示例#1
0
文件: navigate.c 项目: Brilon314/gpac
/*shortcut*/
static void gf_mx_rotation_matrix(GF_Matrix *mx, SFVec3f axis_pt, SFVec3f axis, Fixed angle)
{
	gf_mx_init(*mx);
	gf_mx_add_translation(mx, axis_pt.x, axis_pt.y, axis_pt.z);
	gf_mx_add_rotation(mx, angle, axis.x, axis.y, axis.z);
	gf_mx_add_translation(mx, -axis_pt.x, -axis_pt.y, -axis_pt.z);
}
示例#2
0
static void TraverseTransform(GF_Node *n, void *rs, Bool is_destroy)
{
	GF_Matrix gf_mx_bckup;
	TransformStack *st = (TransformStack *)gf_node_get_private(n);
	M_Transform *tr = (M_Transform *)n;
	GF_TraverseState *tr_state = (GF_TraverseState *)rs;

	if (is_destroy) {
		DestroyTransform(n);
		return;
	}

	/*note we don't clear dirty flag, this is done in traversing*/
	if (gf_node_dirty_get(n) & GF_SG_NODE_DIRTY) {
		Bool scale_rot, recenter;
		gf_mx_init(st->mx);
		if (tr->translation.x || tr->translation.y || tr->translation.z)
			gf_mx_add_translation(&st->mx, tr->translation.x, tr->translation.y, tr->translation.z);
		recenter = (tr->center.x || tr->center.y || tr->center.z) ? 1 : 0;
		if (recenter)
			gf_mx_add_translation(&st->mx, tr->center.x, tr->center.y, tr->center.z);

		if (tr->rotation.q) gf_mx_add_rotation(&st->mx, tr->rotation.q, tr->rotation.x, tr->rotation.y, tr->rotation.z);
		scale_rot = (tr->scaleOrientation.q) ? 1 : 0;
		if (scale_rot)
			gf_mx_add_rotation(&st->mx, tr->scaleOrientation.q, tr->scaleOrientation.x, tr->scaleOrientation.y, tr->scaleOrientation.z);
		if ((tr->scale.x != FIX_ONE) || (tr->scale.y != FIX_ONE) || (tr->scale.z != FIX_ONE))
			gf_mx_add_scale(&st->mx, tr->scale.x, tr->scale.y, tr->scale.z);
		if (scale_rot)
			gf_mx_add_rotation(&st->mx, -tr->scaleOrientation.q, tr->scaleOrientation.x, tr->scaleOrientation.y, tr->scaleOrientation.z);
		if (recenter)
			gf_mx_add_translation(&st->mx, -tr->center.x, -tr->center.y, -tr->center.z);

		st->has_scale = ((tr->scale.x != FIX_ONE) || (tr->scale.y != FIX_ONE) || (tr->scale.z != FIX_ONE)) ? 1 : 0;
	}

	gf_mx_copy(gf_mx_bckup, tr_state->model_matrix);
	gf_mx_add_matrix(&tr_state->model_matrix, &st->mx);

	/*note we don't clear dirty flag, this is done in traversing*/
	group_3d_traverse(n, (GroupingNode *) st, tr_state);

	gf_mx_copy(tr_state->model_matrix, gf_mx_bckup);
	if (tr_state->traversing_mode==TRAVERSE_GET_BOUNDS)
		gf_mx_apply_bbox(&st->mx, &tr_state->bbox);
}
示例#3
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);

}
示例#4
0
static void TraverseViewpoint(GF_Node *node, void *rs, Bool is_destroy)
{
	SFVec3f pos, v1, v2;
	SFRotation ori;
	GF_Matrix mx;
	GF_TraverseState *tr_state = (GF_TraverseState *)rs;
	M_Viewpoint *vp = (M_Viewpoint*) node;
	ViewStack *st = (ViewStack *) gf_node_get_private(node);

	if (is_destroy) {
		DestroyViewStack(node);
		return;
	}
	/*may happen in get_bounds*/
	if (!tr_state->viewpoints) return;
//	if (!tr_state->camera->is_3D) return;

	/*first traverse, bound if needed*/
	if (gf_list_find(tr_state->viewpoints, node) < 0) {
		gf_list_add(tr_state->viewpoints, node);
		assert(gf_list_find(st->reg_stacks, tr_state->viewpoints)==-1);
		gf_list_add(st->reg_stacks, tr_state->viewpoints);

		if (gf_list_get(tr_state->viewpoints, 0) == vp) {
			if (!vp->isBound) Bindable_SetIsBound(node, 1);
		} else {
			if (gf_inline_is_default_viewpoint(node)) Bindable_SetSetBind(node, 1);
		}
		VPCHANGED(tr_state->visual->compositor);
		/*in any case don't draw the first time (since the viewport could have been declared last)*/
		if (tr_state->layer3d) gf_node_dirty_set(tr_state->layer3d, GF_SG_VRML_BINDABLE_DIRTY, 0);
		gf_sc_invalidate(tr_state->visual->compositor, NULL);
	}
	/*not evaluating vp, return*/
	if (tr_state->traversing_mode != TRAVERSE_BINDABLE) {
		/*store model matrix if changed - NOTE: we always have a 1-frame delay between VP used and real world...
		we could remove this by pre-traversing the scene before applying vp, but that would mean 2 scene
		traversals*/
		if ((tr_state->traversing_mode==TRAVERSE_SORT) || (tr_state->traversing_mode==TRAVERSE_GET_BOUNDS) ) {
			if (!gf_mx_equal(&st->world_view_mx, &tr_state->model_matrix)) {
				gf_mx_copy(st->world_view_mx, tr_state->model_matrix);
				gf_node_dirty_set(node, 0, 0);
			}
		}
		return;
	}

	/*not bound or in 2D visual*/
	if (!vp->isBound || !tr_state->navigations) return;

	if (!gf_node_dirty_get(node)) return;
	gf_node_dirty_clear(node, 0);

	/*move to local system*/
	gf_mx_copy(mx, st->world_view_mx);
	gf_mx_add_translation(&mx, vp->position.x, vp->position.y, vp->position.z);
	gf_mx_add_rotation(&mx, vp->orientation.q, vp->orientation.x, vp->orientation.y, vp->orientation.z);
	gf_mx_decompose(&mx, &pos, &v1, &ori, &v2);
	/*get center*/
	v1.x = v1.y = v1.z = 0;
#ifndef GPAC_DISABLE_X3D
	/*X3D specifies examine center*/
	if (gf_node_get_tag(node)==TAG_X3D_Viewpoint) v1 = ((X_Viewpoint *)node)->centerOfRotation;
#endif
	gf_mx_apply_vec(&st->world_view_mx, &v1);
	/*set frustrum param - animate only if not bound last frame and jump false*/
	visual_3d_viewpoint_change(tr_state, node, (!st->prev_was_bound && !vp->jump) ? 1 : 0, vp->fieldOfView, pos, ori, v1);
	st->prev_was_bound = 1;
}
示例#5
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);
}
示例#6
0
void compositor_3d_draw_bitmap(Drawable *stack, DrawAspect2D *asp, GF_TraverseState *tr_state, Fixed width, Fixed height, Fixed bmp_scale_x, Fixed bmp_scale_y)
{
	u8 alpha;
	GF_TextureHandler *txh;
	GF_Compositor *compositor = tr_state->visual->compositor;

	if (!asp->fill_texture)
		return;
	txh = asp->fill_texture;
	if (!txh || !txh->tx_io || !txh->width || !txh->height)
		return;

	if (((txh->pixelformat==GF_PIXEL_RGBD) || (txh->pixelformat==GF_PIXEL_YUVD))) {
		if (compositor->depth_gl_type) {
			if (txh->data && gf_sc_texture_convert(txh) )
				visual_3d_point_sprite(tr_state->visual, stack, txh, tr_state);
			return;
		}
	}

	alpha = GF_COL_A(asp->fill_color);
	/*THIS IS A HACK, will not work when setting filled=0, transparency and XLineProps*/
	if (!alpha) alpha = GF_COL_A(asp->line_color);

	visual_3d_set_state(tr_state->visual, V3D_STATE_LIGHT, GF_FALSE);
	visual_3d_enable_antialias(tr_state->visual, GF_FALSE);
	if (alpha && (alpha != 0xFF)) {
		visual_3d_set_material_2d_argb(tr_state->visual, GF_COL_ARGB(alpha, 0xFF, 0xFF, 0xFF));
		gf_sc_texture_set_blend_mode(txh, TX_MODULATE);
	} else if (gf_sc_texture_is_transparent(txh)) {
		gf_sc_texture_set_blend_mode(txh, TX_REPLACE);
	} else {
		visual_3d_set_state(tr_state->visual, V3D_STATE_BLEND, GF_FALSE);
	}
	/*ignore texture transform for bitmap*/
	tr_state->mesh_num_textures = gf_sc_texture_enable(txh, NULL);
	if (tr_state->mesh_num_textures) {
		/*we must check the w & h passed are correct because of bitmap node initialization*/
		if (width && height) {
			if (!stack->mesh) {
				SFVec2f size;
				size.x = width;
				size.y = height;

				stack->mesh = new_mesh();
				mesh_new_rectangle(stack->mesh, size, NULL, GF_FALSE);
			}
		}
		if (stack->mesh) {
#ifdef GF_SR_USE_DEPTH
			if (tr_state->depth_offset) {
				GF_Matrix mx;
				Fixed offset;
				Fixed disp_depth = (compositor->display_depth<0) ? INT2FIX(tr_state->visual->height) : INT2FIX(compositor->display_depth);
				if (disp_depth) {
					GF_Matrix bck_mx;
					if (!tr_state->pixel_metrics) disp_depth = gf_divfix(disp_depth, tr_state->min_hsize);
					gf_mx_init(mx);
					/*add recalibration by the scene*/
					offset = tr_state->depth_offset;
					if (tr_state->visual->depth_vp_range) {
						offset = gf_divfix(offset, tr_state->visual->depth_vp_range/2);
					}
					gf_mx_add_translation(&mx, 0, 0, gf_mulfix(offset, disp_depth/2) );

					gf_mx_copy(bck_mx, tr_state->model_matrix);
					gf_mx_add_matrix(&tr_state->model_matrix, &mx);
					visual_3d_mesh_paint(tr_state, stack->mesh);
					gf_mx_copy(tr_state->model_matrix, bck_mx);
				} else {
					visual_3d_mesh_paint(tr_state, stack->mesh);
				}
			} else
#endif
				visual_3d_mesh_paint(tr_state, stack->mesh);
		}
		gf_sc_texture_disable(txh);
		tr_state->mesh_num_textures = 0;
	}
}
示例#7
0
文件: camera.c 项目: Brilon314/gpac
void camera_update_stereo(GF_Camera *cam, GF_Matrix2D *user_transform, Bool center_coords, Fixed horizontal_shift, Fixed nominal_view_distance, Fixed view_distance_offset, u32 camera_layout)
{
	Fixed vlen, h, w, ar;
	SFVec3f corner, center;
	GF_Matrix post_model_view;

	if (! (cam->flags & CAM_IS_DIRTY)) return;

	ar = gf_divfix(cam->width, cam->height);
	gf_mx_init(post_model_view);

	if (cam->is_3D) {
		/*setup perspective*/
		if (camera_layout==GF_3D_CAMERA_OFFAXIS) {
			Fixed left, right, top, bottom, shift, wd2, ndfl, viewing_distance;
			SFVec3f eye, pos, tar, disp;

			viewing_distance = nominal_view_distance;

			wd2 = gf_mulfix(cam->z_near, gf_tan(cam->fieldOfView/2));
			ndfl = gf_divfix(cam->z_near, viewing_distance);
			/*compute h displacement*/
			shift = gf_mulfix(horizontal_shift, ndfl);

			top = wd2;
			bottom = -top;
			left = -gf_mulfix(ar, wd2) - shift;
			right = gf_mulfix(ar, wd2) - shift;

			gf_mx_init(cam->projection);
			cam->projection.m[0] = gf_divfix(2*cam->z_near, (right-left));
			cam->projection.m[5] = gf_divfix(2*cam->z_near, (top-bottom));
			cam->projection.m[8] = gf_divfix(right+left, right-left);
			cam->projection.m[9] = gf_divfix(top+bottom, top-bottom);
			cam->projection.m[10] = gf_divfix(cam->z_far+cam->z_near, cam->z_near-cam->z_far);
			cam->projection.m[11] = -FIX_ONE;
			cam->projection.m[14] = 2*gf_muldiv(cam->z_near, cam->z_far, cam->z_near-cam->z_far);
			cam->projection.m[15] = 0;

			gf_vec_diff(eye, cam->target, cam->position);
			gf_vec_norm(&eye);
			disp = gf_vec_cross(eye, cam->up);
			gf_vec_norm(&disp);

			gf_vec_diff(center, cam->world_bbox.center, cam->position);
			vlen = gf_vec_len(center);
			shift = gf_mulfix(horizontal_shift, gf_divfix(vlen, viewing_distance));

			pos = gf_vec_scale(disp, shift);
			gf_vec_add(pos, pos, cam->position);
			gf_vec_add(tar, pos, eye);

			/*setup modelview*/
			gf_mx_lookat(&cam->modelview, pos, tar, cam->up);
		} else {
			gf_mx_perspective(&cam->projection, cam->fieldOfView, ar, cam->z_near, cam->z_far);

			/*setup modelview*/
			gf_mx_lookat(&cam->modelview, cam->position, cam->target, cam->up);
		}

		if (!center_coords) {
			gf_mx_add_scale(&post_model_view, FIX_ONE, -FIX_ONE, FIX_ONE);
			gf_mx_add_translation(&post_model_view, -cam->width / 2, -cam->height / 2, 0);
		}

		/*compute center and radius - CHECK ME!*/
		vlen = cam->z_far - cam->z_near;
		h = gf_mulfix(vlen , gf_tan(cam->fieldOfView / 2));
		w = gf_mulfix(h, ar);
		center.x = 0;
		center.y = 0;
		center.z = cam->z_near + vlen / 2;
		corner.x = w;
		corner.y = h;
		corner.z = vlen;
		gf_vec_diff(corner, corner, center);
		cam->radius = gf_vec_len(corner);
		gf_vec_diff(cam->center, cam->target, cam->position);
		gf_vec_norm(&cam->center);
		cam->center = gf_vec_scale(cam->center, cam->z_near + vlen/2);
		gf_vec_add(cam->center, cam->center, cam->position);
	} else {
		GF_BBox b;
		Fixed hw, hh;
		hw = cam->width / 2;
		hh = cam->height / 2;
		cam->z_near = INT2FIX(NEAR_PLANE_2D);
		cam->z_far = INT2FIX(FAR_PLANE_2D);

		/*setup ortho*/
		gf_mx_ortho(&cam->projection, -hw, hw, -hh, hh, cam->z_near, cam->z_far);

		/*setup modelview*/
		gf_mx_init(cam->modelview);
#ifdef FORCE_CAMERA_3D
		if (! (cam->flags & CAM_NO_LOOKAT))
			gf_mx_lookat(&cam->modelview, cam->position, cam->target, cam->up);
#endif

		if (!center_coords) {
			gf_mx_add_scale(&post_model_view, FIX_ONE, -FIX_ONE, FIX_ONE);
			gf_mx_add_translation(&post_model_view, -hw, -hh, 0);
		}
		if (user_transform) {
#ifdef FORCE_CAMERA_3D
			if (! (cam->flags & CAM_NO_LOOKAT)) {
				GF_Matrix mx;
				gf_mx_from_mx2d(&mx, user_transform);
				mx.m[10] = mx.m[0];
				gf_mx_add_matrix(&post_model_view, &mx);
			} else
#endif
				gf_mx_add_matrix_2d(&post_model_view, user_transform);
		}
		if (cam->end_zoom != FIX_ONE) gf_mx_add_scale(&post_model_view, cam->end_zoom, cam->end_zoom, cam->end_zoom);
		if (cam->flags & CAM_HAS_VIEWPORT) gf_mx_add_matrix(&post_model_view, &cam->viewport);

		/*compute center & radius*/
		b.max_edge.x = hw;
		b.max_edge.y = hh;
		b.min_edge.x = -hw;
		b.min_edge.y = -hh;
		b.min_edge.z = b.max_edge.z = (cam->z_near+cam->z_far) / 2;
		gf_bbox_refresh(&b);
		cam->center = b.center;
		cam->radius = b.radius;

		if (camera_layout==GF_3D_CAMERA_OFFAXIS)
			camera_layout=GF_3D_CAMERA_LINEAR;
	}

	if (camera_layout == GF_3D_CAMERA_CIRCULAR) {
		GF_Matrix mx;
		Fixed viewing_distance = nominal_view_distance;
		SFVec3f pos, target;
		Fixed angle;

		gf_vec_diff(center, cam->world_bbox.center, cam->position);
		vlen = gf_vec_len(center);
		vlen += gf_mulfix(view_distance_offset, gf_divfix(vlen, nominal_view_distance));

		gf_vec_diff(pos, cam->target, cam->position);
		gf_vec_norm(&pos);
		pos = gf_vec_scale(pos, vlen);
		gf_vec_add(target, pos, cam->position);

		gf_mx_init(mx);
		gf_mx_add_translation(&mx, target.x, target.y, target.z);
		angle = gf_atan2(horizontal_shift, viewing_distance);
		gf_mx_add_rotation(&mx, angle, cam->up.x, cam->up.y, cam->up.z);
		gf_mx_add_translation(&mx, -target.x, -target.y, -target.z);

		pos = cam->position;
		gf_mx_apply_vec(&mx, &pos);

		gf_mx_lookat(&cam->modelview, pos, target, cam->up);
	} else if (camera_layout == GF_3D_CAMERA_LINEAR) {
		Fixed viewing_distance = nominal_view_distance + view_distance_offset;
		GF_Vec eye, disp, pos, tar;

		gf_vec_diff(center, cam->world_bbox.center, cam->position);
		vlen = gf_vec_len(center);
		vlen += gf_mulfix(view_distance_offset, gf_divfix(vlen, nominal_view_distance));

		gf_vec_diff(eye, cam->target, cam->position);
		gf_vec_norm(&eye);
		tar = gf_vec_scale(eye, vlen);
		gf_vec_add(tar, tar, cam->position);

		disp = gf_vec_cross(eye, cam->up);
		gf_vec_norm(&disp);

		disp= gf_vec_scale(disp, gf_divfix(gf_mulfix(vlen, horizontal_shift), viewing_distance));
		gf_vec_add(pos, cam->position, disp);

		gf_mx_lookat(&cam->modelview, pos, tar, cam->up);
	}
	gf_mx_add_matrix(&cam->modelview, &post_model_view);

	/*compute frustum planes*/
	gf_mx_copy(cam->unprojection, cam->projection);
	gf_mx_add_matrix_4x4(&cam->unprojection, &cam->modelview);
	camera_frustum_from_matrix(cam, &cam->unprojection);
	/*also compute reverse PM for unprojections*/
	gf_mx_inverse_4x4(&cam->unprojection);
	cam->flags &= ~CAM_IS_DIRTY;
}
示例#8
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;
}
示例#9
0
void compositor_3d_draw_bitmap(Drawable *stack, DrawAspect2D *asp, GF_TraverseState *tr_state, Fixed width, Fixed height, Fixed bmp_scale_x, Fixed bmp_scale_y)
{
	u8 alpha;
#if !defined(GPAC_USE_OGL_ES) && !defined(GPAC_USE_TINYGL)
	Fixed x, y;
	Fixed sx, sy;
	char *data;
	u32 format;
#endif
	GF_TextureHandler *txh;
	GF_Compositor *compositor = tr_state->visual->compositor;
	Bool use_texture = !compositor->bitmap_use_pixels;

	if (!asp->fill_texture)
		return;
	txh = asp->fill_texture;
	if (!txh || !txh->tx_io || !txh->width || !txh->height)
		return;

	if (((txh->pixelformat==GF_PIXEL_RGBD) || (txh->pixelformat==GF_PIXEL_YUVD))) {
		if (compositor->depth_gl_type) {
			if (txh->data && gf_sc_texture_convert(txh) )
				visual_3d_point_sprite(tr_state->visual, stack, txh, tr_state);
			return;
		} else {
			use_texture = 1;
		}
	}

	alpha = GF_COL_A(asp->fill_color);
	/*THIS IS A HACK, will not work when setting filled=0, transparency and XLineProps*/
	if (!alpha) alpha = GF_COL_A(asp->line_color);

	/*texture is available in hw, use it - if blending, force using texture*/
	if (!gf_sc_texture_needs_reload(txh) || (alpha != 0xFF) || use_texture
#ifdef GF_SR_USE_DEPTH
		|| tr_state->depth_offset
#endif
		) {
		visual_3d_set_state(tr_state->visual, V3D_STATE_LIGHT, 0);
		visual_3d_enable_antialias(tr_state->visual, 0);
		if (alpha && (alpha != 0xFF)) {
			visual_3d_set_material_2d_argb(tr_state->visual, GF_COL_ARGB(alpha, 0xFF, 0xFF, 0xFF));
			gf_sc_texture_set_blend_mode(txh, TX_MODULATE);
		} else if (gf_sc_texture_is_transparent(txh)) {
			gf_sc_texture_set_blend_mode(txh, TX_REPLACE);
		} else {
			visual_3d_set_state(tr_state->visual, V3D_STATE_BLEND, 0);
		}
		/*ignore texture transform for bitmap*/
 		tr_state->mesh_num_textures = gf_sc_texture_enable(txh, NULL);
		if (tr_state->mesh_num_textures) {
			/*we must check the w & h passed are correct because of bitmap node initialization*/
			if (width && height) {
				if (!stack->mesh) {
					SFVec2f size;
					size.x = width;
					size.y = height;

					stack->mesh = new_mesh();
					mesh_new_rectangle(stack->mesh, size, NULL, 0);
				}
			}
			if (stack->mesh) {
#ifdef GF_SR_USE_DEPTH
				if (tr_state->depth_offset) {
					GF_Matrix mx;
					Fixed offset;
					Fixed disp_depth = (compositor->display_depth<0) ? INT2FIX(tr_state->visual->height) : INT2FIX(compositor->display_depth);
					if (disp_depth) {
						if (!tr_state->pixel_metrics) disp_depth = gf_divfix(disp_depth, tr_state->min_hsize);
						gf_mx_init(mx);
						/*add recalibration by the scene*/
						offset = tr_state->depth_offset;
						if (tr_state->visual->depth_vp_range) {
							offset = gf_divfix(offset, tr_state->visual->depth_vp_range/2);
						}
						gf_mx_add_translation(&mx, 0, 0, gf_mulfix(offset, disp_depth/2) );

						visual_3d_matrix_push(tr_state->visual);
						visual_3d_matrix_add(tr_state->visual, mx.m);
						visual_3d_mesh_paint(tr_state, stack->mesh);
						visual_3d_matrix_pop(tr_state->visual);
					} else {
						visual_3d_mesh_paint(tr_state, stack->mesh);
					}
				} else
#endif
					visual_3d_mesh_paint(tr_state, stack->mesh);
			}
 			gf_sc_texture_disable(txh);
			tr_state->mesh_num_textures = 0;
			return;
		}
	}

	/*otherwise use glDrawPixels*/
#if !defined(GPAC_USE_OGL_ES) && !defined(GPAC_USE_TINYGL)
	data = gf_sc_texture_get_data(txh, &format);
	if (!data) return;

	x = INT2FIX(txh->width) / -2;
	y = INT2FIX(txh->height) / 2;

	{
	Fixed g[16];

	sx = bmp_scale_x; if (sx<0) sx = FIX_ONE;
	sy = bmp_scale_y; if (sy<0) sy = FIX_ONE;
#ifndef GPAC_DISABLE_VRML
	compositor_adjust_scale(txh->owner, &sx, &sy);
#endif

	/*add top level scale if any*/
	sx = gf_mulfix(sx, compositor->scale_x);
	sy = gf_mulfix(sy, compositor->scale_y);

	/*get & apply current transform scale*/
	visual_3d_matrix_get(tr_state->visual, V3D_MATRIX_MODELVIEW, g);

	if (g[0]<0) g[0] *= -FIX_ONE;
	if (g[5]<0) g[5] *= -FIX_ONE;
	sx = gf_mulfix(sx, g[0]);
	sy = gf_mulfix(sy, g[5]);
	x = gf_mulfix(x, sx);
	y = gf_mulfix(y, sy);

	}
	visual_3d_draw_image(tr_state->visual, x, y, txh->width, txh->height, format, data, sx, sy);
#endif
}
示例#10
0
static void TraverseBackground(GF_Node *node, void *rs, Bool is_destroy)
{
	M_Background *bck;
	BackgroundStack *st;
	SFColor bcol;
	SFVec4f res;
	Fixed scale;
	Bool has_sky, has_ground, front_tx, back_tx, top_tx, bottom_tx, right_tx, left_tx;
	GF_Matrix mx;
	GF_Compositor *compositor;
	GF_TraverseState *tr_state = (GF_TraverseState *)rs;

	if (is_destroy) {
		DestroyBackground(node);
		return;
	}

	gf_node_dirty_clear(node, 0);
	bck = (M_Background *)node;
	st = (BackgroundStack *) gf_node_get_private(node);
	compositor = (GF_Compositor*)st->compositor;


	/*may happen in get_bounds*/
	if (!tr_state->backgrounds) return;

	/*first traverse, bound if needed*/
	if (gf_list_find(tr_state->backgrounds, node) < 0) {
		gf_list_add(tr_state->backgrounds, node);
		assert(gf_list_find(st->reg_stacks, tr_state->backgrounds)==-1);
		gf_list_add(st->reg_stacks, tr_state->backgrounds);
		/*only bound if we're on top*/
		if (gf_list_get(tr_state->backgrounds, 0) == bck) {
			if (!bck->isBound) Bindable_SetIsBound(node, 1);
		}

		/*check streams*/
		if (back_use_texture(&bck->frontUrl) && !st->txh_front.is_open) gf_sc_texture_play(&st->txh_front, &bck->frontUrl);
		if (back_use_texture(&bck->bottomUrl) && !st->txh_bottom.is_open) gf_sc_texture_play(&st->txh_bottom, &bck->bottomUrl);
		if (back_use_texture(&bck->backUrl) && !st->txh_back.is_open) gf_sc_texture_play(&st->txh_back, &bck->backUrl);
		if (back_use_texture(&bck->topUrl) && !st->txh_top.is_open) gf_sc_texture_play(&st->txh_top, &bck->topUrl);
		if (back_use_texture(&bck->rightUrl) && !st->txh_right.is_open) gf_sc_texture_play(&st->txh_right, &bck->rightUrl);
		if (back_use_texture(&bck->leftUrl) && !st->txh_left.is_open) gf_sc_texture_play(&st->txh_left, &bck->leftUrl);

		/*in any case don't draw the first time (since the background could have been declared last)*/
		gf_sc_invalidate(st->compositor, NULL);
		return;
	}
	if (!bck->isBound) return;

	if (tr_state->traversing_mode != TRAVERSE_BINDABLE) {
		if (tr_state->traversing_mode == TRAVERSE_SORT) {
			gf_mx_copy(st->current_mx, tr_state->model_matrix);
		}
		return;
	}

	front_tx = back_gf_sc_texture_enabled(&bck->frontUrl, &st->txh_front);
	back_tx = back_gf_sc_texture_enabled(&bck->backUrl, &st->txh_back);
	top_tx = back_gf_sc_texture_enabled(&bck->topUrl, &st->txh_top);
	bottom_tx = back_gf_sc_texture_enabled(&bck->bottomUrl, &st->txh_bottom);
	right_tx = back_gf_sc_texture_enabled(&bck->rightUrl, &st->txh_right);
	left_tx = back_gf_sc_texture_enabled(&bck->leftUrl, &st->txh_left);

	has_sky = ((bck->skyColor.count>1) && bck->skyAngle.count) ? 1 : 0;
	has_ground = ((bck->groundColor.count>1) && bck->groundAngle.count) ? 1 : 0;
	bcol.red = bcol.green = bcol.blue = 0;
	if (bck->skyColor.count) bcol = bck->skyColor.vals[0];

	/*if we clear the main visual clear it entirely - ONLY IF NOT IN LAYER*/
	if ((tr_state->visual == compositor->visual) && (tr_state->visual->back_stack == tr_state->backgrounds)) {
		visual_3d_clear(tr_state->visual, bcol, FIX_ONE);
		if (!has_sky && !has_ground && !front_tx && !back_tx && !top_tx && !bottom_tx && !left_tx && !right_tx) {
			return;
		}
	}

	/*undo translation*/
	res.x = res.y = res.z = 0;
	res.q = FIX_ONE;
	gf_mx_apply_vec_4x4(&tr_state->camera->unprojection, &res);
	assert(res.q);
	res.x = gf_divfix(res.x, res.q);
	res.y = gf_divfix(res.y, res.q);
	res.z = gf_divfix(res.z, res.q);
	/*NB: we don't support local rotation of the background ...*/

	/*enable background state (turn off all quality options)*/
	visual_3d_set_background_state(tr_state->visual, 1);

	if (has_sky) {
		GF_Matrix bck_mx;
		gf_mx_copy(bck_mx, tr_state->model_matrix);
		gf_mx_copy(tr_state->model_matrix, st->current_mx);

		if (!st->sky_mesh) {
			st->sky_mesh = new_mesh();
			back_build_dome(st->sky_mesh, &bck->skyAngle, &bck->skyColor, 0);
		}

		gf_mx_init(mx);
		gf_mx_add_translation(&mx, res.x, res.y, res.z);

		/*CHECKME - not sure why, we need to scale less in fixed point otherwise z-far clipping occur - probably some
		rounding issues...*/
#ifdef GPAC_FIXED_POINT
		scale = (tr_state->camera->z_far/10)*8;
#else
		scale = 9*tr_state->camera->z_far/10;
#endif
		gf_mx_add_scale(&mx, scale, scale, scale);

		gf_mx_add_matrix(&tr_state->model_matrix, &mx);

		visual_3d_mesh_paint(tr_state, st->sky_mesh);

		gf_mx_copy(tr_state->model_matrix, bck_mx);
	}

	if (has_ground) {
		GF_Matrix bck_mx;
		gf_mx_copy(bck_mx, tr_state->model_matrix);
		gf_mx_copy(tr_state->model_matrix, st->current_mx);

		if (!st->ground_mesh) {
			st->ground_mesh = new_mesh();
			back_build_dome(st->ground_mesh, &bck->groundAngle, &bck->groundColor, 1);
		}

		gf_mx_init(mx);
		gf_mx_add_translation(&mx, res.x, res.y, res.z);
		/*cf above*/
#ifdef GPAC_FIXED_POINT
		scale = (tr_state->camera->z_far/100)*70;
#else
		scale = 85*tr_state->camera->z_far/100;
#endif
		gf_mx_add_scale(&mx, scale, -scale, scale);

		gf_mx_add_matrix(&tr_state->model_matrix, &mx);
		visual_3d_mesh_paint(tr_state, st->ground_mesh);
		gf_mx_copy(tr_state->model_matrix, bck_mx);
	}

	if (front_tx || back_tx || left_tx || right_tx || top_tx || bottom_tx) {
		GF_Matrix bck_mx;
		gf_mx_copy(bck_mx, tr_state->model_matrix);
		gf_mx_copy(tr_state->model_matrix, st->current_mx);

		gf_mx_init(mx);
		gf_mx_add_translation(&mx, res.x, res.y, res.z);
#ifdef GPAC_FIXED_POINT
		scale = (tr_state->camera->z_far/100)*99;
		gf_mx_add_scale(&mx, scale, scale, scale);
#else
		gf_mx_add_scale(&mx, tr_state->camera->z_far, tr_state->camera->z_far, tr_state->camera->z_far);
#endif
		visual_3d_enable_antialias(tr_state->visual, 1);

		gf_mx_add_matrix(&tr_state->model_matrix, &mx);

		if (front_tx) back_draw_texture(tr_state, &st->txh_front, st->front_mesh);
		if (back_tx) back_draw_texture(tr_state, &st->txh_back, st->back_mesh);
		if (top_tx) back_draw_texture(tr_state, &st->txh_top, st->top_mesh);
		if (bottom_tx) back_draw_texture(tr_state, &st->txh_bottom, st->bottom_mesh);
		if (left_tx) back_draw_texture(tr_state, &st->txh_left, st->left_mesh);
		if (right_tx) back_draw_texture(tr_state, &st->txh_right, st->right_mesh);

		gf_mx_copy(tr_state->model_matrix, bck_mx);
	}

	/*enable background state (turn off all quality options)*/
	visual_3d_set_background_state(tr_state->visual, 0);
}