Esempio n. 1
0
bool RCViewableTransform::unitViewportCoordinates(xuint32 x, xuint32 y, float &xUnit, float &yUnit) const
  {
  xint32 adjX = x - viewportX();
  xint32 adjY = y - viewportY();
  if(adjX < 0 || adjY < 0 || adjX > (xint32)viewportWidth() || adjY > (xint32)viewportHeight())
    {
    xUnit = 0.0f;
    yUnit = 0.0f;
    return false;
    }

  xUnit = (float)adjX/viewportWidth();
  yUnit = (float)adjY/viewportHeight();

  xUnit *= 2.0f;
  yUnit *= 2.0f;

  xUnit -= 1.0f;
  yUnit -= 1.0f;

  // viewport units are in positive down, flip to posisitve up
  yUnit *= -1.0f;

  return true;
  }
Esempio n. 2
0
void Camera::getViewport( int* x, int* y, int* width, int* height ) const
{
	if (x)		*x			= m_x;
	if (y)		*y			= m_y;
	if (width)	*width		= viewportWidth();
	if (height)	*height		= viewportHeight();
}
Esempio n. 3
0
void fillViewportLocationFromViewport(SEXP vp, LViewportLocation *vpl) 
{
    vpl->x = viewportX(vp);
    vpl->y = viewportY(vp);
    vpl->width = viewportWidth(vp);
    vpl->height = viewportHeight(vp);
    vpl->hjust = viewportHJust(vp);
    vpl->vjust = viewportVJust(vp);
}
Esempio n. 4
0
void LayerRendererChromium::viewportChanged()
{
    if (m_context)
        m_context->reshape(std::max(1, viewportWidth()), std::max(1, viewportHeight()));

    // Reset the current render surface to force an update of the viewport and
    // projection matrix next time useRenderSurface is called.
    m_currentRenderSurface = 0;
}
Esempio n. 5
0
void RCViewableTransform::approximatePixelSizeAtDistance(float distanceFromCamera, float &xScale, float &yScale) const
  {
  xuint32 x = viewportX() + ((float)viewportWidth()/2.0f);
  xuint32 y = viewportY() + ((float)viewportHeight()/2.0f);

  Eks::Vector3D a = worldSpaceAtDepthFromScreenSpace(x, y, distanceFromCamera);
  Eks::Vector3D b = worldSpaceAtDepthFromScreenSpace(x+1, y, distanceFromCamera);
  Eks::Vector3D c = worldSpaceAtDepthFromScreenSpace(x, y+1, distanceFromCamera);

  xScale = (a - b).norm();
  yScale = (a - c).norm();
  }
Esempio n. 6
0
void LayerRendererChromium::getFramebufferPixels(void *pixels, const IntRect& rect)
{
    ASSERT(rect.maxX() <= viewportWidth() && rect.maxY() <= viewportHeight());

    if (!pixels)
        return;

    makeContextCurrent();

    GLC(m_context.get(), m_context->readPixels(rect.x(), rect.y(), rect.width(), rect.height(),
            GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels));
}
Esempio n. 7
0
bool RCViewableTransform::screenViewportCoordinates(float xUnit, float yUnit, float &x, float &y) const
  {
  xUnit += 1.0f;
  yUnit += 1.0f;

  xUnit /= 2.0f;
  yUnit /= -2.0f;

  xUnit *= viewportWidth();
  yUnit *= viewportHeight();

  x = viewportX() + xUnit;
  y = viewportY() + yUnit;

  return true;
  }
Esempio n. 8
0
void Camera::render() 
{
	synchronized( s_globalMutex );

	// - prepare scene rendering
	// - render objects in n passes
	// - update statistics
	// - reset temporaries

	gd::GraphicsDevice* dev = Context::device();
	int renderedPrimitives	= dev->renderedPrimitives();
	int renderedTriangles	= dev->renderedTriangles();
	int materialChanges		= dev->materialChanges();

	// - DEBUG: warn if we have non-square pixels
	Matrix4x4 proj = projectionTransform();
	Vector4 cp( 1,1,10,1 );
	Vector4 pp = (proj * cp);
	pp *= 1.f / pp.w;
	pp.x = pp.x * (viewportWidth()*.5f);
	pp.y = pp.y * (viewportHeight()*.5f);
	if ( Math::abs(pp.x-pp.y) > 1.f )
		Debug::println( "Non-square pixels! (fov={0}, w={1}, h={2})", Math::toDegrees(horizontalFov()), viewportWidth(), viewportHeight() );

	prepareRender();

	// - render objects in n passes

	// pass 1<<0: solid objects which are affected by shadows
	// pass 1<<1: (unused)
	// pass 1<<2: shadow volumes
	// pass 1<<3: shadow filler polygon
	// pass 1<<4: solid objects which are not affected by shadows
	// pass 1<<5: transparent objects which are not affected by shadows
	
	// the first pass is front to back...
	//Debug::println( "{0}({1})", __FILE__, __LINE__ );
	{//dev::Profile pr( "Camera.render( pass 1 )" );
	int i;
	for ( i = 0 ; i < (int)s_objs.size() ; ++i )
	{
		Node* obj = s_objs[i];
		//Debug::println( "rendering {0}({1})", obj->name(), i );
		obj->render( this, 1 );
	}
	}

	// ...and the rest back to front
	//Debug::println( "{0}({1})", __FILE__, __LINE__ );
	{//dev::Profile pr( "Camera.render( other passes )" );
	for ( int pass = 2 ; pass <= LAST_RENDERING_PASS ; pass <<= 1 )
	{
		for ( int i = (int)s_objs.size() ; i-- > 0 ; )
		{
			Node* obj = s_objs[i];
			obj->render( this, pass );
		}
	}
	}

	// - update statistics
	m_renderedPrimitives	+= dev->renderedPrimitives() - renderedPrimitives;
	m_renderedTriangles		+= dev->renderedTriangles()	- renderedTriangles;
	m_materialChanges		+= dev->materialChanges()	- materialChanges;

	// - reset temporaries
	m_worldToCamera = Matrix4x4(0);
	dev->setViewport( 0, 0, dev->width(), dev->height() );
	//Debug::println( "{0}({1})", __FILE__, __LINE__ );
}
Esempio n. 9
0
void Camera::prepareRender()
{
	//Profile pr( "camera.prepareRender" );

	// - update transform hierarchy
	// - find out front and back plane distances
	// - collect visible objects and lights
	// - update node visibility
	// - sort visible objects by ascending distance
	// - set viewport, view- and projection transformation
	// - add affecting lights to rendering device
	// - set fog and ambient if any

	// - update transform hierarchy
	Node* root = this->root();
	Scene* scene = dynamic_cast<Scene*>( root );
	root->validateHierarchy();
	updateCachedTransforms();
	Vector3 camWorldPos = cachedWorldTransform().translation();
	Vector3 camWorldDir = cachedWorldTransform().rotation().getColumn(2);
	
	// - collect visible objects and lights
	s_objs.clear();
	s_lights.clear();

	for ( Node* obj = root ; obj ; )
	{
		//assert( obj->name().length() > 0 );
		obj->m_flags &= ~NODE_RENDEREDINLASTFRAME;

		if ( obj->enabled() )
		{
			if ( obj->renderable() )
			{
				Light* light = dynamic_cast<Light*>( obj );

				if ( light )
				{
					s_lights.add( light );
					++m_renderedLights;
				}
				else
				{
					obj->m_distanceToCamera = obj->boundSphere() + 
						(obj->m_worldTransform.translation() 
						- camWorldPos).dot( camWorldDir );

					if ( obj->updateVisibility(this) )
					{
						obj->m_flags |= NODE_RENDEREDINLASTFRAME;
						s_objs.add( obj );
						++m_renderedObjects;
					}
				}
			}
		}

		++m_processedObjects;
		obj = obj->nextInHierarchy( Node::NODE_ENABLED );
	}

	// - sort visible objects by ascending distance
	std::sort( s_objs.begin(), s_objs.end(), NodeDistanceToCameraLess() );

	// - set viewport, view- and projection transformation
	gd::GraphicsDevice* dev = Context::device();
	dev->setViewport( m_x, m_y, viewportWidth(), viewportHeight() );
	dev->setViewTransform( m_worldToCamera );
	dev->setProjectionTransform( projectionTransform() );

	// - add affecting lights to rendering device
	dev->removeLights();
	for ( int i = 0 ; i < (int)s_lights.size() ; ++i )
		s_lights[i]->apply();

	// - set fog and ambient if any
	if ( scene )
	{
		setFog( dev, scene );

		Colorf amb = Colorf( scene->ambientColor() );
		dev->setAmbient( Color(amb) );
	}
}
Esempio n. 10
0
void LayerRendererChromium::drawLayersInternal()
{
    if (viewportSize().isEmpty() || !rootLayer())
        return;

    TRACE_EVENT("LayerRendererChromium::drawLayers", this, 0);
    CCLayerImpl* rootDrawLayer = rootLayer();
    makeContextCurrent();

    if (!rootDrawLayer->renderSurface())
        rootDrawLayer->createRenderSurface();
    rootDrawLayer->renderSurface()->setContentRect(IntRect(IntPoint(), viewportSize()));

    rootDrawLayer->setScissorRect(IntRect(IntPoint(), viewportSize()));

    CCLayerList renderSurfaceLayerList;
    renderSurfaceLayerList.append(rootDrawLayer);

    m_defaultRenderSurface = rootDrawLayer->renderSurface();
    m_defaultRenderSurface->clearLayerList();

    {
        TRACE_EVENT("LayerRendererChromium::drawLayersInternal::calcDrawEtc", this, 0);
        CCLayerTreeHostCommon::calculateDrawTransformsAndVisibility(rootDrawLayer, rootDrawLayer, m_zoomAnimatorTransform, m_zoomAnimatorTransform, renderSurfaceLayerList, m_defaultRenderSurface->layerList(), &m_layerSorter, m_capabilities.maxTextureSize);
    }

    // The GL viewport covers the entire visible area, including the scrollbars.
    GLC(m_context.get(), m_context->viewport(0, 0, viewportWidth(), viewportHeight()));
    m_windowMatrix = screenMatrix(0, 0, viewportWidth(), viewportHeight());

    // Bind the common vertex attributes used for drawing all the layers.
    m_sharedGeometry->prepareForDraw();

    GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST));
    GLC(m_context.get(), m_context->disable(GraphicsContext3D::DEPTH_TEST));
    GLC(m_context.get(), m_context->disable(GraphicsContext3D::CULL_FACE));

    useRenderSurface(m_defaultRenderSurface);

    if (m_zoomAnimatorTransform.isIdentity())
        // Clear to blue to make it easier to spot unrendered regions.
        m_context->clearColor(0, 0, 1, 1);
    else
        // Clear to grey, as zoom animation may leave unrendered regions.
        // FIXME(wjmaclean): Render some interesting texture in unrendered regions.
        m_context->clearColor(0.25, 0.25, 0.25, 1);
    m_context->colorMask(true, true, true, true);
    m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT);

    GLC(m_context.get(), m_context->enable(GraphicsContext3D::BLEND));
    GLC(m_context.get(), m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA));
    GLC(m_context.get(), m_context->enable(GraphicsContext3D::SCISSOR_TEST));

    // Update the contents of the render surfaces. We traverse the array from
    // back to front to guarantee that nested render surfaces get rendered in the
    // correct order.
    for (int surfaceIndex = renderSurfaceLayerList.size() - 1; surfaceIndex >= 0 ; --surfaceIndex) {
        CCLayerImpl* renderSurfaceLayer = renderSurfaceLayerList[surfaceIndex].get();
        CCRenderSurface* renderSurface = renderSurfaceLayer->renderSurface();
        ASSERT(renderSurface);

        renderSurface->setSkipsDraw(true);

        // Render surfaces whose drawable area has zero width or height
        // will have no layers associated with them and should be skipped.
        if (!renderSurface->layerList().size())
            continue;

        // Skip completely transparent render surfaces.
        if (!renderSurface->drawOpacity())
            continue;

        if (useRenderSurface(renderSurface)) {
            renderSurface->setSkipsDraw(false);

            if (renderSurfaceLayer != rootDrawLayer) {
                GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST));
                GLC(m_context.get(), m_context->clearColor(0, 0, 0, 0));
                GLC(m_context.get(), m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT));
                GLC(m_context.get(), m_context->enable(GraphicsContext3D::SCISSOR_TEST));
            }

            const CCLayerList& layerList = renderSurface->layerList();
            for (unsigned layerIndex = 0; layerIndex < layerList.size(); ++layerIndex)
                drawLayer(layerList[layerIndex].get(), renderSurface);
        }
    }

    if (m_headsUpDisplay->enabled()) {
        GLC(m_context.get(), m_context->enable(GraphicsContext3D::BLEND));
        GLC(m_context.get(), m_context->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA));
        GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST));
        useRenderSurface(m_defaultRenderSurface);
        m_headsUpDisplay->draw();
    }

    GLC(m_context.get(), m_context->disable(GraphicsContext3D::SCISSOR_TEST));
    GLC(m_context.get(), m_context->disable(GraphicsContext3D::BLEND));
}