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#ifndef ARTCANVAS_H
#define ARTCANVAS_H
#include "../stroke/Canvas.h"
#include "AppView.h"
class AppCanvas : public Canvas
{
public:
AppCanvas();
AppCanvas(AppView *iViewer);
AppCanvas(const AppCanvas& iBrother);
virtual ~AppCanvas();
/*! operations that need to be done before a draw */
virtual void preDraw();
/*! operations that need to be done after a draw */
virtual void postDraw();
/*! Erases the layers and clears the canvas */
virtual void Erase();
/* init the canvas */
virtual void init();
/*! Reads a pixel area from the canvas */
virtual void readColorPixels(int x,int y,int w, int h, RGBImage& oImage) const;
/*! Reads a depth pixel area from the canvas */
virtual void readDepthPixels(int x,int y,int w, int h, GrayImage& oImage) const;
virtual BBox<Vec3r> scene3DBBox() const ;
// abstract
virtual void RenderStroke(Stroke*);
virtual void update();
/*! accessors */
virtual int width() const ;
virtual int height() const ;
virtual BBox<Vec2i> border() const ;
AppView *_pViewer;
inline const AppView * viewer() const {return _pViewer;}
/*! modifiers */
void setViewer(AppView *iViewer) ;
// soc
void setPassDiffuse(float *buf, int width, int height) {
_pass_diffuse.buf = buf;
_pass_diffuse.width = width;
_pass_diffuse.height = height;
}
void setPassZ(float *buf, int width, int height) {
_pass_z.buf = buf;
_pass_z.width = width;
_pass_z.height = height;
}
private:
struct {
float *buf;
int width, height;
} _pass_diffuse, _pass_z;
};
#endif
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