blender/source/gameengine/Ketsji/KX_Dome.h
Campbell Barton 14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00

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/* $Id$
-----------------------------------------------------------------------------
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
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 Soci<63>t<EFBFBD> des arts technologiques.
-----------------------------------------------------------------------------
*/
#if !defined 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 "RAS_IRenderTools.h"
#include "KX_KetsjiEngine.h"
#include "GL/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,
/// render tools
RAS_IRenderTools* m_rendertools,
/// 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 180<38> x 360<36> 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(GLuint 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 tesselate 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
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_Dome"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif