diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index d08372e47d4..46ba00e4cb1 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -180,7 +180,7 @@ void KX_Dome::SetViewPort(const int viewport[4]) { if (canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight()) { - m_viewport.SetLeft(viewport[0]); + m_viewport.SetLeft(viewport[0]); m_viewport.SetBottom(viewport[1]); m_viewport.SetRight(viewport[2]); m_viewport.SetTop(viewport[3]); @@ -237,7 +237,7 @@ void KX_Dome::CalculateImageSize(void) m_buffersize = (canvaswidth > canvasheight?canvasheight:canvaswidth); m_buffersize = (int)(m_buffersize*m_resbuffer); //reduce buffer size for better performance - + int i = 0; while ((1 << i) <= m_buffersize) i++; @@ -315,7 +315,7 @@ bool KX_Dome::CreateDL() glEndList(); } - //clearing the vectors + //clearing the vectors cubetop.clear(); cubebottom.clear(); cuberight.clear(); @@ -591,9 +591,9 @@ void KX_Dome::CreateMeshDome180(void) cubebottom[0].v[2] = 0.0; nfacesbottom = 1; - + /* Left face - two triangles */ - + cubeleft[0].verts[0][0] = (float)(-M_SQRT2) / 2.0f; cubeleft[0].verts[0][1] = 0.0f; cubeleft[0].verts[0][2] = -0.5f; @@ -632,7 +632,7 @@ void KX_Dome::CreateMeshDome180(void) cubeleft[1].v[2] = uv_ratio; nfacesleft = 2; - + /* Right face - two triangles */ cuberight[0].verts[0][0] = 0.0f; cuberight[0].verts[0][1] = (float)M_SQRT2 / 2.0f; @@ -672,7 +672,7 @@ void KX_Dome::CreateMeshDome180(void) cuberight[1].v[2] = uv_ratio; nfacesright = 2; - + //Refine a triangular mesh by bisecting each edge forms 3 new triangles for each existing triangle on each iteration //Could be made more efficient for drawing if the triangles were ordered in a fan. Not that important since we are using DisplayLists @@ -750,7 +750,7 @@ void KX_Dome::CreateMeshDome250(void) uv_height = uv_ratio * ( (verts_height / 2.0f) + 0.5f); uv_base = uv_ratio * (1.0f - ((verts_height / 2.0f) + 0.5f)); - + //creating faces for the env mapcube 180deg Dome // Front Face - 2 triangles cubefront[0].verts[0][0] =-1.0f; @@ -1133,7 +1133,7 @@ void KX_Dome::CreateMeshPanorama(void) nfacesleftback = 2; /* Left face - two triangles */ - + cubeleft[0].verts[0][0] = (float)(-M_SQRT2); cubeleft[0].verts[0][1] = 0.0f; cubeleft[0].verts[0][2] = -1.0f; @@ -1172,7 +1172,7 @@ void KX_Dome::CreateMeshPanorama(void) cubeleft[1].v[2] = uv_ratio; nfacesleft = 2; - + /* Right face - two triangles */ cuberight[0].verts[0][0] = 0.0f; cuberight[0].verts[0][1] = (float)M_SQRT2; @@ -1212,7 +1212,7 @@ void KX_Dome::CreateMeshPanorama(void) cuberight[1].v[2] = uv_ratio; nfacesright = 2; - + /* Right Back (-135deg) face - two triangles */ cuberightback[0].verts[0][0] = (float)M_SQRT2; cuberightback[0].verts[0][1] = 0.0f; @@ -1435,7 +1435,7 @@ void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces) void KX_Dome::CalculateFrustum(KX_Camera *cam) { #if 0 - // manually creating a 90deg Field of View Frustum + // manually creating a 90deg Field of View Frustum // the original formula: top = tan(fov*3.14159f/30.0f)) * near [for fov in degrees] @@ -1462,7 +1462,7 @@ void KX_Dome::CalculateFrustum(KX_Camera *cam) m_frustum.x2 = top; m_frustum.y1 = -top; m_frustum.y2 = top; - + m_projmat = m_rasterizer->GetFrustumMatrix( m_frustum.x1, m_frustum.x2, m_frustum.y1, m_frustum.y2, m_frustum.camnear, m_frustum.camfar); } @@ -1479,7 +1479,7 @@ void KX_Dome::CalculateCameraOrientation() MT_Scalar c = cosf(deg45); MT_Scalar s = sinf(deg45); - if (m_angle <= 180 && (m_mode == DOME_FISHEYE + if (m_angle <= 180 && (m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED_FRONT || m_mode == DOME_TRUNCATED_REAR)) { @@ -1504,7 +1504,7 @@ void KX_Dome::CalculateCameraOrientation() s, 0.0f, c); } else if (m_mode == DOME_ENVMAP || (m_angle > 180 && (m_mode == DOME_FISHEYE - || m_mode == DOME_TRUNCATED_FRONT + || m_mode == DOME_TRUNCATED_FRONT || m_mode == DOME_TRUNCATED_REAR))) { m_locRot[0] = MT_Matrix3x3( // 90deg - Top @@ -1526,7 +1526,7 @@ void KX_Dome::CalculateCameraOrientation() 0.0f, 0.0f,-1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f); - + m_locRot[4] = MT_Matrix3x3( // 0deg - Front 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, @@ -1539,7 +1539,7 @@ void KX_Dome::CalculateCameraOrientation() } else if (m_mode == DOME_PANORAM_SPH) { - m_locRot[0] = MT_Matrix3x3( // Top + m_locRot[0] = MT_Matrix3x3( // Top c, s, 0.0f, 0.0f,0.0f, -1.0f, -s, c, 0.0f); @@ -1658,7 +1658,7 @@ void KX_Dome::DrawEnvMap(void) glMatrixMode(GL_PROJECTION); glLoadIdentity(); - // Making the viewport always square + // Making the viewport always square int can_width = m_viewport.GetRight(); int can_height = m_viewport.GetTop(); @@ -1677,7 +1677,7 @@ void KX_Dome::DrawEnvMap(void) ortho_height = 2.0f / 3; ortho_width = (float)can_width/can_height * ortho_height; } - + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f); } @@ -1788,7 +1788,7 @@ void KX_Dome::DrawDomeFisheye(void) glMatrixMode(GL_PROJECTION); glLoadIdentity(); - // Making the viewport always square + // Making the viewport always square int can_width = m_viewport.GetRight(); int can_height = m_viewport.GetTop(); @@ -1808,7 +1808,7 @@ void KX_Dome::DrawDomeFisheye(void) ortho_width = (float)can_width/can_height; ortho_height = 1.0f; } - + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f); } } @@ -1884,7 +1884,7 @@ void KX_Dome::DrawPanorama(void) glMatrixMode(GL_PROJECTION); glLoadIdentity(); - // Making the viewport always square + // Making the viewport always square int can_width = m_viewport.GetRight(); int can_height = m_viewport.GetTop(); @@ -1905,7 +1905,7 @@ void KX_Dome::DrawPanorama(void) ortho_width = (float)can_width / can_height * 0.5f; ortho_height = 0.5f; } - + glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0f, 10.0f); } @@ -1968,7 +1968,7 @@ void KX_Dome::DrawDomeWarped(void) glMatrixMode(GL_PROJECTION); glLoadIdentity(); - // Making the viewport always square + // Making the viewport always square int can_width = m_viewport.GetRight(); int can_height = m_viewport.GetTop(); |