Example #1
0
static void DrawBackground2D_3D(M_Background2D *bck, Background2DStack *st, GF_TraverseState *tr_state)
{
	GF_Matrix mx;
	Bool use_texture;

	use_texture = back_texture_enabled(bck, &st->txh);

	visual_3d_set_background_state(tr_state->visual, 1);

	visual_3d_matrix_push(tr_state->visual);

/*	visual_3d_set_matrix_mode(tr_state->visual, V3D_MATRIX_TEXTURE);
	gf_sc_texture_get_transform(&st->txh, NULL, &mx, 0);
	visual_3d_matrix_load(tr_state->visual, mx.m);
*/	
	visual_3d_set_matrix_mode(tr_state->visual, V3D_MATRIX_MODELVIEW);

	/*little opt: if we clear the main visual clear it entirely */
	if (! tr_state->is_layer) {
		visual_3d_clear(tr_state->visual, bck->backColor, FIX_ONE);
		if (!use_texture) {
			visual_3d_matrix_pop(tr_state->visual);
			visual_3d_set_background_state(tr_state->visual, 0);
			return;
		}
		/*we need a hack here because main vp is always traversed before main background, and in the case of a
		2D viewport it modifies the modelview matrix, which we don't want ...*/
		visual_3d_matrix_reset(tr_state->visual);
	}
	if (!use_texture || (!tr_state->is_layer && st->txh.transparent) ) visual_3d_set_material_2d(tr_state->visual, bck->backColor, FIX_ONE);
	if (use_texture) {
		visual_3d_set_state(tr_state->visual, V3D_STATE_COLOR, ! tr_state->is_layer);
		tr_state->mesh_num_textures = gf_sc_texture_enable(&st->txh, NULL);
		if (!tr_state->mesh_num_textures) visual_3d_set_material_2d(tr_state->visual, bck->backColor, FIX_ONE);
	}

	/*create mesh object if needed*/
	if (!st->mesh) {
		st->mesh = new_mesh();
		mesh_set_vertex(st->mesh, -B2D_PLANE_HSIZE, -B2D_PLANE_HSIZE, 0,  0,  0,  FIX_ONE, 0, 0);
		mesh_set_vertex(st->mesh,  B2D_PLANE_HSIZE, -B2D_PLANE_HSIZE, 0,  0,  0,  FIX_ONE, FIX_ONE, 0);
		mesh_set_vertex(st->mesh,  B2D_PLANE_HSIZE,  B2D_PLANE_HSIZE, 0,  0,  0,  FIX_ONE, FIX_ONE, FIX_ONE);
		mesh_set_vertex(st->mesh, -B2D_PLANE_HSIZE,  B2D_PLANE_HSIZE, 0,  0,  0,  FIX_ONE, 0, FIX_ONE);
		mesh_set_triangle(st->mesh, 0, 1, 2); mesh_set_triangle(st->mesh, 0, 2, 3);
		st->mesh->flags |= MESH_IS_2D;
	}

	gf_mx_init(mx);
	if (tr_state->camera->is_3D) {
		Fixed sx, sy;
		/*reset matrix*/
		visual_3d_matrix_reset(tr_state->visual);
		sx = sy = 2 * gf_mulfix(gf_tan(tr_state->camera->fieldOfView/2), tr_state->camera->z_far);
		if (tr_state->camera->width > tr_state->camera->height) {
			sx = gf_muldiv(sx, tr_state->camera->width, tr_state->camera->height);
		} else {
			sy = gf_muldiv(sy, tr_state->camera->height, tr_state->camera->width);
		}
		gf_mx_add_scale(&mx, sx, sy, FIX_ONE);
#ifdef GPAC_FIXED_POINT
		gf_mx_add_translation(&mx, 0, 0, - (tr_state->camera->z_far/100)*99);
#else
		gf_mx_add_translation(&mx, 0, 0, -0.995f*tr_state->camera->z_far);
#endif
	} else {
		gf_mx_add_scale(&mx, tr_state->bbox.max_edge.x - tr_state->bbox.min_edge.x, 
							tr_state->bbox.max_edge.y - tr_state->bbox.min_edge.y,
							FIX_ONE);
		/*when in layer2D, DON'T MOVE BACKGROUND TO ZFAR*/
		if (!tr_state->is_layer) {
			Fixed tr;
#ifdef GPAC_FIXED_POINT
			tr = -(tr_state->camera->z_far/100)*99;
#else
			tr = -0.999f*tr_state->camera->z_far;
#endif
			if (!tr_state->camera->is_3D) tr = -tr;
			gf_mx_add_translation(&mx, 0, 0, tr);
		}
	}
	visual_3d_matrix_add(tr_state->visual, mx.m);
	visual_3d_mesh_paint(tr_state, st->mesh);
	if (tr_state->mesh_num_textures) {
		gf_sc_texture_disable(&st->txh);
		tr_state->mesh_num_textures = 0;
	}

	visual_3d_matrix_pop(tr_state->visual);
	visual_3d_set_background_state(tr_state->visual, 0);
}
Example #2
0
void compositor_init_background(GF_Compositor *compositor, GF_Node *node)
{
	BackgroundStack *ptr;
	GF_SAFEALLOC(ptr, BackgroundStack);

	ptr->compositor = compositor;
	ptr->reg_stacks = gf_list_new();
	((M_Background *)node)->on_set_bind = back_set_bind;

	gf_mx_init(ptr->current_mx);

	/*build texture cube*/
	ptr->front_mesh = new_mesh();
	mesh_set_vertex(ptr->front_mesh, -PLANE_HSIZE, -PLANE_HSIZE, -PLANE_HSIZE_LOW,  0,  0,  FIX_ONE, 0, 0);
	mesh_set_vertex(ptr->front_mesh,  PLANE_HSIZE, -PLANE_HSIZE, -PLANE_HSIZE_LOW,  0,  0,  FIX_ONE, FIX_ONE, 0);
	mesh_set_vertex(ptr->front_mesh,  PLANE_HSIZE,  PLANE_HSIZE, -PLANE_HSIZE_LOW,  0,  0,  FIX_ONE, FIX_ONE, FIX_ONE);
	mesh_set_vertex(ptr->front_mesh, -PLANE_HSIZE,  PLANE_HSIZE, -PLANE_HSIZE_LOW,  0,  0,  FIX_ONE, 0, FIX_ONE);
	mesh_set_triangle(ptr->front_mesh, 0, 1, 2);
	mesh_set_triangle(ptr->front_mesh, 0, 2, 3);
	mesh_update_bounds(ptr->front_mesh);

	ptr->back_mesh = new_mesh();
	mesh_set_vertex(ptr->back_mesh, -PLANE_HSIZE, -PLANE_HSIZE,  PLANE_HSIZE_LOW,  0,  0,  -FIX_ONE, FIX_ONE, 0);
	mesh_set_vertex(ptr->back_mesh,  PLANE_HSIZE, -PLANE_HSIZE,  PLANE_HSIZE_LOW,  0,  0,  -FIX_ONE, 0, 0);
	mesh_set_vertex(ptr->back_mesh,  PLANE_HSIZE,  PLANE_HSIZE,  PLANE_HSIZE_LOW,  0,  0,  -FIX_ONE, 0, FIX_ONE);
	mesh_set_vertex(ptr->back_mesh, -PLANE_HSIZE,  PLANE_HSIZE,  PLANE_HSIZE_LOW,  0,  0,  -FIX_ONE, FIX_ONE, FIX_ONE);
	mesh_set_triangle(ptr->back_mesh, 0, 1, 2);
	mesh_set_triangle(ptr->back_mesh, 0, 2, 3);
	mesh_update_bounds(ptr->back_mesh);

	ptr->top_mesh = new_mesh();
	mesh_set_vertex(ptr->top_mesh, -PLANE_HSIZE,  PLANE_HSIZE_LOW,  PLANE_HSIZE,  0,  -FIX_ONE,  0, 0, 0);
	mesh_set_vertex(ptr->top_mesh,  PLANE_HSIZE,  PLANE_HSIZE_LOW,  PLANE_HSIZE,  0,  -FIX_ONE,  0, 0, FIX_ONE);
	mesh_set_vertex(ptr->top_mesh,  PLANE_HSIZE,  PLANE_HSIZE_LOW, -PLANE_HSIZE,  0,  -FIX_ONE,  0, FIX_ONE, FIX_ONE);
	mesh_set_vertex(ptr->top_mesh, -PLANE_HSIZE,  PLANE_HSIZE_LOW, -PLANE_HSIZE,  0,  -FIX_ONE,  0, FIX_ONE, 0);
	mesh_set_triangle(ptr->top_mesh, 0, 1, 2);
	mesh_set_triangle(ptr->top_mesh, 0, 2, 3);
	mesh_update_bounds(ptr->top_mesh);

	ptr->bottom_mesh = new_mesh();
	mesh_set_vertex(ptr->bottom_mesh, -PLANE_HSIZE, -PLANE_HSIZE_LOW, -PLANE_HSIZE,  0, FIX_ONE,  0, FIX_ONE, FIX_ONE);
	mesh_set_vertex(ptr->bottom_mesh,  PLANE_HSIZE, -PLANE_HSIZE_LOW, -PLANE_HSIZE,  0, FIX_ONE,  0, FIX_ONE, 0);
	mesh_set_vertex(ptr->bottom_mesh,  PLANE_HSIZE, -PLANE_HSIZE_LOW,  PLANE_HSIZE,  0, FIX_ONE,  0, 0, 0);
	mesh_set_vertex(ptr->bottom_mesh, -PLANE_HSIZE, -PLANE_HSIZE_LOW,  PLANE_HSIZE,  0, FIX_ONE,  0, 0, FIX_ONE);
	mesh_set_triangle(ptr->bottom_mesh, 0, 1, 2);
	mesh_set_triangle(ptr->bottom_mesh, 0, 2, 3);
	mesh_update_bounds(ptr->bottom_mesh);

	ptr->left_mesh = new_mesh();
	mesh_set_vertex(ptr->left_mesh, -PLANE_HSIZE_LOW, -PLANE_HSIZE, -PLANE_HSIZE, FIX_ONE,  0,  0, FIX_ONE, 0);
	mesh_set_vertex(ptr->left_mesh, -PLANE_HSIZE_LOW, -PLANE_HSIZE,  PLANE_HSIZE, FIX_ONE,  0,  0, 0, 0);
	mesh_set_vertex(ptr->left_mesh, -PLANE_HSIZE_LOW,  PLANE_HSIZE,  PLANE_HSIZE, FIX_ONE,  0,  0, 0, FIX_ONE);
	mesh_set_vertex(ptr->left_mesh, -PLANE_HSIZE_LOW,  PLANE_HSIZE, -PLANE_HSIZE, FIX_ONE,  0,  0, FIX_ONE, FIX_ONE);
	mesh_set_triangle(ptr->left_mesh, 0, 1, 2);
	mesh_set_triangle(ptr->left_mesh, 0, 2, 3);
	mesh_update_bounds(ptr->left_mesh);

	ptr->right_mesh = new_mesh();
	mesh_set_vertex(ptr->right_mesh,  PLANE_HSIZE_LOW, -PLANE_HSIZE,  PLANE_HSIZE, -FIX_ONE,  0,  0, FIX_ONE, 0);
	mesh_set_vertex(ptr->right_mesh,  PLANE_HSIZE_LOW, -PLANE_HSIZE, -PLANE_HSIZE, -FIX_ONE,  0,  0, 0, 0);
	mesh_set_vertex(ptr->right_mesh,  PLANE_HSIZE_LOW,  PLANE_HSIZE, -PLANE_HSIZE, -FIX_ONE,  0,  0, 0, FIX_ONE);
	mesh_set_vertex(ptr->right_mesh,  PLANE_HSIZE_LOW,  PLANE_HSIZE,  PLANE_HSIZE, -FIX_ONE,  0,  0, FIX_ONE, FIX_ONE);
	mesh_set_triangle(ptr->right_mesh, 0, 1, 2);
	mesh_set_triangle(ptr->right_mesh, 0, 2, 3);
	mesh_update_bounds(ptr->right_mesh);


	gf_sc_texture_setup(&ptr->txh_back, compositor, node);
	ptr->txh_back.update_texture_fcnt = UpdateBackgroundTexture;
	gf_sc_texture_setup(&ptr->txh_front, compositor, node);
	ptr->txh_front.update_texture_fcnt = UpdateBackgroundTexture;
	gf_sc_texture_setup(&ptr->txh_top, compositor, node);
	ptr->txh_top.update_texture_fcnt = UpdateBackgroundTexture;
	gf_sc_texture_setup(&ptr->txh_bottom, compositor, node);
	ptr->txh_bottom.update_texture_fcnt = UpdateBackgroundTexture;
	gf_sc_texture_setup(&ptr->txh_left, compositor, node);
	ptr->txh_left.update_texture_fcnt = UpdateBackgroundTexture;
	gf_sc_texture_setup(&ptr->txh_right, compositor, node);
	ptr->txh_right.update_texture_fcnt = UpdateBackgroundTexture;

	gf_node_set_private(node, ptr);
	gf_node_set_callback_function(node, TraverseBackground);

}