GL/glew.h"
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// constructor
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KX_Dome::KX_Dome (
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RAS_ICanvas* canvas,
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/// rasterizer
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RAS_IRasterizer* rasterizer,
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/// render tools
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RAS_IRenderTools* rendertools,
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/// engine
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KX_KetsjiEngine* engine,
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float size, //size for adjustments
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short res, //resolution of the mesh
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short mode, //mode - fisheye, truncated, warped, panoramic, ...
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short angle,
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float resbuf, //size adjustment of the buffer
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struct Text* warptext
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):
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dlistSupported(false),
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canvaswidth(-1), canvasheight(-1),
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m_drawingmode(engine->GetDrawType()),
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m_size(size),
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m_resolution(res),
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m_mode(mode),
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m_angle(angle),
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m_resbuffer(resbuf),
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m_canvas(canvas),
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m_rasterizer(rasterizer),
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m_rendertools(rendertools),
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m_engine(engine)
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{
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warp.usemesh = false;
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if (mode >= DOME_NUM_MODES)
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m_mode = DOME_FISHEYE;
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if (warptext) // it there is a text data try to warp it
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{
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char *buf;
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buf = txt_to_buf(warptext);
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if (buf)
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{
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warp.usemesh = ParseWarpMesh(STR_String(buf));
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MEM_freeN(buf);
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}
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}
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//setting the viewport size
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GLuint viewport[4]={0};
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glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
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SetViewPort(viewport);
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switch(m_mode){
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case DOME_FISHEYE:
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if (m_angle <= 180){
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cubetop.resize(1);
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cubebottom.resize(1);
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cubeleft.resize(2);
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cuberight.resize(2);
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CreateMeshDome180();
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m_numfaces = 4;
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}else if (m_angle > 180){
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cubetop.resize(2);
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cubebottom.resize(2);
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cubeleft.resize(2);
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cubefront.resize(2);
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cuberight.resize(2);
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CreateMeshDome250();
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m_numfaces = 5;
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} break;
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case DOME_ENVMAP:
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m_angle = 360;
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m_numfaces = 6;
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break;
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case DOME_PANORAM_SPH:
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cubeleft.resize(2);
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cubeleftback.resize(2);
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cuberight.resize(2);
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cuberightback.resize(2);
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cubetop.resize(2);
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cubebottom.resize(2);
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m_angle = 360;
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CreateMeshPanorama();
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m_numfaces = 6;
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break;
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}
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m_numimages =(warp.usemesh?m_numfaces+1:m_numfaces);
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CalculateCameraOrientation();
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CreateGLImages();
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dlistSupported = CreateDL();
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}
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// destructor
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KX_Dome::~KX_Dome (void)
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{
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GLuint m_numimages = m_numfaces;
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ClearGLImages();
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if(dlistSupported)
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glDeleteLists(dlistId, (GLsizei) m_numimages);
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}
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void KX_Dome::SetViewPort(GLuint viewport[4])
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{
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if(canvaswidth != m_canvas->GetWidth() || canvasheight != m_canvas->GetHeight())
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{
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m_viewport.SetLeft(viewport[0]);
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m_viewport.SetBottom(viewport[1]);
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m_viewport.SetRight(viewport[2]);
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m_viewport.SetTop(viewport[3]);
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CalculateImageSize();
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}
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}
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void KX_Dome::CreateGLImages(void)
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{
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glGenTextures(m_numimages, (GLuint*)&domefacesId);
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for (int j=0;j<m_numfaces;j++){
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glBindTexture(GL_TEXTURE_2D, domefacesId[j]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_imagesize, m_imagesize, 0, GL_RGB8,
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GL_UNSIGNED_BYTE, 0);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, m_imagesize, m_imagesize, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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if(warp.usemesh){
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glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, warp.imagewidth, warp.imageheight, 0, GL_RGB8,
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GL_UNSIGNED_BYTE, 0);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, warp.imagewidth, warp.imageheight, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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}
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void KX_Dome::ClearGLImages(void)
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{
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glDeleteTextures(m_numimages, (GLuint*)&domefacesId);
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/*
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for (int i=0;i<m_numimages;i++)
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if(glIsTexture(domefacesId[i]))
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glDeleteTextures(1, (GLuint*)&domefacesId[i]);
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*/
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}
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void KX_Dome::CalculateImageSize(void)
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{
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/*
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- determine the minimum buffer size
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- reduce the buffer for better performace
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- create a power of 2 texture bigger than the buffer
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*/
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canvaswidth = m_canvas->GetWidth();
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canvasheight = m_canvas->GetHeight();
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m_buffersize = (canvaswidth > canvasheight?canvasheight:canvaswidth);
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m_buffersize = (int)(m_buffersize*m_resbuffer); //reduce buffer size for better performance
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int i = 0;
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while ((1 << i) <= m_buffersize)
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i++;
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m_imagesize = (1 << i);
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if (warp.usemesh){
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warp.bufferwidth = canvaswidth;
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warp.bufferheight = canvasheight;
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i = 0;
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while ((1 << i) <= warp.bufferwidth)
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i++;
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warp.imagewidth = (1 << i);
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i = 0;
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while ((1 << i) <= warp.bufferheight)
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i++;
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warp.imageheight = (1 << i);
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}
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}
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bool KX_Dome::CreateDL(){
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dlistId = glGenLists((GLsizei) m_numimages);
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if (dlistId != 0) {
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if(m_mode == DOME_FISHEYE){
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glNewList(dlistId, GL_COMPILE);
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GLDrawTriangles(cubetop, nfacestop);
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glEndList();
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glNewList(dlistId+1, GL_COMPILE);
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GLDrawTriangles(cubebottom, nfacesbottom);
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glEndList();
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glNewList(dlistId+2, GL_COMPILE);
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GLDrawTriangles(cubeleft, nfacesleft);
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glEndList();
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glNewList(dlistId+3, GL_COMPILE);
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GLDrawTriangles(cuberight, nfacesright);
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glEndList();
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if (m_angle > 180){
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glNewList(dlistId+4, GL_COMPILE);
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GLDrawTriangles(cubefront, nfacesfront);
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glEndList();
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}
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}
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else if (m_mode == DOME_PANORAM_SPH)
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{
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glNewList(dlistId, GL_COMPILE);
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GLDrawTriangles(cubetop, nfacestop);
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glEndList();
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glNewList(dlistId+1, GL_COMPILE);
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GLDrawTriangles(cubebottom, nfacesbottom);
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glEndList();
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glNewList(dlistId+2, GL_COMPILE);
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GLDrawTriangles(cubeleft, nfacesleft);
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glEndList();
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glNewList(dlistId+3, GL_COMPILE);
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GLDrawTriangles(cuberight, nfacesright);
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glEndList();
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glNewList(dlistId+4, GL_COMPILE);
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GLDrawTriangles(cubeleftback, nfacesleftback);
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glEndList();
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glNewList(dlistId+5, GL_COMPILE);
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GLDrawTriangles(cuberightback, nfacesrightback);
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glEndList();
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}
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if(warp.usemesh){
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glNewList((dlistId + m_numfaces), GL_COMPILE);
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GLDrawWarpQuads();
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glEndList();
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}
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//clearing the vectors
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cubetop.clear();
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cubebottom.clear();
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cuberight.clear();
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cubeleft.clear();
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cubefront.clear();
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cubeleftback.clear();
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cuberightback.clear();
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warp.nodes.clear();
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} else // genList failed
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return false;
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return true;
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}
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void KX_Dome::GLDrawTriangles(vector <DomeFace>& face, int nfaces)
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{
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int i,j;
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glBegin(GL_TRIANGLES);
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for (i=0;i<nfaces;i++) {
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for (j=0;j<3;j++) {
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glTexCoord2f(face[i].u[j],face[i].v[j]);
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glVertex3f((GLfloat)face[i].verts[j][0],(GLfloat)face[i].verts[j][1],(GLfloat)face[i].verts[j][2]);
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}
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}
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glEnd();
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}
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void KX_Dome::GLDrawWarpQuads(void)
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{
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int i, j, i2;
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float uv_width = (float)(warp.bufferwidth-1) / warp.imagewidth;
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float uv_height = (float)(warp.bufferheight-1) / warp.imageheight;
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if(warp.mode ==2 ){
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glBegin(GL_QUADS);
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for (i=0;i<warp.n_height-1;i++) {
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for (j=0;j<warp.n_width-1;j++) {
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if(warp.nodes[i][j].i < 0 || warp.nodes[i+1][j].i < 0 || warp.nodes[i+1][j+1].i < 0 || warp.nodes[i][j+1].i < 0)
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continue;
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glColor3f(warp.nodes[i][j].i, warp.nodes[i][j].i, warp.nodes[i][j].i);
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glTexCoord2f((warp.nodes[i][j].u * uv_width), (warp.nodes[i][j].v * uv_height));
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glVertex3f(warp.nodes[i][j].x, warp.nodes[i][j].y,0.0);
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glColor3f(warp.nodes[i+1][j].i, warp.nodes[i+1][j].i, warp.nodes[i+1][j].i);
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glTexCoord2f((warp.nodes[i+1][j].u * uv_width), (warp.nodes[i+1][j].v * uv_height));
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glVertex3f(warp.nodes[i+1][j].x, warp.nodes[i+1][j].y,0.0);
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glColor3f(warp.nodes[i+1][j+1].i, warp.nodes[i+1][j+1].i, warp.nodes[i+1][j+1].i);
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glTexCoord2f((warp.nodes[i+1][j+1].u * uv_width), (warp.nodes[i+1][j+1].v * uv_height));
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glVertex3f(warp.nodes[i+1][j+1].x, warp.nodes[i+1][j+1].y,0.0);
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glColor3f(warp.nodes[i][j+1].i, warp.nodes[i][j+1].i, warp.nodes[i][j+1].i);
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glTexCoord2f((warp.nodes[i][j+1].u * uv_width), (warp.nodes[i][j+1].v * uv_height));
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glVertex3f(warp.nodes[i][j+1].x, warp.nodes[i][j+1].y,0.0);
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}
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}
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glEnd();
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}
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else if (warp.mode == 1){
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glBegin(GL_QUADS);
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for (i=0;i<warp.n_height-1;i++) {
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for (j=0;j<warp.n_width-1;j++) {
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i2 = (i+1) % warp.n_width; // Wrap around, i = warp.n_width = 0
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if (warp.nodes[i][j].i < 0 || warp.nodes[i2][j].i < 0 || warp.nodes[i2][j+1].i < 0 || warp.nodes[i][j+1].i < 0)
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continue;
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glColor3f(warp.nodes[i][j].i,warp.nodes[i][j].i,warp.nodes[i][j].i);
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glTexCoord2f((warp.nodes[i][j].u * uv_width), (warp.nodes[i][j].v * uv_height));
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glVertex3f(warp.nodes[i][j].x,warp.nodes[i][j].y,0.0);
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glColor3f(warp.nodes[i2][j].i,warp.nodes[i2][j].i,warp.nodes[i2][j].i);
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glTexCoord2f((warp.nodes[i2][j].u * uv_width), (warp.nodes[i2][j].v * uv_height));
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glVertex3f(warp.nodes[i2][j].x,warp.nodes[i2][j].y,0.0);
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glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i);
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glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height));
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glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0);
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glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i);
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glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height));
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glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0);
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}
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}
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glEnd();
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} else{
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printf("Error: Warp Mode %d unsupported. Try 1 for Polar Mesh or 2 for Fisheye.\n", warp.mode);
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}
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}
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bool KX_Dome::ParseWarpMesh(STR_String text)
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{
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/*
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//Notes about the supported data format:
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File example::
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mode
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width height
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n0_x n0_y n0_u n0_v n0_i
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n1_x n1_y n1_u n1_v n1_i
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n2_x n1_y n2_u n2_v n2_i
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n3_x n3_y n3_u n3_v n3_i
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(...)
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First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
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Tthe next line has the mesh dimensions
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Rest of the lines are the nodes of the mesh. Each line has x y u v i
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(x,y) are the normalised screen coordinates
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(u,v) texture coordinates
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i a multiplicative intensity factor
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x varies from -screen aspect to screen aspect
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y varies from -1 to 1
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u and v vary from 0 to 1
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i ranges from 0 to 1, if negative don't draw that mesh node
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*/
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int i;
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int nodeX=0, nodeY=0;
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vector<STR_String> columns, lines;
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lines = text.Explode('\n');
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if(lines.size() < 6){
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printf("Error: Warp Mesh File with insufficient data!\n");
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return false;
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}
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columns = lines[1].Explode(' ');
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if(columns.size() !=2){
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printf("Error: Warp Mesh File incorrect. The second line should contain: width height.\n");
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return false;
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}
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warp.mode = atoi(lines[0]);// 1 = radial, 2 = fisheye
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warp.n_width = atoi(columns[0]);
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warp.n_height = atoi(columns[1]);
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if ((int)lines.size() < 2 + (warp.n_width * warp.n_height)){
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printf("Error: Warp Mesh File with insufficient data!\n");
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return false;
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}else{
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warp.nodes = vector<vector<WarpMeshNode> > (warp.n_height, vector<WarpMeshNode>(warp.n_width));
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for(i=2; i-2 < (warp.n_width*warp.n_height); i++){
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columns = lines[i].Explode(' ');
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if (columns.size() == 5){
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nodeX = (i-2)%warp.n_width;
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nodeY = ((i-2) - nodeX) / warp.n_width;
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warp.nodes[nodeY][nodeX].x = atof(columns[0]);
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warp.nodes[nodeY][nodeX].y = atof(columns[1]);
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warp.nodes[nodeY][nodeX].u = atof(columns[2]);
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warp.nodes[nodeY][nodeX].v = atof(columns[3]);
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warp.nodes[nodeY][nodeX].i = atof(columns[4]);
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}
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else{
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warp.nodes.clear();
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printf("Error: Warp Mesh File with wrong number of fields. You should use 5: x y u v i.\n");
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return false;
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}
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}
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}
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return true;
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}
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|
|
|
void KX_Dome::CreateMeshDome180(void)
|
|
{
|
|
/*
|
|
1)- Define the faces of half of a cube
|
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- each face is made out of 2 triangles
|
|
2) Subdivide the faces
|
|
- more resolution == more curved lines
|
|
3) Spherize the cube
|
|
- normalize the verts
|
|
4) Flatten onto xz plane
|
|
- transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
|
|
*/
|
|
int i,j;
|
|
float sqrt_2 = sqrt(2.0);
|
|
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
|
|
|
|
m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
|
|
|
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//creating faces for the env mapcube 180º Dome
|
|
// Top Face - just a triangle
|
|
cubetop[0].verts[0][0] = -sqrt_2 / 2.0;
|
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cubetop[0].verts[0][1] = 0.0;
|
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cubetop[0].verts[0][2] = 0.5;
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cubetop[0].u[0] = 0.0;
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cubetop[0].v[0] = uv_ratio;
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|
|
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cubetop[0].verts[1][0] = 0.0;
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cubetop[0].verts[1][1] = sqrt_2 / 2.0;
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cubetop[0].verts[1][2] = 0.5;
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cubetop[0].u[1] = 0.0;
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cubetop[0].v[1] = 0.0;
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|
|
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cubetop[0].verts[2][0] = sqrt_2 / 2.0;
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cubetop[0].verts[2][1] = 0.0;
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cubetop[0].verts[2][2] = 0.5;
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cubetop[0].u[2] = uv_ratio;
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cubetop[0].v[2] = 0.0;
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|
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nfacestop = 1;
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|
|
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/* Bottom face - just a triangle */
|
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cubebottom[0].verts[0][0] = -sqrt_2 / 2.0;
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cubebottom[0].verts[0][1] = 0.0;
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cubebottom[0].verts[0][2] = -0.5;
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cubebottom[0].u[0] = uv_ratio;
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cubebottom[0].v[0] = 0.0;
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cubebottom[0].verts[1][0] = sqrt_2 / 2.0;
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cubebottom[0].verts[1][1] = 0;
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cubebottom[0].verts[1][2] = -0.5;
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cubebottom[0].u[1] = 0.0;
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cubebottom[0].v[1] = uv_ratio;
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|
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cubebottom[0].verts[2][0] = 0.0;
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cubebottom[0].verts[2][1] = sqrt_2 / 2.0;
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cubebottom[0].verts[2][2] = -0.5;
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cubebottom[0].u[2] = 0.0;
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cubebottom[0].v[2] = 0.0;
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nfacesbottom = 1;
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|
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/* Left face - two triangles */
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|
|
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cubeleft[0].verts[0][0] = -sqrt_2 / 2.0;
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cubeleft[0].verts[0][1] = .0;
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cubeleft[0].verts[0][2] = -0.5;
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cubeleft[0].u[0] = 0.0;
|
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cubeleft[0].v[0] = 0.0;
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|
|
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cubeleft[0].verts[1][0] = 0.0;
|
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cubeleft[0].verts[1][1] = sqrt_2 / 2.0;
|
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cubeleft[0].verts[1][2] = -0.5;
|
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cubeleft[0].u[1] = uv_ratio;
|
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cubeleft[0].v[1] = 0.0;
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|
|
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cubeleft[0].verts[2][0] = -sqrt_2 / 2.0;
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cubeleft[0].verts[2][1] = 0.0;
|
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cubeleft[0].verts[2][2] = 0.5;
|
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cubeleft[0].u[2] = 0.0;
|
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cubeleft[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cubeleft[1].verts[0][0] = -sqrt_2 / 2.0;
|
|
cubeleft[1].verts[0][1] = 0.0;
|
|
cubeleft[1].verts[0][2] = 0.5;
|
|
cubeleft[1].u[0] = 0.0;
|
|
cubeleft[1].v[0] = uv_ratio;
|
|
|
|
cubeleft[1].verts[1][0] = 0.0;
|
|
cubeleft[1].verts[1][1] = sqrt_2 / 2.0;
|
|
cubeleft[1].verts[1][2] = -0.5;
|
|
cubeleft[1].u[1] = uv_ratio;
|
|
cubeleft[1].v[1] = 0.0;
|
|
|
|
cubeleft[1].verts[2][0] = 0.0;
|
|
cubeleft[1].verts[2][1] = sqrt_2 / 2.0;
|
|
cubeleft[1].verts[2][2] = 0.5;
|
|
cubeleft[1].u[2] = uv_ratio;
|
|
cubeleft[1].v[2] = uv_ratio;
|
|
|
|
nfacesleft = 2;
|
|
|
|
/* Right face - two triangles */
|
|
cuberight[0].verts[0][0] = 0.0;
|
|
cuberight[0].verts[0][1] = sqrt_2 / 2.0;
|
|
cuberight[0].verts[0][2] = -0.5;
|
|
cuberight[0].u[0] = 0.0;
|
|
cuberight[0].v[0] = 0.0;
|
|
|
|
cuberight[0].verts[1][0] = sqrt_2 / 2.0;
|
|
cuberight[0].verts[1][1] = 0.0;
|
|
cuberight[0].verts[1][2] = -0.5;
|
|
cuberight[0].u[1] = uv_ratio;
|
|
cuberight[0].v[1] = 0.0;
|
|
|
|
cuberight[0].verts[2][0] = sqrt_2 / 2.0;
|
|
cuberight[0].verts[2][1] = 0.0;
|
|
cuberight[0].verts[2][2] = 0.5;
|
|
cuberight[0].u[2] = uv_ratio;
|
|
cuberight[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cuberight[1].verts[0][0] = 0.0;
|
|
cuberight[1].verts[0][1] = sqrt_2 / 2.0;
|
|
cuberight[1].verts[0][2] = -0.5;
|
|
cuberight[1].u[0] = 0.0;
|
|
cuberight[1].v[0] = 0.0;
|
|
|
|
cuberight[1].verts[1][0] = sqrt_2 / 2.0;
|
|
cuberight[1].verts[1][1] = 0.0;
|
|
cuberight[1].verts[1][2] = 0.5;
|
|
cuberight[1].u[1] = uv_ratio;
|
|
cuberight[1].v[1] = uv_ratio;
|
|
|
|
cuberight[1].verts[2][0] = 0.0;
|
|
cuberight[1].verts[2][1] = sqrt_2 / 2.0;
|
|
cuberight[1].verts[2][2] = 0.5;
|
|
cuberight[1].u[2] = 0.0;
|
|
cuberight[1].v[2] = uv_ratio;
|
|
|
|
nfacesright = 2;
|
|
|
|
//Refine a triangular mesh by bisecting each edge forms 3 new triangles for each existing triangle on each iteration
|
|
//Could be made more efficient for drawing if the triangles were ordered in a fan. Not that important since we are using DisplayLists
|
|
|
|
for(i=0;i<m_resolution;i++){
|
|
cubetop.resize(4*nfacestop);
|
|
SplitFace(cubetop,&nfacestop);
|
|
cubebottom.resize(4*nfacesbottom);
|
|
SplitFace(cubebottom,&nfacesbottom);
|
|
cubeleft.resize(4*nfacesleft);
|
|
SplitFace(cubeleft,&nfacesleft);
|
|
cuberight.resize(4*nfacesright);
|
|
SplitFace(cuberight,&nfacesright);
|
|
}
|
|
|
|
// Turn into a hemisphere
|
|
for(j=0;j<3;j++){
|
|
for(i=0;i<nfacestop;i++)
|
|
cubetop[i].verts[j].normalize();
|
|
for(i=0;i<nfacesbottom;i++)
|
|
cubebottom[i].verts[j].normalize();
|
|
for(i=0;i<nfacesleft;i++)
|
|
cubeleft[i].verts[j].normalize();
|
|
for(i=0;i<nfacesright;i++)
|
|
cuberight[i].verts[j].normalize();
|
|
}
|
|
|
|
//flatten onto xz plane
|
|
for(i=0;i<nfacestop;i++)
|
|
FlattenDome(cubetop[i].verts);
|
|
for(i=0;i<nfacesbottom;i++)
|
|
FlattenDome(cubebottom[i].verts);
|
|
for(i=0;i<nfacesleft;i++)
|
|
FlattenDome(cubeleft[i].verts);
|
|
for(i=0;i<nfacesright;i++)
|
|
FlattenDome(cuberight[i].verts);
|
|
|
|
}
|
|
|
|
void KX_Dome::CreateMeshDome250(void)
|
|
{
|
|
/*
|
|
1)- Define the faces of a cube without the back face
|
|
- each face is made out of 2 triangles
|
|
2) Subdivide the faces
|
|
- more resolution == more curved lines
|
|
3) Spherize the cube
|
|
- normalize the verts
|
|
4) Flatten onto xz plane
|
|
- transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
|
|
*/
|
|
|
|
int i,j;
|
|
float uv_height, uv_base;
|
|
float verts_height;
|
|
|
|
float rad_ang = m_angle * MT_PI / 180.0;
|
|
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
|
|
|
|
m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
|
|
/*
|
|
verts_height is the exactly needed height of the cube faces (not always 1.0).
|
|
When we want some horizontal information (e.g. for horizontal 220º domes) we don't need to create and tesselate the whole cube.
|
|
Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
|
|
(if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
|
|
|
|
So I came out with this formula:
|
|
verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
|
|
|
|
Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
|
|
Therefore we have the lenght in radians of the dome/sphere over the horizon.
|
|
Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
|
|
Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
|
|
*/
|
|
verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
|
|
|
|
uv_height = uv_ratio * ((verts_height/2) + 0.5);
|
|
uv_base = uv_ratio * (1.0 - ((verts_height/2) + 0.5));
|
|
|
|
//creating faces for the env mapcube 180º Dome
|
|
// Front Face - 2 triangles
|
|
cubefront[0].verts[0][0] =-1.0;
|
|
cubefront[0].verts[0][1] = 1.0;
|
|
cubefront[0].verts[0][2] =-1.0;
|
|
cubefront[0].u[0] = 0.0;
|
|
cubefront[0].v[0] = 0.0;
|
|
|
|
cubefront[0].verts[1][0] = 1.0;
|
|
cubefront[0].verts[1][1] = 1.0;
|
|
cubefront[0].verts[1][2] = 1.0;
|
|
cubefront[0].u[1] = uv_ratio;
|
|
cubefront[0].v[1] = uv_ratio;
|
|
|
|
cubefront[0].verts[2][0] =-1.0;
|
|
cubefront[0].verts[2][1] = 1.0;
|
|
cubefront[0].verts[2][2] = 1.0;
|
|
cubefront[0].u[2] = 0.0;
|
|
cubefront[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cubefront[1].verts[0][0] = 1.0;
|
|
cubefront[1].verts[0][1] = 1.0;
|
|
cubefront[1].verts[0][2] = 1.0;
|
|
cubefront[1].u[0] = uv_ratio;
|
|
cubefront[1].v[0] = uv_ratio;
|
|
|
|
cubefront[1].verts[1][0] =-1.0;
|
|
cubefront[1].verts[1][1] = 1.0;
|
|
cubefront[1].verts[1][2] =-1.0;
|
|
cubefront[1].u[1] = 0.0;
|
|
cubefront[1].v[1] = 0.0;
|
|
|
|
cubefront[1].verts[2][0] = 1.0;
|
|
cubefront[1].verts[2][1] = 1.0;
|
|
cubefront[1].verts[2][2] =-1.0;
|
|
cubefront[1].u[2] = uv_ratio;
|
|
cubefront[1].v[2] = 0.0;
|
|
|
|
nfacesfront = 2;
|
|
|
|
// Left Face - 2 triangles
|
|
cubeleft[0].verts[0][0] =-1.0;
|
|
cubeleft[0].verts[0][1] = 1.0;
|
|
cubeleft[0].verts[0][2] =-1.0;
|
|
cubeleft[0].u[0] = uv_ratio;
|
|
cubeleft[0].v[0] = 0.0;
|
|
|
|
cubeleft[0].verts[1][0] =-1.0;
|
|
cubeleft[0].verts[1][1] =-verts_height;
|
|
cubeleft[0].verts[1][2] = 1.0;
|
|
cubeleft[0].u[1] = uv_base;
|
|
cubeleft[0].v[1] = uv_ratio;
|
|
|
|
cubeleft[0].verts[2][0] =-1.0;
|
|
cubeleft[0].verts[2][1] =-verts_height;
|
|
cubeleft[0].verts[2][2] =-1.0;
|
|
cubeleft[0].u[2] = uv_base;
|
|
cubeleft[0].v[2] = 0.0;
|
|
|
|
//second triangle
|
|
cubeleft[1].verts[0][0] =-1.0;
|
|
cubeleft[1].verts[0][1] =-verts_height;
|
|
cubeleft[1].verts[0][2] = 1.0;
|
|
cubeleft[1].u[0] = uv_base;
|
|
cubeleft[1].v[0] = uv_ratio;
|
|
|
|
cubeleft[1].verts[1][0] =-1.0;
|
|
cubeleft[1].verts[1][1] = 1.0;
|
|
cubeleft[1].verts[1][2] =-1.0;
|
|
cubeleft[1].u[1] = uv_ratio;
|
|
cubeleft[1].v[1] = 0.0;
|
|
|
|
cubeleft[1].verts[2][0] =-1.0;
|
|
cubeleft[1].verts[2][1] = 1.0;
|
|
cubeleft[1].verts[2][2] = 1.0;
|
|
cubeleft[1].u[2] = uv_ratio;
|
|
cubeleft[1].v[2] = uv_ratio;
|
|
|
|
nfacesleft = 2;
|
|
|
|
// right Face - 2 triangles
|
|
cuberight[0].verts[0][0] = 1.0;
|
|
cuberight[0].verts[0][1] = 1.0;
|
|
cuberight[0].verts[0][2] = 1.0;
|
|
cuberight[0].u[0] = 0.0;
|
|
cuberight[0].v[0] = uv_ratio;
|
|
|
|
cuberight[0].verts[1][0] = 1.0;
|
|
cuberight[0].verts[1][1] =-verts_height;
|
|
cuberight[0].verts[1][2] =-1.0;
|
|
cuberight[0].u[1] = uv_height;
|
|
cuberight[0].v[1] = 0.0;
|
|
|
|
cuberight[0].verts[2][0] = 1.0;
|
|
cuberight[0].verts[2][1] =-verts_height;
|
|
cuberight[0].verts[2][2] = 1.0;
|
|
cuberight[0].u[2] = uv_height;
|
|
cuberight[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cuberight[1].verts[0][0] = 1.0;
|
|
cuberight[1].verts[0][1] =-verts_height;
|
|
cuberight[1].verts[0][2] =-1.0;
|
|
cuberight[1].u[0] = uv_height;
|
|
cuberight[1].v[0] = 0.0;
|
|
|
|
cuberight[1].verts[1][0] = 1.0;
|
|
cuberight[1].verts[1][1] = 1.0;
|
|
cuberight[1].verts[1][2] = 1.0;
|
|
cuberight[1].u[1] = 0.0;
|
|
cuberight[1].v[1] = uv_ratio;
|
|
|
|
cuberight[1].verts[2][0] = 1.0;
|
|
cuberight[1].verts[2][1] = 1.0;
|
|
cuberight[1].verts[2][2] =-1.0;
|
|
cuberight[1].u[2] = 0.0;
|
|
cuberight[1].v[2] = 0.0;
|
|
|
|
nfacesright = 2;
|
|
|
|
// top Face - 2 triangles
|
|
cubetop[0].verts[0][0] =-1.0;
|
|
cubetop[0].verts[0][1] = 1.0;
|
|
cubetop[0].verts[0][2] = 1.0;
|
|
cubetop[0].u[0] = 0.0;
|
|
cubetop[0].v[0] = 0.0;
|
|
|
|
cubetop[0].verts[1][0] = 1.0;
|
|
cubetop[0].verts[1][1] =-verts_height;
|
|
cubetop[0].verts[1][2] = 1.0;
|
|
cubetop[0].u[1] = uv_ratio;
|
|
cubetop[0].v[1] = uv_height;
|
|
|
|
cubetop[0].verts[2][0] =-1.0;
|
|
cubetop[0].verts[2][1] =-verts_height;
|
|
cubetop[0].verts[2][2] = 1.0;
|
|
cubetop[0].u[2] = 0.0;
|
|
cubetop[0].v[2] = uv_height;
|
|
|
|
//second triangle
|
|
cubetop[1].verts[0][0] = 1.0;
|
|
cubetop[1].verts[0][1] =-verts_height;
|
|
cubetop[1].verts[0][2] = 1.0;
|
|
cubetop[1].u[0] = uv_ratio;
|
|
cubetop[1].v[0] = uv_height;
|
|
|
|
cubetop[1].verts[1][0] =-1.0;
|
|
cubetop[1].verts[1][1] = 1.0;
|
|
cubetop[1].verts[1][2] = 1.0;
|
|
cubetop[1].u[1] = 0.0;
|
|
cubetop[1].v[1] = 0.0;
|
|
|
|
cubetop[1].verts[2][0] = 1.0;
|
|
cubetop[1].verts[2][1] = 1.0;
|
|
cubetop[1].verts[2][2] = 1.0;
|
|
cubetop[1].u[2] = uv_ratio;
|
|
cubetop[1].v[2] = 0.0;
|
|
|
|
nfacestop = 2;
|
|
|
|
// bottom Face - 2 triangles
|
|
cubebottom[0].verts[0][0] =-1.0;
|
|
cubebottom[0].verts[0][1] =-verts_height;
|
|
cubebottom[0].verts[0][2] =-1.0;
|
|
cubebottom[0].u[0] = 0.0;
|
|
cubebottom[0].v[0] = uv_base;
|
|
|
|
cubebottom[0].verts[1][0] = 1.0;
|
|
cubebottom[0].verts[1][1] = 1.0;
|
|
cubebottom[0].verts[1][2] =-1.0;
|
|
cubebottom[0].u[1] = uv_ratio;
|
|
cubebottom[0].v[1] = uv_ratio;
|
|
|
|
cubebottom[0].verts[2][0] =-1.0;
|
|
cubebottom[0].verts[2][1] = 1.0;
|
|
cubebottom[0].verts[2][2] =-1.0;
|
|
cubebottom[0].u[2] = 0.0;
|
|
cubebottom[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cubebottom[1].verts[0][0] = 1.0;
|
|
cubebottom[1].verts[0][1] = 1.0;
|
|
cubebottom[1].verts[0][2] =-1.0;
|
|
cubebottom[1].u[0] = uv_ratio;
|
|
cubebottom[1].v[0] = uv_ratio;
|
|
|
|
cubebottom[1].verts[1][0] =-1.0;
|
|
cubebottom[1].verts[1][1] =-verts_height;
|
|
cubebottom[1].verts[1][2] =-1.0;
|
|
cubebottom[1].u[1] = 0.0;
|
|
cubebottom[1].v[1] = uv_base;
|
|
|
|
cubebottom[1].verts[2][0] = 1.0;
|
|
cubebottom[1].verts[2][1] =-verts_height;
|
|
cubebottom[1].verts[2][2] =-1.0;
|
|
cubebottom[1].u[2] = uv_ratio;
|
|
cubebottom[1].v[2] = uv_base;
|
|
|
|
nfacesbottom = 2;
|
|
|
|
//Refine a triangular mesh by bisecting each edge forms 3 new triangles for each existing triangle on each iteration
|
|
//It could be made more efficient for drawing if the triangles were ordered in a strip!
|
|
|
|
for(i=0;i<m_resolution;i++){
|
|
cubefront.resize(4*nfacesfront);
|
|
SplitFace(cubefront,&nfacesfront);
|
|
cubetop.resize(4*nfacestop);
|
|
SplitFace(cubetop,&nfacestop);
|
|
cubebottom.resize(4*nfacesbottom);
|
|
SplitFace(cubebottom,&nfacesbottom);
|
|
cubeleft.resize(4*nfacesleft);
|
|
SplitFace(cubeleft,&nfacesleft);
|
|
cuberight.resize(4*nfacesright);
|
|
SplitFace(cuberight,&nfacesright);
|
|
}
|
|
|
|
// Turn into a hemisphere/sphere
|
|
for(j=0;j<3;j++){
|
|
for(i=0;i<nfacesfront;i++)
|
|
cubefront[i].verts[j].normalize();
|
|
for(i=0;i<nfacestop;i++)
|
|
cubetop[i].verts[j].normalize();
|
|
for(i=0;i<nfacesbottom;i++)
|
|
cubebottom[i].verts[j].normalize();
|
|
for(i=0;i<nfacesleft;i++)
|
|
cubeleft[i].verts[j].normalize();
|
|
for(i=0;i<nfacesright;i++)
|
|
cuberight[i].verts[j].normalize();
|
|
}
|
|
|
|
//flatten onto xz plane
|
|
for(i=0;i<nfacesfront;i++)
|
|
FlattenDome(cubefront[i].verts);
|
|
for(i=0;i<nfacestop;i++)
|
|
FlattenDome(cubetop[i].verts);
|
|
for(i=0;i<nfacesbottom;i++)
|
|
FlattenDome(cubebottom[i].verts);
|
|
for(i=0;i<nfacesleft;i++)
|
|
FlattenDome(cubeleft[i].verts);
|
|
for(i=0;i<nfacesright;i++)
|
|
FlattenDome(cuberight[i].verts);
|
|
}
|
|
|
|
void KX_Dome::CreateMeshPanorama(void)
|
|
{
|
|
/*
|
|
1)- Define the faces of a cube without the top and bottom faces
|
|
- each face is made out of 2 triangles
|
|
2) Subdivide the faces
|
|
- more resolution == more curved lines
|
|
3) Spherize the cube
|
|
- normalize the verts t
|
|
4) Flatten onto xz plane
|
|
- use spherical projection techniques to transform the sphere onto a flat panorama
|
|
*/
|
|
int i,j;
|
|
|
|
float sqrt_2 = sqrt(2.0);
|
|
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
|
|
|
|
/* Top face - two triangles */
|
|
cubetop[0].verts[0][0] = -sqrt_2;
|
|
cubetop[0].verts[0][1] = 0.0;
|
|
cubetop[0].verts[0][2] = 1.0;
|
|
cubetop[0].u[0] = 0.0;
|
|
cubetop[0].v[0] = uv_ratio;
|
|
|
|
cubetop[0].verts[1][0] = 0.0;
|
|
cubetop[0].verts[1][1] = sqrt_2;
|
|
cubetop[0].verts[1][2] = 1.0;
|
|
cubetop[0].u[1] = 0.0;
|
|
cubetop[0].v[1] = 0.0;
|
|
|
|
//second triangle
|
|
cubetop[0].verts[2][0] = sqrt_2;
|
|
cubetop[0].verts[2][1] = 0.0;
|
|
cubetop[0].verts[2][2] = 1.0;
|
|
cubetop[0].u[2] = uv_ratio;
|
|
cubetop[0].v[2] = 0.0;
|
|
|
|
cubetop[1].verts[0][0] = sqrt_2;
|
|
cubetop[1].verts[0][1] = 0.0;
|
|
cubetop[1].verts[0][2] = 1.0;
|
|
cubetop[1].u[0] = uv_ratio;
|
|
cubetop[1].v[0] = 0.0;
|
|
|
|
cubetop[1].verts[1][0] = 0.0;
|
|
cubetop[1].verts[1][1] = -sqrt_2;
|
|
cubetop[1].verts[1][2] = 1.0;
|
|
cubetop[1].u[1] = uv_ratio;
|
|
cubetop[1].v[1] = uv_ratio;
|
|
|
|
cubetop[1].verts[2][0] = -sqrt_2;
|
|
cubetop[1].verts[2][1] = 0.0;
|
|
cubetop[1].verts[2][2] = 1.0;
|
|
cubetop[1].u[2] = 0.0;
|
|
cubetop[1].v[2] = uv_ratio;
|
|
|
|
nfacestop = 2;
|
|
|
|
/* Bottom face - two triangles */
|
|
cubebottom[0].verts[0][0] = -sqrt_2;
|
|
cubebottom[0].verts[0][1] = 0.0;
|
|
cubebottom[0].verts[0][2] = -1.0;
|
|
cubebottom[0].u[0] = uv_ratio;
|
|
cubebottom[0].v[0] = 0.0;
|
|
|
|
cubebottom[0].verts[1][0] = sqrt_2;
|
|
cubebottom[0].verts[1][1] = 0.0;
|
|
cubebottom[0].verts[1][2] = -1.0;
|
|
cubebottom[0].u[1] = 0.0;
|
|
cubebottom[0].v[1] = uv_ratio;
|
|
|
|
cubebottom[0].verts[2][0] = 0.0;
|
|
cubebottom[0].verts[2][1] = sqrt_2;
|
|
cubebottom[0].verts[2][2] = -1.0;
|
|
cubebottom[0].u[2] = 0.0;
|
|
cubebottom[0].v[2] = 0.0;
|
|
|
|
//second triangle
|
|
cubebottom[1].verts[0][0] = sqrt_2;
|
|
cubebottom[1].verts[0][1] = 0.0;
|
|
cubebottom[1].verts[0][2] = -1.0;
|
|
cubebottom[1].u[0] = 0.0;
|
|
cubebottom[1].v[0] = uv_ratio;
|
|
|
|
cubebottom[1].verts[1][0] = -sqrt_2;
|
|
cubebottom[1].verts[1][1] = 0.0;
|
|
cubebottom[1].verts[1][2] = -1.0;
|
|
cubebottom[1].u[1] = uv_ratio;
|
|
cubebottom[1].v[1] = 0.0;
|
|
|
|
cubebottom[1].verts[2][0] = 0.0;
|
|
cubebottom[1].verts[2][1] = -sqrt_2;
|
|
cubebottom[1].verts[2][2] = -1.0;
|
|
cubebottom[1].u[2] = uv_ratio;
|
|
cubebottom[1].v[2] = uv_ratio;
|
|
|
|
nfacesbottom = 2;
|
|
|
|
/* Left Back (135º) face - two triangles */
|
|
|
|
cubeleftback[0].verts[0][0] = 0;
|
|
cubeleftback[0].verts[0][1] = -sqrt_2;
|
|
cubeleftback[0].verts[0][2] = -1.0;
|
|
cubeleftback[0].u[0] = 0;
|
|
cubeleftback[0].v[0] = 0;
|
|
|
|
cubeleftback[0].verts[1][0] = -sqrt_2;
|
|
cubeleftback[0].verts[1][1] = 0;
|
|
cubeleftback[0].verts[1][2] = -1.0;
|
|
cubeleftback[0].u[1] = uv_ratio;
|
|
cubeleftback[0].v[1] = 0;
|
|
|
|
cubeleftback[0].verts[2][0] = 0;
|
|
cubeleftback[0].verts[2][1] = -sqrt_2;
|
|
cubeleftback[0].verts[2][2] = 1.0;
|
|
cubeleftback[0].u[2] = 0;
|
|
cubeleftback[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cubeleftback[1].verts[0][0] = 0;
|
|
cubeleftback[1].verts[0][1] = -sqrt_2;
|
|
cubeleftback[1].verts[0][2] = 1.0;
|
|
cubeleftback[1].u[0] = 0;
|
|
cubeleftback[1].v[0] = uv_ratio;
|
|
|
|
cubeleftback[1].verts[1][0] = -sqrt_2;
|
|
cubeleftback[1].verts[1][1] = 0;
|
|
cubeleftback[1].verts[1][2] = -1.0;
|
|
cubeleftback[1].u[1] = uv_ratio;
|
|
cubeleftback[1].v[1] = 0;
|
|
|
|
cubeleftback[1].verts[2][0] = -sqrt_2;
|
|
cubeleftback[1].verts[2][1] = 0;
|
|
cubeleftback[1].verts[2][2] = 1.0;
|
|
cubeleftback[1].u[2] = uv_ratio;
|
|
cubeleftback[1].v[2] = uv_ratio;
|
|
|
|
nfacesleftback = 2;
|
|
|
|
/* Left face - two triangles */
|
|
|
|
cubeleft[0].verts[0][0] = -sqrt_2;
|
|
cubeleft[0].verts[0][1] = 0;
|
|
cubeleft[0].verts[0][2] = -1.0;
|
|
cubeleft[0].u[0] = 0;
|
|
cubeleft[0].v[0] = 0;
|
|
|
|
cubeleft[0].verts[1][0] = 0;
|
|
cubeleft[0].verts[1][1] = sqrt_2;
|
|
cubeleft[0].verts[1][2] = -1.0;
|
|
cubeleft[0].u[1] = uv_ratio;
|
|
cubeleft[0].v[1] = 0;
|
|
|
|
cubeleft[0].verts[2][0] = -sqrt_2;
|
|
cubeleft[0].verts[2][1] = 0;
|
|
cubeleft[0].verts[2][2] = 1.0;
|
|
cubeleft[0].u[2] = 0;
|
|
cubeleft[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cubeleft[1].verts[0][0] = -sqrt_2;
|
|
cubeleft[1].verts[0][1] = 0;
|
|
cubeleft[1].verts[0][2] = 1.0;
|
|
cubeleft[1].u[0] = 0;
|
|
cubeleft[1].v[0] = uv_ratio;
|
|
|
|
cubeleft[1].verts[1][0] = 0;
|
|
cubeleft[1].verts[1][1] = sqrt_2;
|
|
cubeleft[1].verts[1][2] = -1.0;
|
|
cubeleft[1].u[1] = uv_ratio;
|
|
cubeleft[1].v[1] = 0;
|
|
|
|
cubeleft[1].verts[2][0] = 0;
|
|
cubeleft[1].verts[2][1] = sqrt_2;
|
|
cubeleft[1].verts[2][2] = 1.0;
|
|
cubeleft[1].u[2] = uv_ratio;
|
|
cubeleft[1].v[2] = uv_ratio;
|
|
|
|
nfacesleft = 2;
|
|
|
|
/* Right face - two triangles */
|
|
cuberight[0].verts[0][0] = 0;
|
|
cuberight[0].verts[0][1] = sqrt_2;
|
|
cuberight[0].verts[0][2] = -1.0;
|
|
cuberight[0].u[0] = 0;
|
|
cuberight[0].v[0] = 0;
|
|
|
|
cuberight[0].verts[1][0] = sqrt_2;
|
|
cuberight[0].verts[1][1] = 0;
|
|
cuberight[0].verts[1][2] = -1.0;
|
|
cuberight[0].u[1] = uv_ratio;
|
|
cuberight[0].v[1] = 0;
|
|
|
|
cuberight[0].verts[2][0] = sqrt_2;
|
|
cuberight[0].verts[2][1] = 0;
|
|
cuberight[0].verts[2][2] = 1.0;
|
|
cuberight[0].u[2] = uv_ratio;
|
|
cuberight[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cuberight[1].verts[0][0] = 0;
|
|
cuberight[1].verts[0][1] = sqrt_2;
|
|
cuberight[1].verts[0][2] = -1.0;
|
|
cuberight[1].u[0] = 0;
|
|
cuberight[1].v[0] = 0;
|
|
|
|
cuberight[1].verts[1][0] = sqrt_2;
|
|
cuberight[1].verts[1][1] = 0;
|
|
cuberight[1].verts[1][2] = 1.0;
|
|
cuberight[1].u[1] = uv_ratio;
|
|
cuberight[1].v[1] = uv_ratio;
|
|
|
|
cuberight[1].verts[2][0] = 0;
|
|
cuberight[1].verts[2][1] = sqrt_2;
|
|
cuberight[1].verts[2][2] = 1.0;
|
|
cuberight[1].u[2] = 0;
|
|
cuberight[1].v[2] = uv_ratio;
|
|
|
|
nfacesright = 2;
|
|
|
|
/* Right Back (-135º) face - two triangles */
|
|
cuberightback[0].verts[0][0] = sqrt_2;
|
|
cuberightback[0].verts[0][1] = 0;
|
|
cuberightback[0].verts[0][2] = -1.0;
|
|
cuberightback[0].u[0] = 0;
|
|
cuberightback[0].v[0] = 0;
|
|
|
|
cuberightback[0].verts[1][0] = 0;
|
|
cuberightback[0].verts[1][1] = -sqrt_2;
|
|
cuberightback[0].verts[1][2] = -1.0;
|
|
cuberightback[0].u[1] = uv_ratio;
|
|
cuberightback[0].v[1] = 0;
|
|
|
|
cuberightback[0].verts[2][0] = 0;
|
|
cuberightback[0].verts[2][1] = -sqrt_2;
|
|
cuberightback[0].verts[2][2] = 1.0;
|
|
cuberightback[0].u[2] = uv_ratio;
|
|
cuberightback[0].v[2] = uv_ratio;
|
|
|
|
//second triangle
|
|
cuberightback[1].verts[0][0] = sqrt_2;
|
|
cuberightback[1].verts[0][1] = 0;
|
|
cuberightback[1].verts[0][2] = -1.0;
|
|
cuberightback[1].u[0] = 0;
|
|
cuberightback[1].v[0] = 0;
|
|
|
|
cuberightback[1].verts[1][0] = 0;
|
|
cuberightback[1].verts[1][1] = -sqrt_2;
|
|
cuberightback[1].verts[1][2] = 1.0;
|
|
cuberightback[1].u[1] = uv_ratio;
|
|
cuberightback[1].v[1] = uv_ratio;
|
|
|
|
cuberightback[1].verts[2][0] = sqrt_2;
|
|
cuberightback[1].verts[2][1] = 0;
|
|
cuberightback[1].verts[2][2] = 1.0;
|
|
cuberightback[1].u[2] = 0;
|
|
cuberightback[1].v[2] = uv_ratio;
|
|
|
|
nfacesrightback = 2;
|
|
|
|
// Subdivide the faces
|
|
for(i=0;i<m_resolution;i++)
|
|
{
|
|
cubetop.resize(4*nfacestop);
|
|
SplitFace(cubetop,&nfacestop);
|
|
|
|
cubebottom.resize(4*nfacesbottom);
|
|
SplitFace(cubebottom,&nfacesbottom);
|
|
|
|
cubeleft.resize(4*nfacesleft);
|
|
SplitFace(cubeleft,&nfacesleft);
|
|
|
|
cuberight.resize(4*nfacesright);
|
|
SplitFace(cuberight,&nfacesright);
|
|
|
|
cubeleftback.resize(4*nfacesleftback);
|
|
SplitFace(cubeleftback,&nfacesleftback);
|
|
|
|
cuberightback.resize(4*nfacesrightback);
|
|
SplitFace(cuberightback,&nfacesrightback);
|
|
}
|
|
|
|
// Spherize the cube
|
|
for(j=0;j<3;j++)
|
|
{
|
|
for(i=0;i<nfacestop;i++)
|
|
cubetop[i].verts[j].normalize();
|
|
|
|
for(i=0;i<nfacesbottom;i++)
|
|
cubebottom[i].verts[j].normalize();
|
|
|
|
for(i=0;i<nfacesleftback;i++)
|
|
cubeleftback[i].verts[j].normalize();
|
|
|
|
for(i=0;i<nfacesleft;i++)
|
|
cubeleft[i].verts[j].normalize();
|
|
|
|
for(i=0;i<nfacesright;i++)
|
|
cuberight[i].verts[j].normalize();
|
|
|
|
for(i=0;i<nfacesrightback;i++)
|
|
cuberightback[i].verts[j].normalize();
|
|
}
|
|
|
|
//Flatten onto xz plane
|
|
for(i=0;i<nfacesleftback;i++)
|
|
FlattenPanorama(cubeleftback[i].verts);
|
|
|
|
for(i=0;i<nfacesleft;i++)
|
|
FlattenPanorama(cubeleft[i].verts);
|
|
|
|
for(i=0;i<nfacesright;i++)
|
|
FlattenPanorama(cuberight[i].verts);
|
|
|
|
for(i=0;i<nfacesrightback;i++)
|
|
FlattenPanorama(cuberightback[i].verts);
|
|
|
|
for(i=0;i<nfacestop;i++)
|
|
FlattenPanorama(cubetop[i].verts);
|
|
|
|
for(i=0;i<nfacesbottom;i++)
|
|
FlattenPanorama(cubebottom[i].verts);
|
|
}
|
|
|
|
void KX_Dome::FlattenDome(MT_Vector3 verts[3])
|
|
{
|
|
double phi, r;
|
|
|
|
for (int i=0;i<3;i++){
|
|
r = atan2(sqrt(verts[i][0]*verts[i][0] + verts[i][2]*verts[i][2]), verts[i][1]);
|
|
r /= m_radangle/2;
|
|
|
|
phi = atan2(verts[i][2], verts[i][0]);
|
|
|
|
verts[i][0] = r * cos(phi);
|
|
verts[i][1] = 0;
|
|
verts[i][2] = r * sin(phi);
|
|
|
|
if (r > 1.0){
|
|
//round the border
|
|
verts[i][0] = cos(phi);
|
|
verts[i][1] = -3.0;
|
|
verts[i][2] = sin(phi);
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_Dome::FlattenPanorama(MT_Vector3 verts[3])
|
|
{
|
|
// it creates a full spherical panoramic (360º)
|
|
int i;
|
|
double phi;
|
|
bool edge=false;
|
|
|
|
for (i=0;i<3;i++){
|
|
phi = atan2(verts[i][1], verts[i][0]);
|
|
phi *= -1.0; //flipping
|
|
|
|
if (phi == -MT_PI) //It's on the edge
|
|
edge=true;
|
|
|
|
verts[i][0] = phi / MT_PI;
|
|
verts[i][1] = 0;
|
|
|
|
verts[i][2] = atan2(verts[i][2], 1.0);
|
|
verts[i][2] /= MT_PI / 2;
|
|
}
|
|
if(edge){
|
|
bool right=false;
|
|
|
|
for (i=0;i<3;i++){
|
|
if(fmod(verts[i][0],1.0) > 0.0){
|
|
right=true;
|
|
break;
|
|
}
|
|
}
|
|
if(right){
|
|
for (i=0;i<3;i++){
|
|
if(verts[i][0] < 0.0)
|
|
verts[i][0] *= -1.0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces)
|
|
{
|
|
int i;
|
|
int n1, n2;
|
|
|
|
n1 = n2 = *nfaces;
|
|
|
|
for(i=0;i<n1;i++){
|
|
|
|
face[n2].verts[0] = (face[i].verts[0] + face[i].verts[1]) /2;
|
|
face[n2].verts[1] = face[i].verts[1];
|
|
face[n2].verts[2] = (face[i].verts[1] + face[i].verts[2]) /2;
|
|
face[n2].u[0] = (face[i].u[0] + face[i].u[1]) /2;
|
|
face[n2].u[1] = face[i].u[1];
|
|
face[n2].u[2] = (face[i].u[1] + face[i].u[2]) /2;
|
|
face[n2].v[0] = (face[i].v[0] + face[i].v[1]) /2;
|
|
face[n2].v[1] = face[i].v[1];
|
|
face[n2].v[2] = (face[i].v[1] + face[i].v[2]) /2;
|
|
|
|
face[n2+1].verts[0] = (face[i].verts[1] + face[i].verts[2]) /2;
|
|
face[n2+1].verts[1] = face[i].verts[2];
|
|
face[n2+1].verts[2] = (face[i].verts[2] + face[i].verts[0]) /2;
|
|
face[n2+1].u[0] = (face[i].u[1] + face[i].u[2]) /2;
|
|
face[n2+1].u[1] = face[i].u[2];
|
|
face[n2+1].u[2] = (face[i].u[2] + face[i].u[0]) /2;
|
|
face[n2+1].v[0] = (face[i].v[1] + face[i].v[2]) /2;
|
|
face[n2+1].v[1] = face[i].v[2];
|
|
face[n2+1].v[2] = (face[i].v[2] + face[i].v[0]) /2;
|
|
|
|
face[n2+2].verts[0] = (face[i].verts[0] + face[i].verts[1]) /2;
|
|
face[n2+2].verts[1] = (face[i].verts[1] + face[i].verts[2]) /2;
|
|
face[n2+2].verts[2] = (face[i].verts[2] + face[i].verts[0]) /2;
|
|
face[n2+2].u[0] = (face[i].u[0] + face[i].u[1]) /2;
|
|
face[n2+2].u[1] = (face[i].u[1] + face[i].u[2]) /2;
|
|
face[n2+2].u[2] = (face[i].u[2] + face[i].u[0]) /2;
|
|
face[n2+2].v[0] = (face[i].v[0] + face[i].v[1]) /2;
|
|
face[n2+2].v[1] = (face[i].v[1] + face[i].v[2]) /2;
|
|
face[n2+2].v[2] = (face[i].v[2] + face[i].v[0]) /2;
|
|
|
|
//face[i].verts[0] = face[i].verts[0] ;
|
|
face[i].verts[1] = (face[i].verts[0] + face[i].verts[1]) /2;
|
|
face[i].verts[2] = (face[i].verts[0] + face[i].verts[2]) /2;
|
|
//face[i].u[0] = face[i].u[0];
|
|
face[i].u[1] = (face[i].u[0] + face[i].u[1]) /2;
|
|
face[i].u[2] = (face[i].u[0] + face[i].u[2]) /2;
|
|
//face[i].v[0] = face[i].v[0] ;
|
|
face[i].v[1] = (face[i].v[0] + face[i].v[1]) /2;
|
|
face[i].v[2] = (face[i].v[0] + face[i].v[2]) /2;
|
|
|
|
n2 += 3; // number of faces
|
|
}
|
|
*nfaces = n2;
|
|
}
|
|
|
|
void KX_Dome::CalculateFrustum(KX_Camera * cam)
|
|
{
|
|
/*
|
|
// manually creating a 90º Field of View Frustum
|
|
|
|
the original formula:
|
|
top = tan(fov*3.14159/360.0) * near [for fov in degrees]
|
|
fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians]
|
|
bottom = -top
|
|
left = aspect * bottom
|
|
right = aspect * top
|
|
|
|
// the equivalent GLU call is:
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(90.0,1.0,cam->GetCameraNear(),cam->GetCameraFar());
|
|
*/
|
|
|
|
RAS_FrameFrustum m_frustrum; //90 deg. Frustum
|
|
|
|
m_frustrum.camnear = cam->GetCameraNear();
|
|
m_frustrum.camfar = cam->GetCameraFar();
|
|
|
|
// float top = tan(90.0*MT_PI/360.0) * m_frustrum.camnear;
|
|
float top = m_frustrum.camnear; // for deg = 90º, tan = 1
|
|
|
|
m_frustrum.x1 = -top;
|
|
m_frustrum.x2 = top;
|
|
m_frustrum.y1 = -top;
|
|
m_frustrum.y2 = top;
|
|
|
|
m_projmat = m_rasterizer->GetFrustumMatrix(
|
|
m_frustrum.x1, m_frustrum.x2, m_frustrum.y1, m_frustrum.y2, m_frustrum.camnear, m_frustrum.camfar);
|
|
|
|
}
|
|
|
|
void KX_Dome::CalculateCameraOrientation()
|
|
{
|
|
/*
|
|
Uses 4 cameras for angles up to 180º
|
|
Uses 5 cameras for angles up to 250º
|
|
Uses 6 cameras for angles up to 360º
|
|
*/
|
|
float deg45 = MT_PI / 4;
|
|
MT_Scalar c = cos(deg45);
|
|
MT_Scalar s = sin(deg45);
|
|
|
|
if ((m_mode == DOME_FISHEYE && m_angle <= 180)){
|
|
|
|
m_locRot[0] = MT_Matrix3x3( // 90º - Top
|
|
c, -s, 0.0,
|
|
0.0,0.0, -1.0,
|
|
s, c, 0.0);
|
|
|
|
m_locRot[1] = MT_Matrix3x3( // 90º - Bottom
|
|
-s, c, 0.0,
|
|
0.0,0.0, 1.0,
|
|
s, c, 0.0);
|
|
|
|
m_locRot[2] = MT_Matrix3x3( // 45º - Left
|
|
c, 0.0, s,
|
|
0, 1.0, 0.0,
|
|
-s, 0.0, c);
|
|
|
|
m_locRot[3] = MT_Matrix3x3( // 45º - Right
|
|
c, 0.0, -s,
|
|
0.0, 1.0, 0.0,
|
|
s, 0.0, c);
|
|
|
|
} else if ((m_mode == DOME_FISHEYE && m_angle > 180) || m_mode == DOME_ENVMAP){
|
|
|
|
m_locRot[0] = MT_Matrix3x3( // 90º - Top
|
|
1.0, 0.0, 0.0,
|
|
0.0, 0.0,-1.0,
|
|
0.0, 1.0, 0.0);
|
|
|
|
m_locRot[1] = MT_Matrix3x3( // 90º - Bottom
|
|
1.0, 0.0, 0.0,
|
|
0.0, 0.0, 1.0,
|
|
0.0,-1.0, 0.0);
|
|
|
|
m_locRot[2] = MT_Matrix3x3( // -90º - Left
|
|
0.0, 0.0, 1.0,
|
|
0.0, 1.0, 0.0,
|
|
-1.0, 0.0, 0.0);
|
|
|
|
m_locRot[3] = MT_Matrix3x3( // 90º - Right
|
|
0.0, 0.0,-1.0,
|
|
0.0, 1.0, 0.0,
|
|
1.0, 0.0, 0.0);
|
|
|
|
m_locRot[4] = MT_Matrix3x3( // 0º - Front
|
|
1.0, 0.0, 0.0,
|
|
0.0, 1.0, 0.0,
|
|
0.0, 0.0, 1.0);
|
|
|
|
m_locRot[5] = MT_Matrix3x3( // 180º - Back - USED for ENVMAP only
|
|
-1.0, 0.0, 0.0,
|
|
0.0, 1.0, 0.0,
|
|
0.0, 0.0,-1.0);
|
|
|
|
} else if (m_mode == DOME_PANORAM_SPH){
|
|
|
|
m_locRot[0] = MT_Matrix3x3( // Top
|
|
c, s, 0.0,
|
|
0.0,0.0, -1.0,
|
|
-s, c, 0.0);
|
|
|
|
m_locRot[1] = MT_Matrix3x3( // Bottom
|
|
c, s, 0.0,
|
|
0.0 ,0.0, 1.0,
|
|
s, -c, 0.0);
|
|
|
|
m_locRot[2] = MT_Matrix3x3( // 45º - Left
|
|
-s, 0.0, c,
|
|
0, 1.0, 0.0,
|
|
-c, 0.0, -s);
|
|
|
|
m_locRot[3] = MT_Matrix3x3( // 45º - Right
|
|
c, 0.0, s,
|
|
0, 1.0, 0.0,
|
|
-s, 0.0, c);
|
|
|
|
m_locRot[4] = MT_Matrix3x3( // 135º - LeftBack
|
|
-s, 0.0, -c,
|
|
0.0, 1.0, 0.0,
|
|
c, 0.0, -s);
|
|
|
|
m_locRot[5] = MT_Matrix3x3( // 135º - RightBack
|
|
c, 0.0, -s,
|
|
0.0, 1.0, 0.0,
|
|
s, 0.0, c);
|
|
}
|
|
}
|
|
|
|
void KX_Dome::RotateCamera(KX_Camera* cam, int i)
|
|
{
|
|
// I'm not using it, I'm doing inline calls for these commands
|
|
// but it's nice to have it here in case I need it
|
|
|
|
MT_Matrix3x3 camori = cam->GetSGNode()->GetLocalOrientation();
|
|
|
|
cam->NodeSetLocalOrientation(camori*m_locRot[i]);
|
|
cam->NodeUpdateGS(0.f);
|
|
|
|
MT_Transform camtrans(cam->GetWorldToCamera());
|
|
MT_Matrix4x4 viewmat(camtrans);
|
|
m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
|
|
cam->SetModelviewMatrix(viewmat);
|
|
|
|
// restore the original orientation
|
|
cam->NodeSetLocalOrientation(camori);
|
|
cam->NodeUpdateGS(0.f);
|
|
}
|
|
|
|
void KX_Dome::Draw(void)
|
|
{
|
|
|
|
switch(m_mode){
|
|
case DOME_FISHEYE:
|
|
DrawDomeFisheye();
|
|
break;
|
|
case DOME_ENVMAP:
|
|
DrawEnvMap();
|
|
break;
|
|
case DOME_PANORAM_SPH:
|
|
DrawPanorama();
|
|
break;
|
|
}
|
|
|
|
if(warp.usemesh)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_viewport.GetLeft(), m_viewport.GetBottom(), warp.bufferwidth, warp.bufferheight);
|
|
DrawDomeWarped();
|
|
}
|
|
}
|
|
|
|
void KX_Dome::DrawEnvMap(void)
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
// Making the viewport always square
|
|
|
|
int can_width = m_viewport.GetRight();
|
|
int can_height = m_viewport.GetTop();
|
|
|
|
float ortho_width, ortho_height;
|
|
|
|
if (warp.usemesh)
|
|
glOrtho((-1.0), 1.0, (-0.66), 0.66, -20.0, 10.0); //stretch the image to reduce resolution lost
|
|
|
|
else {
|
|
if (can_width/3 <= can_height/2){
|
|
ortho_width = 1.0;
|
|
ortho_height = (float)can_height/can_width;
|
|
}else{
|
|
ortho_height = 2.0f / 3;
|
|
ortho_width = (float)can_width/can_height * ortho_height;
|
|
}
|
|
|
|
ortho_width /= m_size;
|
|
ortho_height /= m_size;
|
|
|
|
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
|
|
}
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
gluLookAt(0.0,0.0,1.0, 0.0,0.0,0.0, 0.0,1.0,0.0);
|
|
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
glShadeModel(GL_SMOOTH);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor3f(1.0,1.0,1.0);
|
|
|
|
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
|
|
double onebythree = 1.0f / 3;
|
|
|
|
// domefacesId[0] => (top)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[0]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(uv_ratio,uv_ratio);
|
|
glVertex3f( onebythree, 0.0f, 3.0f);
|
|
glTexCoord2f(0.0,uv_ratio);
|
|
glVertex3f(-onebythree, 0.0f, 3.0f);
|
|
glTexCoord2f(0.0,0.0);
|
|
glVertex3f(-onebythree,-2 * onebythree, 3.0f);
|
|
glTexCoord2f(uv_ratio,0.0);
|
|
glVertex3f(onebythree,-2 * onebythree, 3.0f);
|
|
glEnd();
|
|
|
|
// domefacesId[1] => (bottom)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[1]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(uv_ratio,uv_ratio);
|
|
glVertex3f(-onebythree, 0.0f, 3.0f);
|
|
glTexCoord2f(0.0,uv_ratio);
|
|
glVertex3f(-1.0f, 0.0f, 3.0f);
|
|
glTexCoord2f(0.0,0.0);
|
|
glVertex3f(-1.0f,-2 * onebythree, 3.0f);
|
|
glTexCoord2f(uv_ratio,0.0);
|
|
glVertex3f(-onebythree,-2 * onebythree, 3.0f);
|
|
glEnd();
|
|
|
|
// domefacesId[2] => -90º (left)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[2]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(uv_ratio,uv_ratio);
|
|
glVertex3f(-onebythree, 2 * onebythree, 3.0f);
|
|
glTexCoord2f(0.0,uv_ratio);
|
|
glVertex3f(-1.0f, 2 * onebythree, 3.0f);
|
|
glTexCoord2f(0.0,0.0);
|
|
glVertex3f(-1.0f, 0.0f, 3.0f);
|
|
glTexCoord2f(uv_ratio,0.0);
|
|
glVertex3f(-onebythree, 0.0f, 3.0f);
|
|
glEnd();
|
|
|
|
// domefacesId[3] => 90º (right)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[3]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(uv_ratio,uv_ratio);
|
|
glVertex3f( 1.0f, 2 * onebythree, 3.0f);
|
|
glTexCoord2f(0.0,uv_ratio);
|
|
glVertex3f( onebythree, 2 * onebythree, 3.0f);
|
|
glTexCoord2f(0.0,0.0);
|
|
glVertex3f( onebythree, 0.0f, 3.0f);
|
|
glTexCoord2f(uv_ratio,0.0);
|
|
glVertex3f(1.0f, 0.0f, 3.0f);
|
|
glEnd();
|
|
|
|
// domefacesId[4] => 0º (front)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[4]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(uv_ratio,uv_ratio);
|
|
glVertex3f( 1.0f, 0.0f, 3.0f);
|
|
glTexCoord2f(0.0,uv_ratio);
|
|
glVertex3f( onebythree, 0.0f, 3.0f);
|
|
glTexCoord2f(0.0,0.0);
|
|
glVertex3f( onebythree,-2 * onebythree, 3.0f);
|
|
glTexCoord2f(uv_ratio,0.0);
|
|
glVertex3f(1.0f, -2 * onebythree, 3.0f);
|
|
glEnd();
|
|
|
|
// domefacesId[5] => 180º (back)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[5]);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(uv_ratio,uv_ratio);
|
|
glVertex3f( onebythree, 2 * onebythree, 3.0f);
|
|
glTexCoord2f(0.0,uv_ratio);
|
|
glVertex3f(-onebythree, 2 * onebythree, 3.0f);
|
|
glTexCoord2f(0.0,0.0);
|
|
glVertex3f(-onebythree, 0.0f, 3.0f);
|
|
glTexCoord2f(uv_ratio,0.0);
|
|
glVertex3f(onebythree, 0.0f, 3.0f);
|
|
glEnd();
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void KX_Dome::DrawDomeFisheye(void)
|
|
{
|
|
int i;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
// Making the viewport always square
|
|
|
|
int can_width = m_viewport.GetRight();
|
|
int can_height = m_viewport.GetTop();
|
|
|
|
float ortho_width, ortho_height;
|
|
|
|
if (warp.usemesh)
|
|
glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
|
|
|
|
else {
|
|
if (can_width < can_height){
|
|
ortho_width = 1.0;
|
|
ortho_height = (float)can_height/can_width;
|
|
}else{
|
|
ortho_width = (float)can_width/can_height;
|
|
ortho_height = 1.0;
|
|
}
|
|
|
|
ortho_width /= m_size;
|
|
ortho_height /= m_size;
|
|
|
|
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
|
|
}
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0);
|
|
|
|
if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
|
|
glPolygonMode(GL_FRONT, GL_LINE);
|
|
else
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor3f(1.0,1.0,1.0);
|
|
|
|
if (dlistSupported){
|
|
for(i=0;i<m_numfaces;i++){
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
|
|
glCallList(dlistId+i);
|
|
}
|
|
}
|
|
else { // DisplayLists not supported
|
|
// top triangle
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[0]);
|
|
GLDrawTriangles(cubetop, nfacestop);
|
|
|
|
// bottom triangle
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[1]);
|
|
GLDrawTriangles(cubebottom, nfacesbottom);
|
|
|
|
// left triangle
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[2]);
|
|
GLDrawTriangles(cubeleft, nfacesleft);
|
|
|
|
// right triangle
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[3]);
|
|
GLDrawTriangles(cuberight, nfacesright);
|
|
|
|
if (m_angle > 180){
|
|
// front triangle
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[4]);
|
|
GLDrawTriangles(cubefront, nfacesfront);
|
|
}
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void KX_Dome::DrawPanorama(void)
|
|
{
|
|
int i;
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
// Making the viewport always square
|
|
|
|
int can_width = m_viewport.GetRight();
|
|
int can_height = m_viewport.GetTop();
|
|
|
|
float ortho_height = 1.0;
|
|
float ortho_width = 1.0;
|
|
|
|
if (warp.usemesh)
|
|
glOrtho((-1.0), 1.0, (-0.5), 0.5, -20.0, 10.0); //stretch the image to reduce resolution lost
|
|
|
|
else {
|
|
//using all the screen
|
|
if ((can_width / 2) <= (can_height)){
|
|
ortho_width = 1.0;
|
|
ortho_height = (float)can_height/can_width;
|
|
}else{
|
|
ortho_width = (float)can_width/can_height * 0.5;
|
|
ortho_height = 0.5;
|
|
}
|
|
|
|
ortho_width /= m_size;
|
|
ortho_height /= m_size;
|
|
|
|
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
|
|
}
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0);
|
|
|
|
if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
|
|
glPolygonMode(GL_FRONT, GL_LINE);
|
|
else
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor3f(1.0,1.0,1.0);
|
|
|
|
if (dlistSupported){
|
|
for(i=0;i<m_numfaces;i++){
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
|
|
glCallList(dlistId+i);
|
|
}
|
|
}
|
|
else {
|
|
// domefacesId[4] => (top)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[0]);
|
|
GLDrawTriangles(cubetop, nfacestop);
|
|
|
|
// domefacesId[5] => (bottom)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[1]);
|
|
GLDrawTriangles(cubebottom, nfacesbottom);
|
|
|
|
// domefacesId[1] => -45º (left)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[2]);
|
|
GLDrawTriangles(cubeleft, nfacesleft);
|
|
|
|
// domefacesId[2] => 45º (right)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[3]);
|
|
GLDrawTriangles(cuberight, nfacesright);
|
|
|
|
// domefacesId[0] => -135º (leftback)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[4]);
|
|
GLDrawTriangles(cubeleftback, nfacesleftback);
|
|
|
|
// domefacesId[3] => 135º (rightback)
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[5]);
|
|
GLDrawTriangles(cuberightback, nfacesrightback);
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void KX_Dome::DrawDomeWarped(void)
|
|
{
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
// Making the viewport always square
|
|
int can_width = m_viewport.GetRight();
|
|
int can_height = m_viewport.GetTop();
|
|
|
|
double screen_ratio = can_width/ (double) can_height;
|
|
screen_ratio /= m_size;
|
|
|
|
glOrtho(-screen_ratio,screen_ratio,-1.0,1.0,-20.0,10.0);
|
|
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
gluLookAt(0.0, 0.0, 1.0, 0.0,0.0,0.0, 0.0,1.0,0.0);
|
|
|
|
if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
|
|
glPolygonMode(GL_FRONT, GL_LINE);
|
|
else
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor3f(1.0,1.0,1.0);
|
|
|
|
if (dlistSupported){
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
|
|
glCallList(dlistId + m_numfaces);
|
|
}
|
|
else{
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
|
|
GLDrawWarpQuads();
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
void KX_Dome::BindImages(int i)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_viewport.GetLeft(), m_viewport.GetBottom(), m_buffersize, m_buffersize);
|
|
}
|
|
|
|
void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
|
|
{
|
|
if (!cam)
|
|
return;
|
|
|
|
m_canvas->SetViewPort(0,0,m_buffersize-1,m_buffersize-1);
|
|
|
|
// m_rasterizer->SetAmbient();
|
|
m_rasterizer->DisplayFog();
|
|
|
|
CalculateFrustum(cam); //calculates m_projmat
|
|
cam->SetProjectionMatrix(m_projmat);
|
|
m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix());
|
|
// Dome_RotateCamera(cam,i);
|
|
|
|
MT_Matrix3x3 camori = cam->GetSGNode()->GetLocalOrientation();
|
|
|
|
cam->NodeSetLocalOrientation(camori*m_locRot[i]);
|
|
cam->NodeUpdateGS(0.f);
|
|
|
|
MT_Transform camtrans(cam->GetWorldToCamera());
|
|
MT_Matrix4x4 viewmat(camtrans);
|
|
m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
|
|
cam->SetModelviewMatrix(viewmat);
|
|
|
|
scene->CalculateVisibleMeshes(m_rasterizer,cam);
|
|
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
|
|
|
// restore the original orientation
|
|
cam->NodeSetLocalOrientation(camori);
|
|
cam->NodeUpdateGS(0.f);
|
|
}
|
|
|