Пример #1
0
NavigationPtr ViewWrapper3D::getNavigation()
{
	CameraControlPtr camera3D(new CameraControl());
	camera3D->setView(mView);

	return NavigationPtr(new Navigation(mServices, camera3D));
}
Пример #2
0
void View::drawSkeleton(bool drawTransparent) const
{
    if (doc->mesh.balls.isEmpty()) return;

    // draw model
    if (drawTransparent)
    {
        // set depth buffer before so we never blend the same pixel twice
        glClear(GL_DEPTH_BUFFER_BIT);
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
        doc->mesh.drawKeyBalls();
        if (drawInterpolated) doc->mesh.drawInBetweenBalls();
        else doc->mesh.drawBones();
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

        // draw blended key balls and bones
        glDepthFunc(GL_EQUAL);
        glEnable(GL_BLEND);
        glEnable(GL_LIGHTING);
        doc->mesh.drawKeyBalls(0.25);
        glColor4f(0.75, 0.75, 0.75, 0.25);
        if (drawInterpolated) doc->mesh.drawInBetweenBalls();
        else doc->mesh.drawBones();
        glDisable(GL_LIGHTING);
        glDisable(GL_BLEND);
        glDepthFunc(GL_LESS);
    }
    else
    {
        // draw key balls and in-between balls
        glEnable(GL_LIGHTING);
        doc->mesh.drawKeyBalls();
        glColor3f(0.75, 0.75, 0.75);
        if (drawInterpolated) doc->mesh.drawInBetweenBalls();
        else doc->mesh.drawBones();
        glDisable(GL_LIGHTING);
    }

    // draw box around selected ball
    if (selectedBall != -1)
    {
        const Ball &selection = doc->mesh.balls[selectedBall];
        float radius = selection.maxRadius();

        // enable line drawing
        glDepthMask(GL_FALSE);
        glEnable(GL_BLEND);

        if (mode == MODE_ADD_JOINTS || mode == MODE_ANIMATE_MESH)
        {
            glDisable(GL_DEPTH_TEST);
            glColor4f(0, 0, 0, 0.25);
            drawWireCube(selection.center - radius, selection.center + radius);
            glEnable(GL_DEPTH_TEST);
            glColor3f(0, 0, 0);
            drawWireCube(selection.center - radius, selection.center + radius);

            // find the currently selected cube face and display the cursor
            Raytracer tracer;
            Vector3 ray = tracer.getRayForPixel(mouseX, mouseY);
            HitTest result;
            if (Raytracer::hitTestCube(selection.center - radius, selection.center + radius, currentCamera->eye, ray, result))
            {
                float size = (result.hit - currentCamera->eye).length() * CURSOR_SIZE / height();
                Vector2 angles = result.normal.toAngles();
                glColor3f(0, 0, 0);
                glDisable(GL_DEPTH_TEST);
                glPushMatrix();
                glTranslatef(result.hit.x, result.hit.y, result.hit.z);
                glRotatef(90 - angles.x * 180 / M_PI, 0, 1, 0);
                glRotatef(-angles.y * 180 / M_PI, 1, 0, 0);
                glScalef(size, size, size);
                drawMoveCursor();
                glPopMatrix();
                glEnable(GL_DEPTH_TEST);
            }
        }
        else if (mode == MODE_SCALE_JOINTS)
        {
            // display the cursor
            Raytracer tracer;
            Vector3 ray = tracer.getRayForPixel(mouseX, mouseY);
            HitTest result;
            if (Raytracer::hitTestSphere(selection.center, radius, currentCamera->eye, ray, result))
            {
                camera2D();
                glColor3f(0, 0, 0);
                glDisable(GL_DEPTH_TEST);
                glTranslatef(mouseX, mouseY, 0);
                glScalef(CURSOR_SIZE, CURSOR_SIZE, 0);
                drawScaleCursor();
                glEnable(GL_DEPTH_TEST);
                camera3D();
            }

            Vector3 delta = currentCamera->eye - selection.center;
            Vector2 angles = delta.toAngles();

            // adjust the radius to the profile of the ball as seen from the camera
            radius = radius / sinf(acosf(radius / delta.length()));

            // draw a circle around the selected ball
            radius *= 1.1;
            glPushMatrix();
            glTranslatef(selection.center.x, selection.center.y, selection.center.z);
            glRotatef(90 - angles.x * 180 / M_PI, 0, 1, 0);
            glRotatef(-angles.y * 180 / M_PI, 1, 0, 0);
            glScalef(radius, radius, radius);
            glDisable(GL_DEPTH_TEST);
            glColor4f(0, 0, 0, 0.25);
            drawWireDisk();
            glEnable(GL_DEPTH_TEST);
            glColor3f(0, 0, 0);
            drawWireDisk();
            glPopMatrix();
        }

        // disable line drawing
        glDisable(GL_BLEND);
        glDepthMask(GL_TRUE);
    }
}
Пример #3
0
void View::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    camera3D();

    // Don't paint if we haven't gotten a resize yet
#ifdef USE_SHADER_MATERIALS
    if (normalDepthTexture.getWidth() * normalDepthTexture.getHeight() == 0)
        return;
#endif

    // position lights
    float position0[4] = { 0, 1, 0, 0 };
    float position1[4] = { 0, -1, 0, 0 };
    glLightfv(GL_LIGHT0, GL_POSITION, position0);
    glLightfv(GL_LIGHT1, GL_POSITION, position1);

    if (mode == MODE_SCULPT_MESH)
    {
#ifdef USE_SHADER_MATERIALS
        normalDepthTexture.startDrawingTo(depthTexture);
        normalDepthShader.use();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        drawMesh(true);
        normalDepthShader.unuse();
        normalDepthTexture.stopDrawingTo();

        camera2D();
        glDepthFunc(GL_ALWAYS);
        normalDepthTexture.bind(0);
        depthTexture.bind(1);
        finalCompositeShaders[currentMaterial].use();
        finalCompositeShaders[currentMaterial].uniform("windowSize", width(), height());
        finalCompositeShaders[currentMaterial].texture("depthTexture", 1);
        drawFullscreenQuad();
        finalCompositeShaders[currentMaterial].unuse();
        depthTexture.unbind(1);
        normalDepthTexture.unbind(0);
        glDepthFunc(GL_LESS);
        camera3D();
#else
        drawMesh(true);
#endif
        drawGroundPlane();
    }
    else if (mode == MODE_VIEW_MESH || mode == MODE_ANIMATE_MESH)
    {
        drawMesh(false);
        drawGroundPlane();
        drawSkeleton(true);
    }
    else
    {
        drawSkeleton(false);
        drawGroundPlane();
    }

    if (drawToolDebug)
        foreach (Tool *tool, tools)
            tool->drawDebug(mouseX, mouseY);
}