mirror of
https://github.com/brunoherbelin/vimix.git
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195 lines
5.5 KiB
C++
195 lines
5.5 KiB
C++
// 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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// memmove
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#include <string.h>
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#include "defines.h"
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#include "View.h"
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#include "Source.h"
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#include "Primitives.h"
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#include "Resource.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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#define CIRCLE_PIXELS 64
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#define CIRCLE_PIXEL_RADIUS 1024.0
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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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// default settings
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scene.root()->scale_ = glm::vec3(1.4, 1.4, 1.0);
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// Mixing scene
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Mesh *disk = new Mesh("mesh/disk.ply");
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disk->setTexture(textureMixingQuadratic());
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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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}
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MixingView::~MixingView()
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{
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}
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void MixingView::draw()
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{
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// draw scene of this 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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void MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s)
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{
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if (!s)
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return;
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Group *sourceNode = s->group(View::MIXING);
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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 = sourceNode->translation_;
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}
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// unproject
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// glm::vec3 gl_Position_from = Rendering::manager().unProject(from, sourceNode->transform_);
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// glm::vec3 gl_Position_to = Rendering::manager().unProject(to, sourceNode->transform_);
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glm::vec3 gl_Position_from = Rendering::manager().unProject(from, sourceNode->parent_->transform_);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to, sourceNode->parent_->transform_);
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// compute delta translation
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// node->translation_ = start_translation + gl_Position_to - gl_Position_from;
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sourceNode->translation_ = start_translation + gl_Position_to - gl_Position_from;
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}
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uint MixingView::textureMixingQuadratic()
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{
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static GLuint texid = 0;
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if (texid == 0) {
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// generate the texture with alpha exactly as computed for sources
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glGenTextures(1, &texid);
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glBindTexture(GL_TEXTURE_2D, texid);
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GLubyte matrix[CIRCLE_PIXELS*CIRCLE_PIXELS * 4];
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GLubyte color[4] = {0,0,0,0};
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GLfloat luminance = 1.f;
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GLfloat alpha = 0.f;
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GLfloat distance = 0.f;
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int l = -CIRCLE_PIXELS / 2 + 1, c = 0;
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for (int i = 0; i < CIRCLE_PIXELS / 2; ++i) {
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c = -CIRCLE_PIXELS / 2 + 1;
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for (int j=0; j < CIRCLE_PIXELS / 2; ++j) {
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// distance to the center
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distance = (GLfloat) ((c * c) + (l * l)) / CIRCLE_PIXEL_RADIUS;
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// luminance
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luminance = 255.f * CLAMP( 0.95f - 0.8f * distance, 0.f, 1.f);
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color[0] = color[1] = color[2] = static_cast<GLubyte>(luminance);
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// alpha
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alpha = 255.f * CLAMP( 1.f - distance , 0.f, 1.f);
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color[3] = static_cast<GLubyte>(alpha);
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// 1st quadrant
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memmove(&matrix[ j * 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
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// 4nd quadrant
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memmove(&matrix[ (CIRCLE_PIXELS -j -1)* 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
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// 3rd quadrant
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memmove(&matrix[ j * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
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// 4th quadrant
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memmove(&matrix[ (CIRCLE_PIXELS -j -1) * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
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++c;
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}
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++l;
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}
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// two components texture : luminance and alpha
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CIRCLE_PIXELS, CIRCLE_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, (float *) matrix);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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return texid;
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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, 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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