--- /dev/null
+/*
+ * CINELERRA
+ * Copyright (C) 2011 Adam Williams <broadcast at earthling dot net>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ */
+
+
+#include "affine.h"
+#include "clip.h"
+#include <math.h>
+#include "overlayframe.h"
+#include "scenegraph.h"
+#include <string.h>
+
+
+#define PRINT_INDENT for(int i = 0; i < indent; i++) printf(" ");
+
+
+SceneNode::SceneNode()
+{
+ reset();
+}
+
+SceneNode::SceneNode(const char *title)
+{
+ reset();
+ strcpy(this->title, title);
+}
+
+SceneNode::SceneNode(VFrame *image, int private_image, float x, float y)
+{
+ reset();
+ this->image = image;
+ if(this->image) this->private_image = private_image;
+ this->x = x;
+ this->y = y;
+}
+
+SceneNode::~SceneNode()
+{
+ nodes.remove_all_objects();
+ if(private_image) delete image;
+}
+
+void SceneNode::reset()
+{
+ parent = 0;
+ scene = 0;
+ x = y = z = rx = ry = rz = 0;
+ sx = sy = sz = 1;
+ hidden = 0;
+ image = 0;
+ private_image = 0;
+ flip = 0;
+ title[0] = 0;
+}
+
+void SceneNode::append(SceneNode *node)
+{
+ node->parent = this;
+ node->scene = this->scene;
+ nodes.append(node);
+}
+
+void SceneNode::copy_ref(SceneNode *node)
+{
+ if(private_image) delete image;
+ private_image = 0;
+ x = node->x;
+ y = node->y;
+ z = node->z;
+ rx = node->rx;
+ ry = node->ry;
+ rz = node->rz;
+ sx = node->sx;
+ sy = node->sy;
+ sz = node->sz;
+ hidden = node->hidden;
+ image = node->image;
+ flip = node->flip;
+}
+
+SceneNode* SceneNode::get_node(int number)
+{
+ return nodes.get(number);
+}
+
+int SceneNode::get_memory_usage()
+{
+ if(image)
+ return image->get_memory_usage();
+ else
+ return 0;
+}
+
+void SceneNode::render(VFrame *frame, int do_camera)
+{
+ const int debug = 0;
+ if(debug) printf("SceneNode::render %d this=%p title=%s image=%p x=%f y=%f frame=%p do_camera=%d\n",
+ __LINE__,
+ this,
+ title,
+ image,
+ this->x,
+ this->y,
+ frame,
+ do_camera);
+
+ VFrame *temp = 0;
+ VFrame *temp2 = 0;
+ if(image)
+ {
+ float x = this->x;
+ float y = this->y;
+ float sx = this->sx;
+ float sy = this->sy;
+ float ry = this->ry;
+ if(parent)
+ parent->transform_coord(&x, &y, &sx, &sy, &ry);
+
+ if(do_camera) scene->transform_camera(frame,
+ &x,
+ &y,
+ &sx,
+ &sy,
+ get_flip());
+
+ if(debug) printf("SceneNode::render %d at_y=%f\n",
+ __LINE__,
+ ((SceneCamera*)scene->cameras.get(0))->at_y);
+
+// Render everything into a temporary, then overlay the temporary
+// if(!EQUIV(ry, 0) || get_flip())
+// {
+ temp = new VFrame(image->get_w(),
+ image->get_h(),
+ image->get_color_model());
+// }
+ if(debug) printf("SceneNode::render %d\n", __LINE__);
+
+
+// 1st comes our image
+ temp->copy_from(image);
+
+// Then come the subnodes without camera transforms
+ if(debug) printf("SceneNode::render %d this=%p nodes=%d\n", __LINE__, this, nodes.size());
+ for(int i = 0; i < nodes.size(); i++)
+ nodes.get(i)->render(temp, 0);
+
+
+
+ if(debug) printf("SceneNode::render %d\n", __LINE__);
+
+// Then comes rotation into temp2
+ VFrame *src = temp;
+ if(!EQUIV(ry, 0))
+ {
+ src = temp2 = new VFrame(image->get_w(),
+ image->get_h(),
+ image->get_color_model());
+ if(!scene->affine) scene->affine =
+ new AffineEngine(scene->cpus, scene->cpus);
+ scene->affine->rotate(temp2,
+ temp,
+ ry);
+ if(debug) printf("SceneNode::render %d ry=%f\n", __LINE__, ry);
+ }
+
+// Then comes flipping
+ if(get_flip())
+ src->flip_horiz();
+
+ if(debug) printf("SceneNode::render %d src=%p x=%f y=%f sx=%f sy=%f\n",
+ __LINE__,
+ src,
+ x,
+ y,
+ sx,
+ sy);
+
+// Overlay on the output frame
+ if(!scene->overlayer) scene->overlayer = new OverlayFrame(scene->cpus);
+
+ if(get_flip())
+ {
+ scene->overlayer->overlay(frame,
+ src,
+ 0,
+ 0,
+ image->get_w(),
+ image->get_h(),
+ frame->get_w() - x - image->get_w() * sx,
+ y,
+ frame->get_w() - x,
+ y + image->get_h() * sy,
+ 1,
+ TRANSFER_NORMAL,
+ NEAREST_NEIGHBOR);
+ }
+ else
+ {
+ if(debug) printf("SceneNode::render %d image=%p src=%p frame=%p\n",
+ __LINE__,
+ image,
+ src,
+ frame);
+ scene->overlayer->overlay(frame,
+ src,
+ 0,
+ 0,
+ image->get_w(),
+ image->get_h(),
+ x,
+ y,
+ x + image->get_w() * sx,
+ y + image->get_h() * sy,
+ 1,
+ TRANSFER_NORMAL,
+ NEAREST_NEIGHBOR);
+ }
+
+ if(debug) printf("SceneNode::render %d\n", __LINE__);
+
+ }
+ else
+ {
+ for(int i = 0; i < nodes.size(); i++)
+ nodes.get(i)->render(frame, 1);
+ }
+
+ if(debug) printf("SceneNode::render %d this=%p title=%s\n", __LINE__, this, title);
+
+ if(temp) delete temp;
+ if(temp2) delete temp2;
+}
+
+int SceneNode::get_flip()
+{
+ if(flip) return 1;
+ if(parent && !parent->image) return parent->get_flip();
+ return 0;
+}
+
+
+void SceneNode::transform_coord(
+ float *x,
+ float *y,
+ float *sx,
+ float *sy,
+ float *ry)
+{
+// Rotate it
+// if(!EQUIV(this->ry, 0))
+// {
+// float pivot_x = 0;
+// float pivot_y = 0;
+// if(image)
+// {
+// pivot_x = image->get_w() / 2;
+// pivot_y = image->get_h() / 2;
+// }
+//
+// float rel_x = *x - pivot_x;
+// float rel_y = *y - pivot_y;
+// float angle = atan2(rel_y, rel_x);
+// float mag = sqrt(rel_x * rel_x + rel_y * rel_y);
+// angle += this->ry * 2 * M_PI / 360;
+// *x = mag * cos(angle) + pivot_x;
+// *y = mag * sin(angle) + pivot_y;
+// }
+
+// Nodes with images reset the transformation
+ if(!image)
+ {
+// Scale it
+ *x *= this->sx;
+ *y *= this->sy;
+ *sx *= this->sx;
+ *sy *= this->sy;
+
+// Translate it
+ *x += this->x;
+ *y += this->y;
+
+
+// Accumulate rotation
+ *ry += this->ry;
+
+ if(parent)
+ {
+ parent->transform_coord(x, y, sx, sy, ry);
+ }
+ }
+}
+
+void SceneNode::dump(int indent)
+{
+ PRINT_INDENT
+ printf("SceneNode::dump %d this=%p title=%s\n", __LINE__, this, title);
+ PRINT_INDENT
+ printf(" image=%p private_image=%d hidden=%d flip=%d\n",
+ image,
+ private_image,
+ hidden,
+ flip);
+ PRINT_INDENT
+ printf(" x=%f y=%f z=%f sz=%f sy=%f sz=%f rx=%f ry=%f rz=%f\n",
+ x, y, z, sz, sy, sz, rx, ry, rz);
+ PRINT_INDENT
+ printf(" nodes=%d\n", nodes.size());
+ for(int i = 0; i < nodes.size(); i++)
+ {
+ nodes.get(i)->dump(indent + 4);
+ }
+}
+
+
+
+
+
+SceneGraph::SceneGraph() : VFrameScene()
+{
+ current_camera = 0;
+ affine = 0;
+ overlayer = 0;
+}
+
+SceneGraph::~SceneGraph()
+{
+ nodes.remove_all_objects();
+ cameras.remove_all_objects();
+ delete affine;
+ delete overlayer;
+}
+
+
+SceneNode* SceneGraph::get_node(int number)
+{
+ return nodes.get(number);
+}
+
+void SceneGraph::append(SceneNode *node)
+{
+ node->parent = 0;
+ node->scene = this;
+ nodes.append(node);
+}
+
+void SceneGraph::append_camera(SceneNode *node)
+{
+ node->scene = this;
+ cameras.append(node);
+}
+
+void SceneGraph::render(VFrame *frame, int cpus)
+{
+ const int debug = 0;
+ if(debug) printf("SceneGraph::render %d\n", __LINE__);
+ if(debug) dump();
+
+ this->cpus = cpus;
+
+ for(int i = 0; i < nodes.size(); i++)
+ {
+ nodes.get(i)->render(frame, 1);
+ }
+}
+
+void SceneGraph::transform_camera(VFrame *frame,
+ float *x,
+ float *y,
+ float *sx,
+ float *sy,
+ int flip)
+{
+ if(cameras.size())
+ {
+ SceneCamera *camera = (SceneCamera*)cameras.get(current_camera);
+
+ if(flip)
+ {
+ *x = frame->get_w() - *x;
+ }
+
+ *x -= camera->at_x;
+ *y -= camera->at_y;
+ *x *= camera->scale;
+ *y *= camera->scale;
+ *sx *= camera->scale;
+ *sy *= camera->scale;
+
+ if(flip)
+ {
+ *x = frame->get_w() - *x;
+ }
+ }
+}
+
+void SceneGraph::dump()
+{
+ int indent = 2;
+ printf("SceneGraph::dump %d cameras=%d\n", __LINE__, cameras.size());
+ for(int i = 0; i < cameras.size(); i++)
+ cameras.get(i)->dump(indent);
+ printf("SceneGraph::dump %d nodes=%d\n", __LINE__, nodes.size());
+ for(int i = 0; i < nodes.size(); i++)
+ nodes.get(i)->dump(indent);
+}
+
+
+
+
+
+
+
+SceneTransform::SceneTransform() : SceneNode()
+{
+}
+
+SceneTransform::~SceneTransform()
+{
+}
+
+
+
+
+
+SceneLight::SceneLight() : SceneNode()
+{
+}
+
+SceneLight::~SceneLight()
+{
+}
+
+
+
+
+
+
+
+SceneCamera::SceneCamera() : SceneNode()
+{
+ at_x = at_y = at_z = 0;
+ scale = 1;
+}
+
+SceneCamera::~SceneCamera()
+{
+}
+
+void SceneCamera::dump(int indent)
+{
+ PRINT_INDENT
+ printf("SceneCamera::dump %d this=%p\n", __LINE__, this);
+ PRINT_INDENT
+ printf(" at_x=%f at_y=%f at_z=%f scale=%f\n",
+ at_x,
+ at_y,
+ at_z,
+ scale);
+}
+
+
+
+
+SceneMaterial::SceneMaterial() : SceneNode()
+{
+ r = g = b = a = 0;
+ texture = 0;
+ s = t = 0;
+}
+
+SceneMaterial::~SceneMaterial()
+{
+ delete [] texture;
+}
+
+
+
+
+
+
+
+SceneShape::SceneShape() : SceneNode()
+{
+ pivot_x = pivot_y = pivot_z = 0;
+}
+
+SceneShape::~SceneShape()
+{
+}
+
+
+
+
+
+
+
+
+SceneCylinder::SceneCylinder() : SceneShape()
+{
+}
+
+SceneCylinder::~SceneCylinder()
+{
+}
+
+
+
+
+SceneSphere::SceneSphere() : SceneShape()
+{
+}
+
+
+SceneSphere::~SceneSphere()
+{
+}
+
+
+
+
+SceneBox::SceneBox() : SceneShape()
+{
+}
+
+
+SceneBox::~SceneBox()
+{
+}
+
+
+
+
+
+
+
+
+
+
+
+
+