Пример #1
0
int tiledRenderer_Render( struct tiledRendererConfiguration * trConf)
{

  struct VirtualStream * scene = (struct VirtualStream *)  trConf->scenePTR;
  struct Model ** models = ( struct Model ** ) trConf->modelPTR;


  fprintf(stderr,"Photoshooting Object %u -> %s \n",trConf->objID,scene->object[trConf->objID].name);
  fprintf(stderr,"Rows/Cols %u/%u  Distance %0.2f , Angles %0.2f %0.2f %0.2f\n",trConf->rows,trConf->columns,trConf->distance,trConf->angleX,trConf->angleY,trConf->angleZ);
  fprintf(stderr,"Angle Variance %0.2f %0.2f %0.2f\n",trConf->angXVariance,trConf->angYVariance,trConf->angZVariance);


  if (scene!=0) { setupTiledRendererOGL((float)scene->backgroundR,(float)scene->backgroundG,(float)scene->backgroundB); } else
                { setupTiledRendererOGL(0.0,0.0,0.0); }


  if (scene!=0)
    {
       unsigned char noColor=0;
       float posStack[POS_COORD_LENGTH]={0};
       float R=1.0f , G=1.0f ,  B=0.0f , trans=0.0f;
       unsigned int i=trConf->objID;

       struct Model * mod = models[scene->object[i].type];
       float * pos = (float*) &posStack;
         //This is a stupid way of passing stuff to be drawn
         R=1.0f; G=1.0f;  B=1.0f; trans=0.0f; noColor=0;
         getObjectColorsTrans(scene,i,&R,&G,&B,&trans,&noColor);

         setModelColor(mod,&R,&G,&B,&trans,&noColor);
         mod->scale = scene->object[i].scale;

        int x,y,z;

        tiledRenderer_CalculateLoops(trConf);

       for (y=0; y<=trConf->op.snapsVertical; y++)
          {
            for (x=0; x<trConf->op.snapsHorizontal; x++)
               {
                   tiledRenderer_get3DCenterForTile( trConf , x , y ,
                                                     &pos[POS_X],&pos[POS_Y],&pos[POS_Z],
                                                     &pos[POS_ANGLEX],&pos[POS_ANGLEY],&pos[POS_ANGLEZ]);


                   drawModelAt(mod,pos[POS_X],pos[POS_Y],pos[POS_Z],pos[POS_ANGLEX],pos[POS_ANGLEY],pos[POS_ANGLEZ]);
                }
            }
          fprintf(stderr,"Drawing stopped  @ %0.2f %0.2f -> %0.2f %0.2f %0.2f \n",posStack[POS_X],posStack[POS_Y],pos[POS_ANGLEX],pos[POS_ANGLEY],pos[POS_ANGLEZ]);
        }

   glPopMatrix();
  return 1 ;
}
Пример #2
0
int drawAllSceneObjectsAtPositionsFromTrajectoryParser(struct VirtualStream * scene)
{
 if (scene==0) { return 0; }
 if (checkOpenGLError(__FILE__, __LINE__)) { fprintf(stderr,"OpenGL error before calling drawAllObjectsAtPositionsFromTrajectoryParser\n"); }



 //unsigned int timestampToUse = scene->ticks*((unsigned int) 100/scene->rate);
 unsigned int timestampToUse = scene->timestampToUse;


  unsigned int i;
  for (i=1; i<scene->numberOfObjects; i++)
    {
     if (scene->object[i].numberOfFrames<=1)
     {
       scene->object[i].lastFrame = 0;
     } else
     {
       scene->object[i].lastFrame = scene->ticks % scene->object[i].numberOfFrames;
     }
    }


  doAllEventTriggers(timestampToUse);





  //This is actually the only visible console output..
  if (scene->ticks%10==0)
  {
    fprintf(stderr,"\r%0.2f FPS - @ %0.2f sec ( %u ticks * %u microseconds [ rate %0.2f ] ) \r",
            scene->controls.lastFramerate,
            (float) timestampToUse/1000,
            scene->ticks,
            scene->controls.tickUSleepTime,
            scene->rate
            );
  }
  //---------------------------------------------------


/*
  int viewport[4];
  float modelview[16];
  float projection[16];
  glGetFloatv( GL_MODELVIEW_MATRIX, modelview );
  glGetFloatv( GL_PROJECTION_MATRIX, projection );
  glGetIntegerv( GL_VIEWPORT, viewport );
  print4x4FMatrix("Projection",projection);
  print4x4FMatrix("ModelView",modelview);*/

  int enableTransformedRendering=1;

  unsigned char noColor=0;
  float posStackA[7]={0};
  float posStackB[7]={0};
  float scaleX=1.0,scaleY=1.0,scaleZ=1.0;
  float R=1.0f , G=1.0f ,  B=0.0f , trans=0.0f;

  float * joints=0;



  //Object 0 is camera , so we draw object 1 To numberOfObjects-1
  for (i=1; i<scene->numberOfObjects; i++)
    {
       unsigned int objectType_WhichModelToDraw = scene->objectTypes[scene->object[i].type].modelListArrayNumber;
       unsigned int numberOfBones = scene->objectTypes[scene->object[i].type].numberOfBones;

       if (objectType_WhichModelToDraw<modelStorage->currentNumberOfModels)
       {
         struct Model * mod = &modelStorage->models[objectType_WhichModelToDraw];

         //fprintf(stderr,"Drawing model %u/%u ( %s ) \n",objectType_WhichModelToDraw ,modelStorage->currentNumberOfModels,mod->pathOfModel);
         float * pos = (float*) &posStackA;

         if (numberOfBones>0) {
                                //The 4x4 Matrix per joint
                                joints=(float *) malloc(sizeof(float) * numberOfBones * 16);


                                //memset(joints,0,sizeof(float) * numberOfBones * 16); //Clear it ..
                                //We initialize Identity Matrices everywhere..
                                unsigned int z;
                                for (z=0; z<(numberOfBones); z++)
                                 {
                                  float * mat = &joints[16*z];

                                  mat[0]=1.0;  mat[1]=0.0;  mat[2]=0.0;  mat[3]=0.0;
                                  mat[4]=0.0;  mat[5]=1.0;  mat[6]=0.0;  mat[7]=0.0;
                                  mat[8]=0.0;  mat[9]=0.0;  mat[10]=1.0; mat[11]=0.0;
                                  mat[12]=0.0; mat[13]=0.0; mat[14]=0.0; mat[15]=1.0;
                                 }
                              }

         if ( calculateVirtualStreamPos(scene,i,timestampToUse,pos,joints,&scaleX,&scaleY,&scaleZ) )
          {
           //This is a stupid way of passing stuff to be drawn
           R=1.0f; G=1.0f;  B=1.0f; trans=0.0f; noColor=0;
           getObjectColorsTrans(scene,i,&R,&G,&B,&trans,&noColor);
           //fprintf(stderr,"Object %s should be RGB(%0.2f,%0.2f,%0.2f) , Transparency %0.2f , ColorDisabled %u\n",scene->object[i].name,R,G,B,trans,noColor);
           setModelColor(mod,&R,&G,&B,&trans,&noColor);
           mod->scaleX = scaleX;//scene->object[i].scale;
           mod->scaleY = scaleY;//scene->object[i].scale;
           mod->scaleZ = scaleZ;//scene->object[i].scale;
           mod->wireframe = scene->renderWireframe;
           mod->showSkeleton = scene->showSkeleton;
           mod->highlight = ( scene->selectedObject == i );
           //fprintf(stderr,"Model %s is now RGB(%0.2f,%0.2f,%0.2f) , Transparency %0.2f , ColorDisabled %u\n",scene->object[i].name, mod->colorR, mod->colorG, mod->colorB, mod->transparency,mod->nocolor );



           //fprintf(stderr,"Draw OBJ%u(%f %f %f , %f %f %f %f , trans %f )\n",i,pos[0],pos[1],pos[2],pos[3],pos[4],pos[5],pos[6],trans);

           if (scene->debug)
                { print3DPoint2DWindowPosition(i , pos[0],pos[1],pos[2] ); }


           if ( (modelHasASkinTransformation(mod,joints)) && (enableTransformedRendering) )
           {
            //We need to do joint transforms before draw
            //fprintf(stderr,"Doing joint transforms..!\n");
            struct TRI_Model triModelOut={0};
            struct TRI_Model *triModelIn=(struct TRI_Model*) mod->modelInternalData;


            doModelTransform(
                              &triModelOut ,
                              triModelIn ,
                              joints ,
                              numberOfBones ,
                              1/*Autodetect default matrices for speedup*/ ,
                              1/*Direct setting of matrices*/,
                              1/*Do Transforms, don't just calculate the matrices*/ ,
                              0 /*Default joint convention*/
                            );
            //fprintf(stderr,"TriOUT Indices %u , TriIN Indices %u \n",triModelOut.header.numberOfIndices,triModelIn->header.numberOfIndices);

            mod->modelInternalData = (void*) &triModelOut;
            // - - - -
            //                       pX     pY     pZ      rX     rY    rZ
            if (! drawModelAt(mod,pos[0],pos[1],pos[2],pos[3],pos[4],pos[5],mod->rotationOrder) )
              { fprintf(stderr,RED "Could not draw object %u , type %u \n" NORMAL ,i , objectType_WhichModelToDraw  ); }
            // - - - -

            mod->modelInternalData = (void*) triModelIn;
            deallocInternalsOfModelTri(&triModelOut);

           } else
           {
            //Regular <fast> drawing of model
            //                       pX     pY     pZ      rX     rY    rZ
            if (! drawModelAt(mod,pos[0],pos[1],pos[2],pos[3],pos[4],pos[5],mod->rotationOrder) )
               { fprintf(stderr,RED "Could not draw object %u , type %u \n" NORMAL ,i , objectType_WhichModelToDraw  ); }
           }




          scene->object[i].bbox2D[0] = mod->bbox2D[0];         scene->object[i].bbox2D[1] = mod->bbox2D[1];
          scene->object[i].bbox2D[2] = mod->bbox2D[2];         scene->object[i].bbox2D[3] = mod->bbox2D[3];
       } else
       { fprintf(stderr,YELLOW "Could not determine position of object %s (%u) , so not drawing it\n" NORMAL,scene->object[i].name,i); }


       if (joints!=0) { free(joints); joints=0; }

       if (checkOpenGLError(__FILE__, __LINE__)) { fprintf(stderr,"OpenGL error after drawing object %u \n",i); }
      } else
      {
       fprintf(stderr,YELLOW "Scene object %u/%u ( %s ) points to unallocated model %u/%u  , cannot draw it\n" NORMAL,i,scene->numberOfObjects,scene->object[i].name , objectType_WhichModelToDraw , modelStorage->currentNumberOfModels  );
      }
    }



    drawAllConnectors(scene , timestampToUse , scaleX, scaleY, scaleZ);


  return 1;
}
Пример #3
0
void drawModel(struct Model * mod)
{
    if (mod == 0) { fprintf(stderr,"Cannot draw model , it doesnt exist \n"); return ; } //If mod = 0 accesing the fields below will lead in crashing..
    drawModelAt(mod,mod->x,mod->y,mod->z,mod->heading,mod->pitch,mod->roll);
}