Files
vimix/View.cpp
2020-05-02 23:47:32 +02:00

326 lines
9.3 KiB
C++

// Opengl
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// memmove
#include <string.h>
#include "defines.h"
#include "Settings.h"
#include "View.h"
#include "Source.h"
#include "Primitives.h"
#include "Resource.h"
#include "Mesh.h"
#include "Mixer.h"
#include "FrameBuffer.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.root()->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(1.6f, 1.6f, 1.0f);
saveSettings();
}
else
restoreSettings();
// Mixing scene
backgound_ = new Group;
scene.root()->addChild(backgound_);
Mesh *disk = new Mesh("mesh/disk.ply");
disk->setTexture(textureMixingQuadratic());
backgound_->addChild(disk);
glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f );
Mesh *circle = new Mesh("mesh/circle.ply");
circle->shader()->color = pink;
backgound_->addChild(circle);
}
MixingView::~MixingView()
{
// TODO : verify that scene is deleted, and all children with it
}
void MixingView::draw()
{
// draw scene of this view
scene.root()->draw(glm::identity<glm::mat4>(), 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)
{
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<GLubyte>(luminance);
// alpha
alpha = 255.f * CLAMP( 1.f - distance , 0.f, 1.f);
color[3] = static_cast<GLubyte>(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)
{
// application default
glm::vec3 resolution(1280.f, 720.f, 0.f);
// read default settings
if ( Settings::application.views[View::RENDERING].name.empty() ) {
// no settings found: store application default
Settings::application.views[View::RENDERING].name = "Render";
// store default setting
Settings::application.views[View::RENDERING].default_scale = resolution;
}
else
resolution = Settings::application.views[View::RENDERING].default_scale;
// set resolution to settings or default
setResolution( int(resolution.x), int(resolution.y));
}
RenderView::~RenderView()
{
if (frame_buffer_)
delete frame_buffer_;
}
void RenderView::setResolution(uint width, uint height)
{
if (frame_buffer_)
delete frame_buffer_;
frame_buffer_ = new FrameBuffer(width, height);
}
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<glm::mat4>(), 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
backgound_ = new Group;
scene.root()->addChild(backgound_);
Surface *rect = new Surface;
backgound_->addChild(rect);
Frame *border = new Frame(Frame::SHARP_THIN);
border->overlay_ = new Mesh("mesh/border_vertical_overlay.ply");
border->color = glm::vec4( 0.8f, 0.f, 0.8f, 1.f );
backgound_->addChild(border);
}
GeometryView::~GeometryView()
{
// TODO : verify that scene is deleted, and all children with it
}
void GeometryView::draw()
{
// update rendering of render frame
FrameBuffer *output = Mixer::manager().session()->frame();
if (output){
for (NodeSet::iterator node = backgound_->begin(); node != backgound_->end(); node++) {
(*node)->scale_.x = output->aspectRatio();
}
}
// draw scene of this view
scene.root()->draw(glm::identity<glm::mat4>(), 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)
{
if (!s)
return;
Group *sourceNode = s->group(View::GEOMETRY);
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;
}