/* $Id$ ----------------------------------------------------------------------------- This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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, or go to http://www.gnu.org/copyleft/lesser.txt. Contributor(s): Dalai Felinto This source uses some of the ideas and code from Paul Bourke. Developed as part of a Research and Development project for SAT - La Société des arts technologiques. ----------------------------------------------------------------------------- */ #if !defined KX_DOME_H #define KX_DOME_H #include "KX_Scene.h" #include "KX_Camera.h" #include "DNA_screen_types.h" #include "RAS_ICanvas.h" #include "RAS_IRasterizer.h" #include "RAS_IRenderTools.h" #include "KX_KetsjiEngine.h" #include #include #include "MEM_guardedalloc.h" #include "BKE_text.h" //#include "BLI_blenlib.h" //Dome modes: limit hardcoded in buttons_scene.c #define DOME_FISHEYE 1 #define DOME_TRUNCATED 2 #define DOME_PANORAM_SPH 3 #define DOME_NUM_MODES 4 /// class for render 3d scene class KX_Dome { public: /// constructor KX_Dome ( RAS_ICanvas* m_canvas, /// rasterizer RAS_IRasterizer* m_rasterizer, /// render tools RAS_IRenderTools* m_rendertools, /// engine KX_KetsjiEngine* m_engine, float size, short res, short mode, short angle, float resbuf, struct Text* warptext ); /// destructor virtual ~KX_Dome (void); //openGL checks: bool dlistSupported; //openGL names: 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 GLuint dlistId; // ID of the Display Lists of the images (used as an offset) typedef struct { double u[3], v[3]; MT_Vector3 verts[3]; //three verts } DomeFace; //mesh warp functions typedef struct { double x, y, u, v, i; } WarpMeshNode; struct { bool usemesh; int mode; int n_width, n_height; //nodes width and height int imagewidth, imageheight; int bufferwidth, bufferheight; vector > nodes; } warp; bool ParseWarpMesh(STR_String text); vector cubetop, cubebottom, cuberight, cubeleft, cubefront, cubeback; //for fisheye vector cubeleftback, cuberightback; //for panorama int nfacestop, nfacesbottom, nfacesleft, nfacesright, nfacesfront, nfacesback; int nfacesleftback, nfacesrightback; int GetNumberRenders(){return m_numfaces;}; void RenderDome(void); void RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i); void BindImages(int i); void SetViewPort(GLuint viewport[4]); void CalculateFrustum(KX_Camera* cam); void RotateCamera(KX_Camera* cam, int i); //Mesh Creating Functions void CreateMeshDome180(void); void CreateMeshDome250(void); void CreateMeshPanorama(void); void SplitFace(vector & face, int *nfaces); void FlattenDome(MT_Vector3 verts[3]); void FlattenPanorama(MT_Vector3 verts[3]); //Draw functions void GLDrawTriangles(vector & face, int nfaces); void GLDrawWarpQuads(void); void Draw(void); void DrawDomeFisheye(void); void DrawPanorama(void); void DrawDomeWarped(void); //setting up openGL void CreateGLImages(void); void ClearGLImages(void);//called on resize bool CreateDL(void); //create Display Lists void ClearDL(void); //remove Display Lists void CalculateCameraOrientation(); void CalculateImageSize(); //set m_imagesize int canvaswidth; int canvasheight; protected: int m_drawingmode; int m_imagesize; int m_buffersize; // canvas small dimension int m_numfaces; // 4 to 6 depending on the kind of dome image int m_numimages; //numfaces +1 if we have warp mesh float m_size; // size to adjust short m_resolution; //resolution to tesselate the mesh short m_mode; // the mode (truncated, warped, panoramic,...) short m_angle; //the angle of the fisheye float m_radangle; //the angle of the fisheye in radians float m_resbuffer; //the resolution of the buffer RAS_Rect m_viewport; MT_Matrix4x4 m_projmat; MT_Matrix3x3 m_locRot [6];// the rotation matrix /// rendered scene KX_Scene * m_scene; /// canvas RAS_ICanvas* m_canvas; /// rasterizer RAS_IRasterizer* m_rasterizer; /// render tools RAS_IRenderTools* m_rendertools; /// engine KX_KetsjiEngine* m_engine; }; #endif