forked from bartvdbraak/blender
198 lines
5.1 KiB
C++
198 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Dalai Felinto
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*
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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
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* SAT - La Société des arts technologiques.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_Dome.h
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* \ingroup ketsji
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*/
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#ifndef __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 "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 (RAS_ICanvas* m_canvas,
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/// rasterizer
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RAS_IRasterizer* m_rasterizer,
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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 180deg x 360deg dome,
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* 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(const int 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 tessellate 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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MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_Dome")
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#endif
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};
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#endif /* __KX_DOME_H__ */
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