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Initial integration of Mixer, Views and Source classes.
First tests with user interface and Mixing View
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112
View.cpp
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112
View.cpp
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// Opengl
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "defines.h"
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#include "View.h"
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#include "Primitives.h"
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#include "Mesh.h"
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#include "FrameBuffer.h"
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#include "Log.h"
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View::View()
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{
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}
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void View::update(float dt)
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{
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// recursive update from root of scene
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scene.root()->update( dt );
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}
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MixingView::MixingView() : View()
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{
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Mesh *disk = new Mesh("mesh/disk.ply", "images/transparencygrid.png");
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backgound_.addChild(disk);
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glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f );
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LineCircle *circle = new LineCircle(pink, 5);
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backgound_.addChild(circle);
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scene.root()->addChild(&backgound_);
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scene.root()->addChild(&foreground_);
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// make sure there is no depth fight
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// foreground.translation_ = glm::vec3(0.f, 0.f, 0.1f);
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}
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MixingView::~MixingView()
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{
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// delete background
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for (NodeSet::iterator node = backgound_.begin(); node != backgound_.end(); node++) {
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delete (*node);
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}
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}
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void MixingView::draw()
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{
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// draw in main view
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scene.root()->draw(glm::identity<glm::mat4>(), Rendering::manager().Projection());
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}
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void MixingView::zoom( float factor )
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{
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float z = scene.root()->scale_.x;
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z = CLAMP( z + 0.1f * factor, 0.2f, 10.f);
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scene.root()->scale_.x = z;
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scene.root()->scale_.y = z;
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}
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void MixingView::drag (glm::vec2 from, glm::vec2 to)
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{
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static glm::vec3 start_translation = glm::vec3(0.f);
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static glm::vec2 start_position = glm::vec2(0.f);
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if ( start_position != from ) {
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start_position = from;
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start_translation = scene.root()->translation_;
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}
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// unproject
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glm::vec3 gl_Position_from = Rendering::manager().unProject(from);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to);
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// compute delta translation
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scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from;
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}
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RenderView::RenderView() : View(), frame_buffer_(nullptr)
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{
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setResolution(1280, 720);
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}
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RenderView::~RenderView()
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{
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if (frame_buffer_)
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delete frame_buffer_;
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}
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void RenderView::setResolution(uint width, uint height)
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{
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if (frame_buffer_)
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delete frame_buffer_;
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frame_buffer_ = new FrameBuffer(width, height);
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}
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void RenderView::draw()
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{
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static glm::mat4 projection = glm::ortho(-SCENE_UNIT, SCENE_UNIT, -SCENE_UNIT, SCENE_UNIT, SCENE_DEPTH, 0.f);
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glm::mat4 P = glm::scale( projection, glm::vec3(1.f, frame_buffer_->aspectRatio(), 1.f));
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frame_buffer_->begin();
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scene.root()->draw(glm::identity<glm::mat4>(), P);
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frame_buffer_->end();
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}
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