// Opengl #include #include #include #include // memmove #include #include "defines.h" #include "Settings.h" #include "View.h" #include "Source.h" #include "Primitives.h" #include "PickingVisitor.h" #include "Mesh.h" #include "Mixer.h" #include "FrameBuffer.h" #include "UserInterfaceManager.h" #include "Log.h" #define CIRCLE_PIXELS 64 #define CIRCLE_PIXEL_RADIUS 1024.0 View::View(Mode m) : mode_(m) { } void View::restoreSettings() { scene.root()->scale_ = Settings::application.views[mode_].default_scale; scene.root()->translation_ = Settings::application.views[mode_].default_translation; } void View::saveSettings() { Settings::application.views[mode_].default_scale = scene.root()->scale_; Settings::application.views[mode_].default_translation = scene.root()->translation_; } void View::update(float dt) { // recursive update from root of scene scene.update( dt ); } MixingView::MixingView() : View(MIXING) { // read default settings if ( Settings::application.views[View::MIXING].name.empty() ) { // no settings found: store application default Settings::application.views[View::MIXING].name = "Mixing"; scene.root()->scale_ = glm::vec3(2.0f, 2.0f, 1.0f); saveSettings(); } else restoreSettings(); // Mixing scene background Mesh *disk = new Mesh("mesh/disk.ply"); disk->setTexture(textureMixingQuadratic()); scene.bg()->attach(disk); glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f ); Mesh *circle = new Mesh("mesh/circle.ply"); circle->shader()->color = pink; scene.bg()->attach(circle); } MixingView::~MixingView() { } void MixingView::draw() { // draw scene of this view scene.root()->draw(glm::identity(), Rendering::manager().Projection()); } void MixingView::zoom( float factor ) { float z = scene.root()->scale_.x; z = CLAMP( z + 0.1f * factor, 0.2f, 10.f); scene.root()->scale_.x = z; scene.root()->scale_.y = z; } void MixingView::drag (glm::vec2 from, glm::vec2 to) { static glm::vec3 start_translation = glm::vec3(0.f); static glm::vec2 start_position = glm::vec2(0.f); if ( start_position != from ) { start_position = from; start_translation = scene.root()->translation_; } // unproject glm::vec3 gl_Position_from = Rendering::manager().unProject(from); glm::vec3 gl_Position_to = Rendering::manager().unProject(to); // compute delta translation scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from; } void MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair) { if (!s) return; Group *sourceNode = s->group(View::MIXING); static glm::vec3 start_translation = glm::vec3(0.f); static glm::vec2 start_position = glm::vec2(0.f); if ( start_position != from ) { start_position = from; start_translation = sourceNode->translation_; } // unproject glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_); glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_); // compute delta translation sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from; } uint MixingView::textureMixingQuadratic() { static GLuint texid = 0; if (texid == 0) { // generate the texture with alpha exactly as computed for sources glGenTextures(1, &texid); glBindTexture(GL_TEXTURE_2D, texid); GLubyte matrix[CIRCLE_PIXELS*CIRCLE_PIXELS * 4]; GLubyte color[4] = {0,0,0,0}; GLfloat luminance = 1.f; GLfloat alpha = 0.f; GLfloat distance = 0.f; int l = -CIRCLE_PIXELS / 2 + 1, c = 0; for (int i = 0; i < CIRCLE_PIXELS / 2; ++i) { c = -CIRCLE_PIXELS / 2 + 1; for (int j=0; j < CIRCLE_PIXELS / 2; ++j) { // distance to the center distance = (GLfloat) ((c * c) + (l * l)) / CIRCLE_PIXEL_RADIUS; // luminance luminance = 255.f * CLAMP( 0.95f - 0.8f * distance, 0.f, 1.f); color[0] = color[1] = color[2] = static_cast(luminance); // alpha alpha = 255.f * CLAMP( 1.f - distance , 0.f, 1.f); color[3] = static_cast(alpha); // 1st quadrant memmove(&matrix[ j * 4 + i * CIRCLE_PIXELS * 4 ], color, 4); // 4nd quadrant memmove(&matrix[ (CIRCLE_PIXELS -j -1)* 4 + i * CIRCLE_PIXELS * 4 ], color, 4); // 3rd quadrant memmove(&matrix[ j * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4); // 4th quadrant memmove(&matrix[ (CIRCLE_PIXELS -j -1) * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4); ++c; } ++l; } // two components texture : luminance and alpha glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CIRCLE_PIXELS, CIRCLE_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, (float *) matrix); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } return texid; } RenderView::RenderView() : View(RENDERING), frame_buffer_(nullptr) { // set resolution to settings or default setResolution(); } RenderView::~RenderView() { if (frame_buffer_) delete frame_buffer_; } void RenderView::setResolution(glm::vec3 resolution) { if (resolution.x < 128.f || resolution.y < 128.f) resolution = FrameBuffer::getResolutionFromParameters(Settings::application.framebuffer_ar, Settings::application.framebuffer_h); if (frame_buffer_) delete frame_buffer_; frame_buffer_ = new FrameBuffer(resolution); frame_buffer_->setClearColor(glm::vec4(0.f, 0.f, 0.f, 1.f)); } void RenderView::draw() { static glm::mat4 projection = glm::ortho(-1.f, 1.f, -1.f, 1.f, SCENE_DEPTH, 0.f); glm::mat4 P = glm::scale( projection, glm::vec3(1.f / frame_buffer_->aspectRatio(), 1.f, 1.f)); frame_buffer_->begin(); scene.root()->draw(glm::identity(), P); frame_buffer_->end(); } GeometryView::GeometryView() : View(GEOMETRY) { // read default settings if ( Settings::application.views[View::GEOMETRY].name.empty() ) { // no settings found: store application default Settings::application.views[View::GEOMETRY].name = "Geometry"; scene.root()->scale_ = glm::vec3(1.2f, 1.2f, 1.0f); saveSettings(); } else restoreSettings(); // Geometry Scene background Surface *rect = new Surface; scene.bg()->attach(rect); Frame *border = new Frame(Frame::SHARP_THIN); border->color = glm::vec4( 0.8f, 0.f, 0.8f, 1.f ); scene.bg()->attach(border); } GeometryView::~GeometryView() { } void GeometryView::draw() { // update rendering of render frame FrameBuffer *output = Mixer::manager().session()->frame(); if (output){ for (NodeSet::iterator node = scene.bg()->begin(); node != scene.bg()->end(); node++) { (*node)->scale_.x = output->aspectRatio(); } } // draw scene of this view scene.root()->draw(glm::identity(), Rendering::manager().Projection()); } void GeometryView::zoom( float factor ) { float z = scene.root()->scale_.x; z = CLAMP( z + 0.1f * factor, 0.2f, 10.f); scene.root()->scale_.x = z; scene.root()->scale_.y = z; } void GeometryView::drag (glm::vec2 from, glm::vec2 to) { static glm::vec3 start_translation = glm::vec3(0.f); static glm::vec2 start_position = glm::vec2(0.f); if ( start_position != from ) { start_position = from; start_translation = scene.root()->translation_; } // unproject glm::vec3 gl_Position_from = Rendering::manager().unProject(from); glm::vec3 gl_Position_to = Rendering::manager().unProject(to); // compute delta translation scene.root()->translation_ = start_translation + gl_Position_to - gl_Position_from; } void GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair pick) { // work on the given source if (!s) return; Group *sourceNode = s->group(View::GEOMETRY); // remember source transform at moment of clic at position 'from' static glm::vec2 start_clic_position = glm::vec2(0.f); static glm::vec3 start_translation = glm::vec3(0.f); static glm::vec3 start_scale = glm::vec3(1.f); static glm::vec3 start_rotation = glm::vec3(0.f); if ( start_clic_position != from ) { start_clic_position = from; start_translation = sourceNode->translation_; start_scale = sourceNode->scale_; start_rotation = sourceNode->rotation_; } // grab coordinates in scene-View reference frame glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_); glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_); // grab coordinates in source-root reference frame glm::vec4 S_from = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_from, 1.f ); glm::vec4 S_to = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_to, 1.f ); glm::vec3 S_resize = glm::vec3(S_to) / glm::vec3(S_from); // Log::Info(" screen coordinates ( %.1f, %.1f ) ", to.x, to.y); // Log::Info(" scene coordinates ( %.1f, %.1f ) ", gl_Position_to.x, gl_Position_to.y); // Log::Info(" source coordinates ( %.1f, %.1f, %.1f ) ", S_from.x, S_from.y, S_from.z); // Log::Info(" ( %.1f, %.1f, %.1f ) ", S_to.x, S_to.y, S_to.z); // which manipulation to perform? if (pick.first) { // picking on the resizing handles in the corners if ( pick.first == s->handleNode(Handles::RESIZE) ) { if (UserInterface::manager().keyboardModifier()) S_resize.y = S_resize.x; sourceNode->scale_ = start_scale * S_resize; } // picking on the resizing handles left or right else if ( pick.first == s->handleNode(Handles::RESIZE_H) ) { sourceNode->scale_ = start_scale * glm::vec3(S_resize.x, 1.f, 1.f); } // picking on the resizing handles top or bottom else if ( pick.first == s->handleNode(Handles::RESIZE_V) ) { sourceNode->scale_ = start_scale * glm::vec3(1.f, S_resize.y, 1.f); } // picking on the rotating handle else if ( pick.first == s->handleNode(Handles::ROTATE) ) { float angle = glm::orientedAngle( glm::normalize(glm::vec2(S_from)), glm::normalize(glm::vec2(S_to))); sourceNode->rotation_ = start_rotation + glm::vec3(0.f, 0.f, angle); } // picking anywhere but on a handle: user wants to move the source else { sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from; } } // don't have a handle, we can only move the source else { sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from; } } LayerView::LayerView() : View(LAYER) { // read default settings if ( Settings::application.views[View::LAYER].name.empty() ) { // no settings found: store application default Settings::application.views[View::LAYER].name = "Layer"; scene.root()->scale_ = glm::vec3(1.0f, 1.0f, 1.0f); saveSettings(); } else restoreSettings(); // Geometry Scene background Surface *rect = new Surface; scene.bg()->attach(rect); Frame *border = new Frame(Frame::SHARP_THIN); border->color = glm::vec4( 0.8f, 0.f, 0.8f, 1.f ); scene.bg()->attach(border); } LayerView::~LayerView() { } void LayerView::draw () { // draw scene of this view scene.root()->draw(glm::identity(), Rendering::manager().Projection()); } void LayerView::zoom (float factor) { float z = scene.root()->scale_.x; z = CLAMP( z + 0.1f * factor, 0.2f, 10.f); scene.root()->scale_.x = z; scene.root()->scale_.y = z; } void LayerView::drag (glm::vec2 from, glm::vec2 to) { } void LayerView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair pick) { }