Пример #1
0
void compositor_svg_apply_local_transformation(GF_TraverseState *tr_state, SVGAllAttributes *atts, GF_Matrix2D *backup_matrix_2d, GF_Matrix *backup_matrix)
{
#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d && backup_matrix) {
		GF_Matrix tmp;
		Bool is_draw = (tr_state->traversing_mode==TRAVERSE_SORT) ? 1 : 0;
		gf_mx_copy(*backup_matrix, tr_state->model_matrix);

		if (is_draw) visual_3d_matrix_push(tr_state->visual);

		if (atts->transform && atts->transform->is_ref) {
			gf_mx_from_mx2d(&tr_state->model_matrix, &tr_state->vb_transform);
			if (is_draw) {
				GF_Matrix tmp;
				gf_mx_init(tmp);
				gf_mx_add_translation(&tmp, -tr_state->camera->width/2, tr_state->camera->height/2, 0);
				gf_mx_add_scale(&tmp, FIX_ONE, -FIX_ONE, FIX_ONE);
				gf_mx_add_matrix(&tmp, &tr_state->model_matrix);
				visual_3d_matrix_load(tr_state->visual, tmp.m);
			}
		}

		if (atts->motionTransform) {
			if (is_draw) {
				gf_mx_from_mx2d(&tmp, atts->motionTransform);
				visual_3d_matrix_add(tr_state->visual, tmp.m);
			} else {
				gf_mx_add_matrix_2d(&tr_state->model_matrix, atts->motionTransform);
			}
		}

		if (atts->transform) {
			if (is_draw) {
				gf_mx_from_mx2d(&tmp, &atts->transform->mat);
				visual_3d_matrix_add(tr_state->visual, tmp.m);
			} else {
				gf_mx_add_matrix_2d(&tr_state->model_matrix, &atts->transform->mat);
			}
		}
		return;
	} 
#endif
	gf_mx2d_copy(*backup_matrix_2d, tr_state->transform);

	if (atts->transform && atts->transform->is_ref) 
		gf_mx2d_copy(tr_state->transform, tr_state->vb_transform);

	if (atts->motionTransform) 
		gf_mx2d_pre_multiply(&tr_state->transform, atts->motionTransform);

	if (atts->transform) 
		gf_mx2d_pre_multiply(&tr_state->transform, &atts->transform->mat);

}
Пример #2
0
static void TraverseUntransform(GF_Node *node, void *rs, Bool is_destroy)
{
    UntransformStack *stack = (UntransformStack *)gf_node_get_private(node);
    GF_TraverseState *tr_state = (GF_TraverseState *) rs;

    if (is_destroy) {
        gf_free(stack);
        return;
    }

    if (tr_state->traversing_mode==TRAVERSE_SORT) {
        if (gf_node_dirty_get(node)) {
            Untransform_GetNode(node, &stack->untr); /*lets place it below*/
            gf_node_dirty_clear(node, GF_SG_NODE_DIRTY);
        }
    }

#ifndef GPAC_DISABLE_3D
    if (tr_state->visual->type_3d) {
        GF_Matrix mx_model;
        GF_Camera backup_cam;

        if (!tr_state->camera) return;

        gf_mx_copy(mx_model, tr_state->model_matrix);
        gf_mx_init(tr_state->model_matrix);

        memcpy(&backup_cam, tr_state->camera, sizeof(GF_Camera));


        camera_invalidate(tr_state->camera);
        tr_state->camera->is_3D=0;
        tr_state->camera->flags |= CAM_NO_LOOKAT;
        tr_state->camera->end_zoom = FIX_ONE;
        camera_update(tr_state->camera, NULL, 1);


        if (tr_state->traversing_mode == TRAVERSE_SORT) {
            visual_3d_set_matrix_mode(tr_state->visual, V3D_MATRIX_PROJECTION);
            visual_3d_matrix_load(tr_state->visual, tr_state->camera->projection.m);
            visual_3d_set_matrix_mode(tr_state->visual, V3D_MATRIX_MODELVIEW);
            visual_3d_matrix_load(tr_state->visual, tr_state->camera->modelview.m);

            visual_3d_set_viewport(tr_state->visual, tr_state->camera->vp);

            gf_node_traverse_children((GF_Node *)&stack->untr, tr_state);

            gf_mx_copy(tr_state->model_matrix, mx_model);
            memcpy(tr_state->camera, &backup_cam, sizeof(GF_Camera));

            visual_3d_set_matrix_mode(tr_state->visual, V3D_MATRIX_PROJECTION);
            visual_3d_matrix_load(tr_state->visual, tr_state->camera->projection.m);
            visual_3d_set_matrix_mode(tr_state->visual, V3D_MATRIX_MODELVIEW);
            visual_3d_matrix_load(tr_state->visual, tr_state->camera->modelview.m);

            visual_3d_set_viewport(tr_state->visual, tr_state->camera->vp);
        } else if (tr_state->traversing_mode == TRAVERSE_PICK) {
            Fixed prev_dist = tr_state->visual->compositor->hit_square_dist;
            GF_Ray r = tr_state->ray;
            tr_state->ray.orig.x = INT2FIX(tr_state->pick_x);
            tr_state->ray.orig.y = INT2FIX(tr_state->pick_y);
            tr_state->ray.orig.z = 0;
            tr_state->ray.dir.x = 0;
            tr_state->ray.dir.y = 0;
            tr_state->ray.dir.z = -FIX_ONE;
            tr_state->visual->compositor->hit_square_dist=0;

            gf_node_traverse_children((GF_Node *)&stack->untr, tr_state);

            gf_mx_copy(tr_state->model_matrix, mx_model);
            memcpy(tr_state->camera, &backup_cam, sizeof(GF_Camera));
            tr_state->ray = r;

            /*nothing picked, restore previous pick*/
            if (!tr_state->visual->compositor->hit_square_dist)
                tr_state->visual->compositor->hit_square_dist = prev_dist;

        } else {
            gf_node_traverse_children((GF_Node *)&stack->untr, tr_state);

            gf_mx_copy(tr_state->model_matrix, mx_model);
            memcpy(tr_state->camera, &backup_cam, sizeof(GF_Camera));
        }

    } else
#endif
    {
        GF_Matrix2D mx2d_backup;
        gf_mx2d_copy(mx2d_backup, tr_state->transform);
        gf_mx2d_init(tr_state->transform);

        group_2d_traverse((GF_Node *)&stack->untr, (GroupingNode2D *)stack, tr_state);

        gf_mx2d_copy(tr_state->transform, mx2d_backup);


    }
}
Пример #3
0
GF_Err compositor_2d_get_video_access(GF_VisualManager *visual)
{
	GF_Err e;
	GF_Compositor *compositor = visual->compositor;


	if (!visual->raster_surface) return GF_BAD_PARAM;

#ifdef OPENGL_RASTER
	if (compositor->opengl_raster && compositor->rasterizer->surface_attach_to_callbacks) {
		GF_RasterCallback callbacks;
		callbacks.cbk = visual;
		callbacks.fill_run_alpha = c2d_gl_fill_alpha;
		callbacks.fill_run_no_alpha = c2d_gl_fill_no_alpha;
		callbacks.fill_rect = c2d_gl_fill_rect;

		visual->DrawBitmap = c2d_gl_draw_bitmap;

		e = compositor->rasterizer->surface_attach_to_callbacks(visual->raster_surface, &callbacks, compositor->vp_width, compositor->vp_height);
		if (e==GF_OK) {
			GF_Matrix mx;
			Fixed hh, hw;
			visual->is_attached = 2;

			visual_3d_setup(visual);
			glClear(GL_DEPTH_BUFFER_BIT);
			glViewport(0, 0, compositor->vp_width, compositor->vp_height);

			glClear(GL_COLOR_BUFFER_BIT);

			glLineWidth(1.0f);

#ifndef GPAC_USE_OGL_ES
			glDisable(GL_POLYGON_SMOOTH);
#endif
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);

			glDisable(GL_NORMALIZE);
			glDisable(GL_LINE_SMOOTH);
			glDisable(GL_DEPTH_TEST);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glDepthFunc(GL_LEQUAL);

			hw = INT2FIX(compositor->vp_width)/2;
			hh = INT2FIX(compositor->vp_height)/2;
			gf_mx_ortho(&mx, -hw, hw, -hh, hh, 50, -50);

			visual_3d_set_matrix_mode(visual, V3D_MATRIX_PROJECTION);
			visual_3d_matrix_load(visual, mx.m);

			visual_3d_set_matrix_mode(visual, V3D_MATRIX_MODELVIEW);
			gf_mx_init(mx);
			gf_mx_add_scale(&mx, 1, -1, 1);
			gf_mx_add_translation(&mx, -hw, -hh, 0);
			visual_3d_matrix_load(visual, mx.m);

			return GF_OK;
		}
	}
#endif


	compositor->hw_locked = 0;
	e = GF_IO_ERR;

	/*try from video memory handle (WIN32) if supported*/
	if ((compositor->video_out->hw_caps & GF_VIDEO_HW_HAS_HWND_HDC)
		&& compositor->rasterizer->surface_attach_to_device
		&& compositor->video_out->LockOSContext
		) {
		compositor->hw_context = compositor->video_out->LockOSContext(compositor->video_out, 1);
		if (compositor->hw_context) {
			e = compositor->rasterizer->surface_attach_to_device(visual->raster_surface, compositor->hw_context, compositor->vp_width, compositor->vp_height);
			if (!e) {
				visual->is_attached = 1;
				GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Compositor2D] Video surface handle attached to raster\n"));
				return GF_OK;
			}
			compositor->video_out->LockOSContext(compositor->video_out, 0);
			GF_LOG(GF_LOG_ERROR, GF_LOG_COMPOSE, ("[Compositor2D] Cannot attach video surface handle to raster: %s\n", gf_error_to_string(e) ));
		}
	}

	if (compositor->video_out->hw_caps & GF_VIDEO_HW_HAS_LINE_BLIT) {
		e = compositor->rasterizer->surface_attach_to_callbacks(visual->raster_surface, &compositor->raster_callbacks, compositor->vp_width, compositor->vp_height);
		if (!e) {
			visual->is_attached = 1;
			GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Compositor2D] Video surface callbacks attached to raster\n"));
			return GF_OK;
		}
		GF_LOG(GF_LOG_ERROR, GF_LOG_COMPOSE, ("[Compositor2D] Failed to attach video surface callbacks to raster\n"));
	}

	e = GF_NOT_SUPPORTED;

	if (compositor->video_out->LockBackBuffer(compositor->video_out, &compositor->hw_surface, 1)==GF_OK) {
		compositor->hw_locked = 1;

		e = compositor->rasterizer->surface_attach_to_buffer(visual->raster_surface, compositor->hw_surface.video_buffer,
							compositor->hw_surface.width,
							compositor->hw_surface.height,
							compositor->hw_surface.pitch_x,
							compositor->hw_surface.pitch_y,
							(GF_PixelFormat) compositor->hw_surface.pixel_format);
		if (!e) {
			visual->is_attached = 1;
			GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Compositor2D] Video surface memory attached to raster - w=%d h=%d pitch_x=%d pitch_y=%d\n", compositor->hw_surface.width, compositor->hw_surface.height, compositor->hw_surface.pitch_x, compositor->hw_surface.pitch_y));
			return GF_OK;
		}
		GF_LOG(GF_LOG_ERROR, GF_LOG_COMPOSE, ("[Compositor2D] Cannot attach video surface memory to raster: %s\n", gf_error_to_string(e) ));
		compositor->video_out->LockBackBuffer(compositor->video_out, &compositor->hw_surface, 0);
	}
	compositor->hw_locked = 0;
	visual->is_attached = 0;
	/*if using BlitTexture, return OK to still be able to blit images*/
	if (compositor->video_out->BlitTexture) e = GF_OK;
	return e;
}