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Diffstat (limited to 'source/blender/freestyle/intern/app/AppGLWidget.h')
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diff --git a/source/blender/freestyle/intern/app/AppGLWidget.h b/source/blender/freestyle/intern/app/AppGLWidget.h
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+//
+// Filename : AppConfig.h
+// Author : Stephane Grabli
+// Purpose : Configuration file
+// Date of creation : 26/02/2003
+//
+///////////////////////////////////////////////////////////////////////////////
+
+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU 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 General Public License for more details.
+//
+// You should have received a copy of the GNU 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.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#ifndef ARTGLWIDGET_H
+# define ARTGLWIDGET_H
+
+# ifndef WIN32
+# include <algorithm>
+using namespace std;
+# define __min(x,y) (min(x,y))
+# define __max(x,y) (max(x,y))
+# endif // WIN32
+
+
+# include <qstringlist.h>
+# include "../geometry/Geom.h"
+# include "../geometry/BBox.h"
+# include "../scene_graph/NodeDrawingStyle.h"
+# include "../system/TimeUtils.h"
+# include "../system/Precision.h"
+# include "AppConfig.h"
+# include "../rendering/GLDebugRenderer.h"
+# include <QGLViewer/qglviewer.h>
+
+using namespace Geometry;
+
+typedef enum {SURFACIC, LINE, DEPTHBUFFER} RenderStyle;
+
+class FEdge;
+class QMainWindow;
+class GLRenderer;
+class GLSelectRenderer;
+class GLBBoxRenderer;
+class GLMonoColorRenderer;
+class GLDebugRenderer;
+
+class AppGLWidget : public QGLViewer
+{
+ Q_OBJECT
+
+public:
+
+ AppGLWidget(QWidget *iParent, const char *iName = 0);
+ ~AppGLWidget();
+
+public slots:
+ virtual void updateSilhouettes();
+
+public:
+ virtual void help();
+
+ // captures a frame animation that was previously registered
+ void captureMovie();
+
+ /*! Sets the rendering style.
+ iStyle
+ The style used to render. Can be:
+ SURFACIC : usual rendering
+ LINES : line rendering
+ DEPTHBUFFER : grey-levels rendering of the depth buffer
+ */
+ inline void SetRenderStyle(RenderStyle iStyle)
+ {
+ _RenderStyle = iStyle;
+ }
+
+ /*! Sets the model to draw in the viewer
+ * iModel
+ * The Root Node of the model
+ */
+ inline void SetModel(NodeGroup *iModel)
+ {
+ if(0 != _ModelRootNode->numberOfChildren())
+ {
+ _ModelRootNode->DetachChildren();
+ _ModelRootNode->clearBBox();
+ }
+
+ AddModel(iModel);
+ }
+
+ /*! Adds a model for displaying in the viewer */
+ inline void AddModel(NodeGroup *iModel)
+ {
+ _ModelRootNode->AddChild(iModel);
+
+ _ModelRootNode->UpdateBBox();
+
+ _minBBox = __min(__min(_ModelRootNode->bbox().getMin()[0],
+ _ModelRootNode->bbox().getMin()[1]),
+ _ModelRootNode->bbox().getMin()[2]);
+ _maxBBox = __max(__max(_ModelRootNode->bbox().getMax()[0],
+ _ModelRootNode->bbox().getMax()[1]),
+ _ModelRootNode->bbox().getMax()[2]);
+
+ _maxAbs = __max(rabs(_minBBox), rabs(_maxBBox));
+
+ _minAbs = __min(rabs(_minBBox), rabs(_maxBBox));
+
+ // DEBUG:
+ ReInitRenderers();
+
+ }
+
+ inline void AddSilhouette(NodeGroup* iSilhouette)
+ {
+ _SilhouetteRootNode->AddChild(iSilhouette);
+ //ToggleSilhouette(true);
+ updateGL();
+ }
+
+ inline void Add2DSilhouette(NodeGroup *iSilhouette)
+ {
+ //_pFENode->AddChild(iSilhouette);
+ //ToggleSilhouette(true);
+ updateGL();
+ }
+
+ inline void Add2DVisibleSilhouette(NodeGroup *iVSilhouette)
+ {
+ //_pVisibleSilhouetteNode->AddChild(iVSilhouette);
+ updateGL();
+ }
+
+ inline void SetDebug(NodeGroup* iDebug)
+ {
+ if(0 != _DebugRootNode->numberOfChildren())
+ {
+ _DebugRootNode->DetachChildren();
+ _DebugRootNode->clearBBox();
+ }
+
+ AddDebug(iDebug);
+ }
+
+ inline void AddDebug(NodeGroup* iDebug)
+ {
+ _DebugRootNode->AddChild(iDebug);
+ updateGL();
+ }
+
+ inline void DetachModel(Node *iModel)
+ {
+ _ModelRootNode->DetachChild(iModel);
+ _ModelRootNode->UpdateBBox();
+
+ _minBBox = __min(__min(_ModelRootNode->bbox().getMin()[0],
+ _ModelRootNode->bbox().getMin()[1]),
+ _ModelRootNode->bbox().getMin()[2]);
+ _maxBBox = __max(__max(_ModelRootNode->bbox().getMax()[0],
+ _ModelRootNode->bbox().getMax()[1]),
+ _ModelRootNode->bbox().getMax()[2]);
+
+ _maxAbs = __max(rabs(_minBBox), rabs(_maxBBox));
+ _minAbs = __min(rabs(_minBBox), rabs(_maxBBox));
+ }
+
+ inline void DetachModel()
+ {
+ _ModelRootNode->DetachChildren();
+ _ModelRootNode->clearBBox();
+
+ // 2D Scene
+ //_p2DNode.DetachChildren();
+ //_pFENode->DetachChildren();
+ //_pVisibleSilhouetteNode->DetachChildren();
+ updateGL();
+ }
+
+ inline void DetachSilhouette()
+ {
+ _SilhouetteRootNode->DetachChildren();
+ //_pFENode->DetachChildren();
+ //_pVisibleSilhouetteNode->DetachChildren();
+ _p2DSelectionNode->destroy();
+ //updateGL(); //FIXME
+ }
+
+ inline void DetachVisibleSilhouette()
+ {
+ //_pVisibleSilhouetteNode->DetachChildren();
+ _p2DSelectionNode->destroy();
+ updateGL();
+ }
+
+ inline void DetachDebug()
+ {
+ _DebugRootNode->DetachChildren();
+ updateGL();
+ }
+
+ void SetMainWindow(QMainWindow *iMainWindow) ;
+
+ inline void Set3DContext()
+ {
+ // GL_PROJECTION matrix
+ camera()->loadProjectionMatrix();
+ // GL_MODELVIEW matrix
+ camera()->loadModelViewMatrix();
+ }
+
+ inline void RetriveModelViewMatrix(float *p)
+ {
+ makeCurrent();
+ glGetFloatv(GL_MODELVIEW_MATRIX, p);
+ }
+ inline void RetriveModelViewMatrix(real *p)
+ {
+ makeCurrent();
+ glGetDoublev(GL_MODELVIEW_MATRIX, p);
+ }
+
+ inline void RetrieveProjectionMatrix(float *p)
+ {
+ makeCurrent();
+ glGetFloatv(GL_PROJECTION_MATRIX, p);
+
+ }
+ inline void RetrieveProjectionMatrix(real *p)
+ {
+ makeCurrent();
+ glGetDoublev(GL_PROJECTION_MATRIX, p);
+
+ }
+
+ inline void RetrieveViewport(int *p)
+ {
+ makeCurrent();
+ glGetIntegerv(GL_VIEWPORT,(GLint *)p);
+ }
+
+ inline real GetFocalLength() const
+ {
+ real Near = __max(0.1,(real)(-2.f*_maxAbs+camera()->distanceToSceneCenter()));
+ return Near;
+ }
+
+ inline real GetAspect() const
+ {
+ return ((real) width()/(real) height());
+ }
+
+ inline real GetFovyRadian() const
+ {
+ return _Fovy/180.0 * M_PI;
+ }
+
+ inline real GetFovyDegrees() const
+ {
+ return _Fovy;
+ }
+
+ inline void FitBBox()
+ {
+ qglviewer::Vec min_(_ModelRootNode->bbox().getMin()[0],
+ _ModelRootNode->bbox().getMin()[1],
+ _ModelRootNode->bbox().getMin()[2]);
+ qglviewer::Vec max_(_ModelRootNode->bbox().getMax()[0],
+ _ModelRootNode->bbox().getMax()[1],
+ _ModelRootNode->bbox().getMax()[2]);
+ setSceneBoundingBox(min_, max_);
+ camera()->showEntireScene();
+ }
+
+ inline void ToggleSilhouette(bool enabled)
+ {
+ _fedges = enabled;
+ updateGL();
+ }
+
+ // Reinit the renderers which need to be informed
+ // when a model is added to the scene.
+ void ReInitRenderers();
+
+ inline void SetSelectedFEdge(FEdge* iFEdge) { _pDebugRenderer->SetSelectedFEdge(iFEdge); }
+
+ inline GLDebugRenderer* debugRenderer() { return _pDebugRenderer; }
+ inline void toggle3D() { _Draw3DScene == true ? _Draw3DScene = false : _Draw3DScene = true; updateGL();}
+
+ /*! glReadPixels */
+ typedef enum{
+ RGB,
+ DEPTH
+ } PixelFormat;
+ void readPixels(int x,
+ int y,
+ int width,
+ int height,
+ PixelFormat format,
+ float *pixels)
+ {
+ makeCurrent();
+ //glReadBuffer(GL_FRONT); //in reality: glReadBuffer and glDrawBuffer are both set to GL_BACK
+ glReadBuffer(GL_BACK);
+ GLenum glformat;
+ switch(format)
+ {
+ case RGB:
+ glformat = GL_RGB;
+ break;
+ case DEPTH:
+ glformat = GL_DEPTH_COMPONENT;
+ break;
+ default:
+ break;
+ }
+ glReadPixels(x,y,width, height, glformat, GL_FLOAT, (GLfloat*)pixels);
+ }
+
+ void clear() { makeCurrent(); glClear(GL_COLOR_BUFFER_BIT ); }
+
+ void prepareCanvas();
+ void releaseCanvas();
+
+ typedef enum {
+ FRONT,
+ BACK
+ } GLBuffer;
+
+ void setReadPixelsBuffer(int iBuffer)
+ {
+ makeCurrent();
+ switch(iBuffer)
+ {
+ case FRONT:
+ glReadBuffer(GL_FRONT);
+ break;
+ case BACK:
+ glReadBuffer(GL_BACK);
+ break;
+ default:
+ break;
+ }
+ }
+
+ BBox<Vec3r> scene3DBBox() const { return _ModelRootNode->bbox(); }
+
+ inline real znear() const {
+ // return __max((float)_maxAbs/5,(float)(-_maxAbs+camera()->distanceToSceneCenter()));
+ return camera()->zNear();
+ }
+
+ inline real zfar() const {
+ // return _maxAbs+camera()->distanceToSceneCenter();
+ return camera()->zFar();
+ }
+
+ inline bool draw3DsceneEnabled() const { return _Draw3DScene; }
+
+ inline bool getRecordFlag() const {return _record;}
+
+ void setCameraState(const float* position, const float* orientation) {
+ camera()->setPosition(qglviewer::Vec(position[0], position[1], position[2]));
+ camera()->setOrientation(qglviewer::Quaternion(orientation[0], orientation[1], orientation[2], orientation[3]));
+ }
+
+ void getCameraState(float* position, float* orientation) const {
+ qglviewer::Vec pos = camera()->position();
+ qglviewer::Quaternion orient = camera()->orientation();
+ int i;
+ for(i=0;i<3;++i){
+ position[i] = pos[i];
+ }
+ for(i=0;i<4;++i){
+ orientation[i] = orient[i];
+ }
+ }
+
+ void saveCameraState() {
+ getCameraState(_cameraPosition, _cameraOrientation);
+ _cameraStateSaved = true;
+ }
+
+ void setUpdateMode(bool b) {
+ _enableUpdateSilhouettes = b;
+ }
+
+ bool getUpdateMode() const {
+ return _enableUpdateSilhouettes;
+ }
+ static void setFrontBufferFlag(bool iBool);
+ static bool getFrontBufferFlag();
+ static void setBackBufferFlag(bool iBool);
+ static bool getBackBufferFlag();
+
+ // help
+ virtual QString helpString() const ;
+
+ virtual QString mouseString() const;
+ virtual QString keyboardString() const;
+
+protected:
+ virtual void mousePressEvent(QMouseEvent *);
+ virtual void mouseReleaseEvent ( QMouseEvent * e ) ;
+ virtual void select(const QMouseEvent *);
+ virtual void keyPressEvent(QKeyEvent* e);
+ virtual void init();
+ virtual void draw();
+
+ /*! Loads an envmap */
+ void LoadEnvMap(const char *filename);
+
+public:
+ /*! Core scene drawing */
+ void DrawScene(SceneVisitor *iRenderer);
+
+ /*! 2D Scene Drawing */
+ void Draw2DScene(SceneVisitor *iRenderer);
+
+ /*! Draws scene silhouettes in real time */
+ void DrawSilhouette();
+
+ /*! Draws the Scene in lines style */
+ // void DrawLines();
+ // /*! Draws the scene in surfacic style */
+ // void DrawSurfacic();
+ // /*! Draws the scene as a depth buffer image */
+ // void DrawDepthBuffer();
+
+ GLRenderer* glRenderer() {return _pGLRenderer;}
+
+protected:
+
+
+ //QString shortcutBindingsString() const;
+
+ /*! fabs or abs */
+ inline int rabs(int x) {return abs(x);}
+ inline real rabs(real x) {return fabs(x);}
+
+
+protected:
+ float _Fovy;
+ //float _SceneDepth;
+ //BBox<Vec3f> _BBox;
+
+ RenderStyle _RenderStyle;
+
+ //The root node container
+ NodeGroup _RootNode;
+ NodeDrawingStyle *_ModelRootNode;
+ NodeDrawingStyle *_SilhouetteRootNode;
+ NodeDrawingStyle *_DebugRootNode;
+
+ bool _silhouette;
+ bool _fedges;
+ bool _debug;
+ bool _selection_mode;
+
+ //a Universal light:
+ NodeGroup _Light;
+
+ real _minBBox;
+ real _maxBBox;
+ real _maxAbs;
+
+ real _minAbs;
+ bool _drawBBox;
+
+ // OpenGL Renderer
+ GLRenderer *_pGLRenderer;
+ GLSelectRenderer *_pSelectRenderer;
+ GLBBoxRenderer *_pBBoxRenderer;
+ GLMonoColorRenderer *_pMonoColorRenderer;
+ GLDebugRenderer *_pDebugRenderer;
+
+ QMainWindow *_pMainWindow;
+
+ Chronometer _Chrono;
+
+ // 2D Scene
+ bool _Draw2DScene;
+ bool _Draw3DScene; NodeGroup _p2DNode;
+ //NodeDrawingStyle *_pFENode; // Feature edges node
+ //NodeDrawingStyle *_pVisibleSilhouetteNode;
+ NodeDrawingStyle *_p2DSelectionNode;
+
+ // EnvMap
+ bool _drawEnvMap;
+ int _currentEnvMap;
+ int _maxId;
+ int _blendFunc;
+
+ // Each time we compute the view map, the camera state is
+ // saved in order to be able to restore it later
+ bool _cameraStateSaved;
+ float _cameraPosition[3];
+ float _cameraOrientation[4];
+
+ // interactive silhouette update
+ bool _enableUpdateSilhouettes;
+ //capture movie
+ bool _captureMovie;
+ // 2D drawing buffers
+ static bool _frontBufferFlag;
+ static bool _backBufferFlag;
+
+ bool _record;
+};
+
+#endif // ARTGLWIDGET_H