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Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp164
1 files changed, 141 insertions, 23 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 321370f9f3f..bcff00af76c 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -107,15 +107,9 @@ KX_Dome::KX_Dome (
CreateMeshDome250();
m_numfaces = 5;
} break;
- case DOME_TRUNCATED:
- cubetop.resize(1);
- cubebottom.resize(1);
- cubeleft.resize(2);
- cuberight.resize(2);
-
- m_angle = 180;
- CreateMeshDome180();
- m_numfaces = 4;
+ case DOME_ENVMAP:
+ m_angle = 360;
+ m_numfaces = 6;
break;
case DOME_PANORAM_SPH:
cubeleft.resize(2);
@@ -240,7 +234,7 @@ bool KX_Dome::CreateDL(){
dlistId = glGenLists((GLsizei) m_numimages);
if (dlistId != 0) {
- if(m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED){
+ if(m_mode == DOME_FISHEYE){
glNewList(dlistId, GL_COMPILE);
GLDrawTriangles(cubetop, nfacestop);
glEndList();
@@ -386,7 +380,7 @@ void KX_Dome::GLDrawWarpQuads(void)
}
glEnd();
} else{
- printf("Error: Warp Mode unsupported. Try 1 for Polar Mesh or 2 for Fisheye.\n");
+ printf("Error: Warp Mode %d unsupported. Try 1 for Polar Mesh or 2 for Fisheye.\n", warp.mode);
}
}
@@ -1415,7 +1409,7 @@ Uses 6 cameras for angles up to 360º
MT_Scalar c = cos(deg45);
MT_Scalar s = sin(deg45);
- if ((m_mode == DOME_FISHEYE && m_angle <= 180)|| m_mode == DOME_TRUNCATED){
+ if ((m_mode == DOME_FISHEYE && m_angle <= 180)){
m_locRot[0] = MT_Matrix3x3( // 90º - Top
c, -s, 0.0,
@@ -1437,7 +1431,7 @@ Uses 6 cameras for angles up to 360º
0.0, 1.0, 0.0,
s, 0.0, c);
- } else if ((m_mode == DOME_FISHEYE && m_angle > 180)){
+ } else if ((m_mode == DOME_FISHEYE && m_angle > 180) || m_mode == DOME_ENVMAP){
m_locRot[0] = MT_Matrix3x3( // 90º - Top
1.0, 0.0, 0.0,
@@ -1464,7 +1458,7 @@ Uses 6 cameras for angles up to 360º
0.0, 1.0, 0.0,
0.0, 0.0, 1.0);
- m_locRot[5] = MT_Matrix3x3( // 180º - Back - NOT USING
+ m_locRot[5] = MT_Matrix3x3( // 180º - Back - USED for ENVMAP only
-1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0,-1.0);
@@ -1531,8 +1525,8 @@ void KX_Dome::Draw(void)
case DOME_FISHEYE:
DrawDomeFisheye();
break;
- case DOME_TRUNCATED:
- DrawDomeFisheye();
+ case DOME_ENVMAP:
+ DrawEnvMap();
break;
case DOME_PANORAM_SPH:
DrawPanorama();
@@ -1547,7 +1541,7 @@ void KX_Dome::Draw(void)
}
}
-void KX_Dome::DrawDomeFisheye(void)
+void KX_Dome::DrawEnvMap(void)
{
int i,j;
@@ -1563,17 +1557,141 @@ void KX_Dome::DrawDomeFisheye(void)
float ortho_width, ortho_height;
if (warp.usemesh)
- glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
+ glOrtho((-1.0), 1.0, (-0.66), 0.66, -20.0, 10.0); //stretch the image to reduce resolution lost
- else if(m_mode == DOME_TRUNCATED){
- ortho_width = 1.0;
- ortho_height = 2 * ((float)can_height/can_width) - 1.0 ;
+ else {
+ if (can_width/3 <= can_height/2){
+ ortho_width = 1.0;
+ ortho_height = (float)can_height/can_width;
+ }else{
+ ortho_height = 2.0f / 3;
+ ortho_width = (float)can_width/can_height * ortho_height;
+ }
ortho_width /= m_size;
ortho_height /= m_size;
+
+ glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
+ }
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt(0.0,0.0,1.0, 0.0,0.0,0.0, 0.0,1.0,0.0);
+
+ glPolygonMode(GL_FRONT, GL_FILL);
+ glShadeModel(GL_SMOOTH);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+
+ glEnable(GL_TEXTURE_2D);
+ glColor3f(1.0,1.0,1.0);
+
+ float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
+ double onebythree = 1.0f / 3;
+
+ // domefacesId[0] => (top)
+ glBindTexture(GL_TEXTURE_2D, domefacesId[0]);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_ratio,uv_ratio);
+ glVertex3f( onebythree, 0.0f, 3.0f);
+ glTexCoord2f(0.0,uv_ratio);
+ glVertex3f(-onebythree, 0.0f, 3.0f);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f(-onebythree,-2 * onebythree, 3.0f);
+ glTexCoord2f(uv_ratio,0.0);
+ glVertex3f(onebythree,-2 * onebythree, 3.0f);
+ glEnd();
+
+ // domefacesId[1] => (bottom)
+ glBindTexture(GL_TEXTURE_2D, domefacesId[1]);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_ratio,uv_ratio);
+ glVertex3f(-onebythree, 0.0f, 3.0f);
+ glTexCoord2f(0.0,uv_ratio);
+ glVertex3f(-1.0f, 0.0f, 3.0f);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f(-1.0f,-2 * onebythree, 3.0f);
+ glTexCoord2f(uv_ratio,0.0);
+ glVertex3f(-onebythree,-2 * onebythree, 3.0f);
+ glEnd();
+
+ // domefacesId[2] => -90º (left)
+ glBindTexture(GL_TEXTURE_2D, domefacesId[2]);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_ratio,uv_ratio);
+ glVertex3f(-onebythree, 2 * onebythree, 3.0f);
+ glTexCoord2f(0.0,uv_ratio);
+ glVertex3f(-1.0f, 2 * onebythree, 3.0f);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f(-1.0f, 0.0f, 3.0f);
+ glTexCoord2f(uv_ratio,0.0);
+ glVertex3f(-onebythree, 0.0f, 3.0f);
+ glEnd();
+
+ // domefacesId[3] => 90º (right)
+ glBindTexture(GL_TEXTURE_2D, domefacesId[3]);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_ratio,uv_ratio);
+ glVertex3f( 1.0f, 2 * onebythree, 3.0f);
+ glTexCoord2f(0.0,uv_ratio);
+ glVertex3f( onebythree, 2 * onebythree, 3.0f);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f( onebythree, 0.0f, 3.0f);
+ glTexCoord2f(uv_ratio,0.0);
+ glVertex3f(1.0f, 0.0f, 3.0f);
+ glEnd();
+
+ // domefacesId[4] => 0º (front)
+ glBindTexture(GL_TEXTURE_2D, domefacesId[4]);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_ratio,uv_ratio);
+ glVertex3f( 1.0f, 0.0f, 3.0f);
+ glTexCoord2f(0.0,uv_ratio);
+ glVertex3f( onebythree, 0.0f, 3.0f);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f( onebythree,-2 * onebythree, 3.0f);
+ glTexCoord2f(uv_ratio,0.0);
+ glVertex3f(1.0f, -2 * onebythree, 3.0f);
+ glEnd();
+
+ // domefacesId[5] => 180º (back)
+ glBindTexture(GL_TEXTURE_2D, domefacesId[5]);
+ glBegin(GL_QUADS);
+ glTexCoord2f(uv_ratio,uv_ratio);
+ glVertex3f( onebythree, 2 * onebythree, 3.0f);
+ glTexCoord2f(0.0,uv_ratio);
+ glVertex3f(-onebythree, 2 * onebythree, 3.0f);
+ glTexCoord2f(0.0,0.0);
+ glVertex3f(-onebythree, 0.0f, 3.0f);
+ glTexCoord2f(uv_ratio,0.0);
+ glVertex3f(onebythree, 0.0f, 3.0f);
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+}
+
+void KX_Dome::DrawDomeFisheye(void)
+{
+ int i,j;
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ // Making the viewport always square
+
+ int can_width = m_viewport.GetRight();
+ int can_height = m_viewport.GetTop();
+
+ float ortho_width, ortho_height;
- glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_width, -20.0, 10.0);
- } else {
+ if (warp.usemesh)
+ glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
+
+ else {
if (can_width < can_height){
ortho_width = 1.0;
ortho_height = (float)can_height/can_width;