Welcome to mirror list, hosted at ThFree Co, Russian Federation.

KX_Dome.h « Ketsji « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: ecc97b9b5e0e888fd56354cadb3c0efe4c53ffe8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
/* $Id$
-----------------------------------------------------------------------------

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 <BIF_gl.h>
#include <vector>

#include "MEM_guardedalloc.h"
#include "BKE_text.h"

//Dome modes: limit hardcoded in buttons_scene.c
#define DOME_FISHEYE		1
#define DOME_ENVMAP			2
#define DOME_PANORAM_SPH	3
#define DOME_TRUNCATED_UP	4
#define DOME_TRUNCATED_DOWN	5
#define DOME_NUM_MODES		6


/// 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,
	short tilt,
	struct Text* warptext
	);

	/// destructor
	virtual ~KX_Dome (void);

	//openGL checks:
	bool	dlistSupported;
	bool	fboSupported;

	//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 imagesize;
		int bufferwidth, bufferheight;
		GLuint fboId;
		vector <vector <WarpMeshNode> > nodes;
	} warp;

	bool ParseWarpMesh(STR_String text);

	vector <DomeFace> cubetop, cubebottom, cuberight, cubeleft, cubefront, cubeback; //for fisheye
	vector <DomeFace> 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 creation Functions
	void CreateMeshDome180(void);
	void CreateMeshDome250(void);
	void CreateMeshPanorama(void);

	void SplitFace(vector <DomeFace>& face, int *nfaces);

	void FlattenDome(MT_Vector3 verts[3]);
	void FlattenPanorama(MT_Vector3 verts[3]);

	//Draw functions
	void GLDrawTriangles(vector <DomeFace>& face, int nfaces);
	void GLDrawWarpQuads(void);
	void Draw(void);
	void DrawDomeFisheye(void);
	void DrawEnvMap(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 
	bool CreateFBO(void);//create FBO (for warp mesh)
	void ClearFBO(void); //remove FBO

	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
	short m_tilt;		//the camera vertical tilt
	
	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