blender/source/gameengine/Ketsji/KX_Dome.h
Mitchell Stokes 244ce92dbd BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.

There should be no functional changes (except maybe a very slight speed improvement).
2012-10-08 03:28:11 +00:00

199 lines
5.3 KiB
C++

/*
-----------------------------------------------------------------------------
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 Société des arts technologiques.
-----------------------------------------------------------------------------
*/
/** \file KX_Dome.h
* \ingroup ketsji
*/
#ifndef __KX_DOME_H__
#define __KX_DOME_H__
#include "KX_Scene.h"
#include "KX_Camera.h"
#include "DNA_screen_types.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
#include "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 180deg x 360deg dome,
* 6 for panoramic and +1 for warp mesh */
GLuint dlistId; /* ID of the Display Lists of the images (used as an offset) */
typedef struct {
double u[3], v[3];
MT_Vector3 verts[3]; //three verts
} DomeFace;
//mesh warp functions
typedef struct {
double x, y, u, v, i;
} WarpMeshNode;
struct {
bool usemesh;
int mode;
int n_width, n_height; //nodes width and height
int imagesize;
int bufferwidth, bufferheight;
GLuint fboId;
vector <vector <WarpMeshNode> > nodes;
} warp;
bool ParseWarpMesh(STR_String text);
vector <DomeFace> cubetop, cubebottom, cuberight, cubeleft, cubefront, cubeback; //for fisheye
vector <DomeFace> cubeleftback, cuberightback; //for panorama
int nfacestop, nfacesbottom, nfacesleft, nfacesright, nfacesfront, nfacesback;
int nfacesleftback, nfacesrightback;
int GetNumberRenders() { return m_numfaces; }
void RenderDome(void);
void RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i);
void BindImages(int i);
void SetViewPort(const int viewport[4]);
void CalculateFrustum(KX_Camera* cam);
void RotateCamera(KX_Camera* cam, int i);
//Mesh creation Functions
void CreateMeshDome180(void);
void CreateMeshDome250(void);
void CreateMeshPanorama(void);
void SplitFace(vector <DomeFace>& face, int *nfaces);
void FlattenDome(MT_Vector3 verts[3]);
void FlattenPanorama(MT_Vector3 verts[3]);
//Draw functions
void GLDrawTriangles(vector <DomeFace>& face, int nfaces);
void GLDrawWarpQuads(void);
void Draw(void);
void DrawDomeFisheye(void);
void DrawEnvMap(void);
void DrawPanorama(void);
void DrawDomeWarped(void);
//setting up openGL
void CreateGLImages(void);
void ClearGLImages(void);//called on resize
bool CreateDL(void); //create Display Lists
void ClearDL(void); //remove Display Lists
bool CreateFBO(void);//create FBO (for warp mesh)
void ClearFBO(void); //remove FBO
void CalculateCameraOrientation();
void CalculateImageSize(); //set m_imagesize
int canvaswidth;
int canvasheight;
protected:
int m_drawingmode;
int m_imagesize;
int m_buffersize; // canvas small dimension
int m_numfaces; // 4 to 6 depending on the kind of dome image
int m_numimages; //numfaces +1 if we have warp mesh
short m_resolution; //resolution to tessellate the mesh
short m_mode; // the mode (truncated, warped, panoramic,...)
short m_angle; //the angle of the fisheye
float m_radangle; //the angle of the fisheye in radians
float m_resbuffer; //the resolution of the buffer
short m_tilt; //the dome tilt (camera rotation on horizontal axis)
RAS_Rect m_viewport;
MT_Matrix4x4 m_projmat;
MT_Matrix3x3 m_locRot[6]; // the rotation matrix
/// rendered scene
KX_Scene * m_scene;
/// canvas
RAS_ICanvas* m_canvas;
/// rasterizer
RAS_IRasterizer* m_rasterizer;
/// render tools
RAS_IRenderTools* m_rendertools;
/// engine
KX_KetsjiEngine* m_engine;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_Dome")
#endif
};
#endif /* __KX_DOME_H__ */