forked from bartvdbraak/blender
1d11df1708
After last commit (20099) warping meshes got slower (more quality == less performance). Since we don't need an extra warping for truncated domes, It's better to handle them directly in openGL without the need of warping it. I'll talk with some Dome owners to see if we need both Upright and Downright modes. I may remove one of them by 2.49 them. *) also: a proper GLEW_EXT_framebuffer_object check before generating FBO (for warping meshes). **) next in line (maybe after RC2): tilt option to tilt the camera up to 90º upward.
191 lines
5.0 KiB
C++
191 lines
5.0 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 Société 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 <BIF_gl.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_ENVMAP 2
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#define DOME_PANORAM_SPH 3
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#define DOME_TRUNCATED_UP 4
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#define DOME_TRUNCATED_DOWN 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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float size,
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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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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 180º x 360º 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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float m_size; // size to adjust
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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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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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};
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#endif
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