forked from bartvdbraak/blender
ed338da8c9
- CMake building without python or fluidsim working again (broke in recent commit) - remove BLI_short_filename(), it wasnt used anywhere.
198 lines
5.2 KiB
C++
198 lines
5.2 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 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 Soci<63>t<EFBFBD> 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 "GL/glew.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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//Dome modes: limit hardcoded in buttons_scene.c
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#define DOME_FISHEYE 1
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#define DOME_TRUNCATED_FRONT 2
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#define DOME_TRUNCATED_REAR 3
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#define DOME_ENVMAP 4
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#define DOME_PANORAM_SPH 5
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#define DOME_NUM_MODES 6
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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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short res,
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short mode,
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short angle,
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float resbuf,
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short tilt,
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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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bool fboSupported;
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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 180<38> x 360<36> 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 imagesize;
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int bufferwidth, bufferheight;
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GLuint fboId;
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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 creation 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 DrawEnvMap(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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bool CreateFBO(void);//create FBO (for warp mesh)
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void ClearFBO(void); //remove FBO
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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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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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short m_tilt; //the dome tilt (camera rotation on horizontal axis)
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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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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_Dome"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif
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