mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-09 01:09:59 +01:00
198 lines
6.1 KiB
C++
198 lines
6.1 KiB
C++
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#include <algorithm>
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#include <glm/gtc/matrix_transform.hpp>
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#include "Source.h"
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#include "defines.h"
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#include "FrameBuffer.h"
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#include "Primitives.h"
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#include "Mesh.h"
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#include "SearchVisitor.h"
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#include "ImageShader.h"
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#include "ImageProcessingShader.h"
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#include "Log.h"
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Source::Source() : initialized_(false), need_update_(true)
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{
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sprintf(initials_, "__");
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name_ = "Source";
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// create groups and overlays for each view
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// default rendering node
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groups_[View::RENDERING] = new Group;
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groups_[View::RENDERING]->visible_ = false;
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// default mixing nodes
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groups_[View::MIXING] = new Group;
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groups_[View::MIXING]->visible_ = false;
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Frame *frame = new Frame(Frame::ROUND_THIN);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.7f);
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groups_[View::MIXING]->attach(frame);
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groups_[View::MIXING]->scale_ = glm::vec3(0.15f, 0.15f, 1.f);
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groups_[View::MIXING]->translation_ = glm::vec3(-1.f, 1.f, 0.f);
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overlays_[View::MIXING] = new Group;
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overlays_[View::MIXING]->translation_.z = 0.1;
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overlays_[View::MIXING]->visible_ = false;
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frame = new Frame(Frame::ROUND_LARGE);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 1.f);
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overlays_[View::MIXING]->attach(frame);
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groups_[View::MIXING]->attach(overlays_[View::MIXING]);
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// default geometry nodes
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groups_[View::GEOMETRY] = new Group;
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groups_[View::GEOMETRY]->visible_ = false;
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frame = new Frame(Frame::SHARP_THIN);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.7f);
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groups_[View::GEOMETRY]->attach(frame);
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overlays_[View::GEOMETRY] = new Group;
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overlays_[View::GEOMETRY]->translation_.z = 0.15;
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overlays_[View::GEOMETRY]->visible_ = false;
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frame = new Frame(Frame::SHARP_LARGE);
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 1.f);
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overlays_[View::GEOMETRY]->attach(frame);
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resize_handle_ = new Handles(Handles::RESIZE);
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resize_handle_->color = glm::vec4( COLOR_DEFAULT_SOURCE, 1.f);
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resize_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(resize_handle_);
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resize_H_handle_ = new Handles(Handles::RESIZE_H);
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resize_H_handle_->color = glm::vec4( COLOR_DEFAULT_SOURCE, 1.f);
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resize_H_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(resize_H_handle_);
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resize_V_handle_ = new Handles(Handles::RESIZE_V);
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resize_V_handle_->color = glm::vec4( COLOR_DEFAULT_SOURCE, 1.f);
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resize_V_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(resize_V_handle_);
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rotate_handle_ = new Handles(Handles::ROTATE);
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rotate_handle_->color = glm::vec4( COLOR_DEFAULT_SOURCE, 1.f);
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rotate_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(rotate_handle_);
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groups_[View::GEOMETRY]->attach(overlays_[View::GEOMETRY]);
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// default mixing nodes
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groups_[View::LAYER] = new Group;
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groups_[View::LAYER]->visible_ = false;
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frame = new Frame(Frame::ROUND_SHADOW);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.8f);
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groups_[View::LAYER]->attach(frame);
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overlays_[View::LAYER] = new Group;
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overlays_[View::LAYER]->translation_.z = 0.15;
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overlays_[View::LAYER]->visible_ = false;
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groups_[View::LAYER]->attach(overlays_[View::LAYER]);
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// will be associated to nodes later
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blendingshader_ = new ImageShader;
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rendershader_ = new ImageProcessingShader;
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renderbuffer_ = nullptr;
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rendersurface_ = nullptr;
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}
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Source::~Source()
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{
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// delete render objects
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if (renderbuffer_)
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delete renderbuffer_;
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// all groups and their children are deleted in the scene
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// this includes rendersurface_, overlays, blendingshader_ and rendershader_
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delete groups_[View::RENDERING];
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delete groups_[View::MIXING];
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delete groups_[View::GEOMETRY];
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delete groups_[View::LAYER];
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groups_.clear();
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overlays_.clear();
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}
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void Source::setName (const std::string &name)
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{
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name_ = name;
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initials_[0] = std::toupper( name_.front() );
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initials_[1] = std::toupper( name_.back() );
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}
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void Source::accept(Visitor& v)
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{
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v.visit(*this);
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}
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void Source::setOverlayVisible(bool on)
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{
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for (auto o = overlays_.begin(); o != overlays_.end(); o++)
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(*o).second->visible_ = on;
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}
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void Source::update(float dt)
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{
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// keep delta-t
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dt_ = dt;
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// update nodes if needed
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if (need_update_)
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{
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// ADJUST alpha based on MIXING node
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// read position of the mixing node and interpret this as transparency of render output
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glm::vec2 dist = glm::vec2(groups_[View::MIXING]->translation_);
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float alpha = 1.0 - CLAMP( SQUARE( glm::length(dist) ), 0.f, 1.f );
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blendingshader_->color.a = alpha;
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// MODIFY geometry based on GEOMETRY node
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groups_[View::RENDERING]->translation_ = groups_[View::GEOMETRY]->translation_;
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groups_[View::RENDERING]->scale_ = groups_[View::GEOMETRY]->scale_;
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groups_[View::RENDERING]->rotation_ = groups_[View::GEOMETRY]->rotation_;
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// MODIFY depth based on LAYER node
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groups_[View::MIXING]->translation_.z = groups_[View::LAYER]->translation_.z;
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groups_[View::GEOMETRY]->translation_.z = groups_[View::LAYER]->translation_.z;
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groups_[View::RENDERING]->translation_.z = groups_[View::LAYER]->translation_.z;
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need_update_ = false;
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}
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}
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Handles *Source::handleNode(Handles::Type t) const
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{
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if ( t == Handles::ROTATE )
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return rotate_handle_;
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else if ( t == Handles::RESIZE_H )
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return resize_H_handle_;
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else if ( t == Handles::RESIZE_V )
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return resize_V_handle_;
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else
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return resize_handle_;
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}
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bool hasNode::operator()(const Source* elem) const
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{
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if (elem)
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{
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SearchVisitor sv(_n);
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elem->group(View::MIXING)->accept(sv);
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if (sv.found())
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return true;
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elem->group(View::GEOMETRY)->accept(sv);
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if (sv.found())
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return true;
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elem->group(View::RENDERING)->accept(sv);
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if (sv.found())
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return sv.found();
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elem->group(View::LAYER)->accept(sv);
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return sv.found();
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}
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return false;
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}
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