[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20108] trunk/blender/source/gameengine/ Ketsji: BGE Dome: Truncated Dome are back (Upright and Downright) + GLEW_EXT_framebuffer_object check before generating FBO
Dalai Felinto
dfelinto at gmail.com
Fri May 8 20:59:08 CEST 2009
Revision: 20108
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20108
Author: dfelinto
Date: 2009-05-08 20:59:08 +0200 (Fri, 08 May 2009)
Log Message:
-----------
BGE Dome: Truncated Dome are back (Upright and Downright) + GLEW_EXT_framebuffer_object check before generating FBO
After last commit (20099) warping meshes got slower (more quality == less performance). Since we don't need an extra warping for truncated domes, It's better to handle them directly in openGL without the need of warping it.
I'll talk with some Dome owners to see if we need both Upright and Downright modes. I may remove one of them by 2.49 them.
*) also: a proper GLEW_EXT_framebuffer_object check before generating FBO (for warping meshes).
**) next in line (maybe after RC2): tilt option to tilt the camera up to 90?\194?\186 upward.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
trunk/blender/source/gameengine/Ketsji/KX_Dome.h
Modified: trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp 2009-05-08 18:17:57 UTC (rev 20107)
+++ trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp 2009-05-08 18:59:08 UTC (rev 20108)
@@ -124,6 +124,16 @@
CreateMeshPanorama();
m_numfaces = 6;
break;
+ default: //DOME_TRUNCATED_DOWN and DOME_TRUNCATED_UP
+ cubetop.resize(1);
+ cubebottom.resize(1);
+ cubeleft.resize(2);
+ cuberight.resize(2);
+
+ m_angle = 180;
+ CreateMeshDome180();
+ m_numfaces = 4;
+ break;
}
m_numimages =(warp.usemesh?m_numfaces+1:m_numfaces);
@@ -255,7 +265,7 @@
bool KX_Dome::CreateDL(){
dlistId = glGenLists((GLsizei) m_numimages);
if (dlistId != 0) {
- if(m_mode == DOME_FISHEYE){
+ if(m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED_UP || m_mode == DOME_TRUNCATED_DOWN){
glNewList(dlistId, GL_COMPILE);
GLDrawTriangles(cubetop, nfacestop);
glEndList();
@@ -329,6 +339,12 @@
bool KX_Dome::CreateFBO(void)
{
+ if (!GLEW_EXT_framebuffer_object)
+ {
+ printf("Dome Error: FrameBuffer unsupported. Using low resolution warp image.");
+ return false;
+ }
+
glGenFramebuffersEXT(1, &warp.fboId);
if(warp.fboId==0)
{
@@ -345,7 +361,7 @@
if(status == GL_FRAMEBUFFER_UNSUPPORTED_EXT)
{
- printf("Dome Error: FrameBuffer unsupported. Using low resolution warp image.");
+ printf("Dome Error: FrameBuffer settings unsupported. Using low resolution warp image.");
return false;
}
else if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
@@ -1469,7 +1485,9 @@
MT_Scalar c = cos(deg45);
MT_Scalar s = sin(deg45);
- if ((m_mode == DOME_FISHEYE && m_angle <= 180)){
+ if ((m_mode == DOME_FISHEYE && m_angle <= 180)
+ || m_mode == DOME_TRUNCATED_UP
+ || m_mode == DOME_TRUNCATED_DOWN){
m_locRot[0] = MT_Matrix3x3( // 90\xBA - Top
c, -s, 0.0,
@@ -1597,6 +1615,12 @@
case DOME_PANORAM_SPH:
DrawPanorama();
break;
+ case DOME_TRUNCATED_UP:
+ DrawDomeFisheye();
+ break;
+ case DOME_TRUNCATED_DOWN:
+ DrawDomeFisheye();
+ break;
}
if(warp.usemesh)
@@ -1760,24 +1784,39 @@
float ortho_width, ortho_height;
- if (warp.usemesh)
- glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
+ if(m_mode == DOME_FISHEYE) {
+ if (warp.usemesh)
+ glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
- else {
- if (can_width < can_height){
- ortho_width = 1.0;
- ortho_height = (float)can_height/can_width;
- }else{
- ortho_width = (float)can_width/can_height;
- ortho_height = 1.0;
+ else {
+ if (can_width < can_height){
+ ortho_width = 1.0;
+ ortho_height = (float)can_height/can_width;
+ }else{
+ ortho_width = (float)can_width/can_height;
+ ortho_height = 1.0;
+ }
+
+ ortho_width /= m_size;
+ ortho_height /= m_size;
+
+ glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
}
-
- ortho_width /= m_size;
- ortho_height /= m_size;
-
- glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
}
+ else if(m_mode == DOME_TRUNCATED_UP)
+ {
+ ortho_width = 1.0;
+ ortho_height = 2 * ((float)can_height/can_width) - 1.0 ;
+ glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_width, -20.0, 10.0);
+ }
+ else { //m_mode == DOME_TRUNCATED_DOWN
+ ortho_width = 1.0;
+ ortho_height = 2 * ((float)can_height/can_width) - 1.0 ;
+
+ glOrtho((-ortho_width), ortho_width, (-ortho_width), ortho_height, -20.0, 10.0);
+ }
+
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
Modified: trunk/blender/source/gameengine/Ketsji/KX_Dome.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Dome.h 2009-05-08 18:17:57 UTC (rev 20107)
+++ trunk/blender/source/gameengine/Ketsji/KX_Dome.h 2009-05-08 18:59:08 UTC (rev 20108)
@@ -38,13 +38,14 @@
#include "MEM_guardedalloc.h"
#include "BKE_text.h"
-//#include "BLI_blenlib.h"
//Dome modes: limit hardcoded in buttons_scene.c
#define DOME_FISHEYE 1
#define DOME_ENVMAP 2
#define DOME_PANORAM_SPH 3
-#define DOME_NUM_MODES 4
+#define DOME_TRUNCATED_UP 4
+#define DOME_TRUNCATED_DOWN 5
+#define DOME_NUM_MODES 6
/// class for render 3d scene
@@ -118,7 +119,7 @@
void CalculateFrustum(KX_Camera* cam);
void RotateCamera(KX_Camera* cam, int i);
- //Mesh Creating Functions
+ //Mesh creation Functions
void CreateMeshDome180(void);
void CreateMeshDome250(void);
void CreateMeshPanorama(void);
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