示例#1
0
Bool c2d_gl_draw_bitmap(GF_VisualManager *visual, GF_TraverseState *tr_state, DrawableContext *ctx, GF_ColorKey *col_key)
{
	u8 alpha = GF_COL_A(ctx->aspect.fill_color);

	if (ctx->transform.m[1] || ctx->transform.m[3]) return 0;

	visual_3d_set_state(visual, V3D_STATE_LIGHT, 0);
	visual_3d_enable_antialias(visual, 0);
	if (alpha && (alpha != 0xFF)) {
		visual_3d_set_material_2d_argb(visual, ctx->aspect.fill_color);
		gf_sc_texture_set_blend_mode(ctx->aspect.fill_texture, TX_MODULATE);
	} else if (gf_sc_texture_is_transparent(ctx->aspect.fill_texture)) {
		gf_sc_texture_set_blend_mode(ctx->aspect.fill_texture, TX_REPLACE);
	} else {
		visual_3d_set_state(visual, V3D_STATE_BLEND, 0);
	}
	/*ignore texture transform for bitmap*/
	tr_state->mesh_num_textures = gf_sc_texture_enable(ctx->aspect.fill_texture, tr_state->appear ? ((M_Appearance *)tr_state->appear)->textureTransform : NULL);
	if (tr_state->mesh_num_textures) {
		SFVec2f size, orig;
		GF_Mesh *mesh;
		size.x = ctx->bi->unclip.width;
		size.y = ctx->bi->unclip.height;
		orig.x = ctx->bi->unclip.x + INT2FIX(visual->compositor->vp_width)/2;
		orig.y = INT2FIX(visual->compositor->vp_height)/2 - ctx->bi->unclip.y + ctx->bi->unclip.height;

		mesh = new_mesh();
		mesh_new_rectangle(mesh, size, &orig, 1);
		visual_3d_mesh_paint(tr_state, mesh);
		mesh_free(mesh);
		gf_sc_texture_disable(ctx->aspect.fill_texture);
		tr_state->mesh_num_textures = 0;
		return 1;
	}
	return 0;
}
示例#2
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#3
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#4
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
}