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); }
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); }