historical/toontown-classic.git/panda/include/nonlinearImager.h
2024-01-16 11:20:27 -06:00

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5.4 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file nonlinearImager.h
* @author drose
* @date 2001-12-12
*/
#ifndef NONLINEARIMAGER_H
#define NONLINEARIMAGER_H
#include "pandabase.h"
#include "projectionScreen.h"
#include "displayRegion.h"
#include "graphicsOutput.h"
#include "camera.h"
#include "texture.h"
#include "pandaNode.h"
#include "nodePath.h"
#include "pointerTo.h"
#include "pvector.h"
#include "graphicsEngine.h"
#include "callbackObject.h"
#include "asyncTask.h"
class GraphicsEngine;
class GraphicsStateGuardian;
class GraphicsOutput;
class GenericAsyncTask;
/**
* This class object combines the rendered output of a 3-d from one or more
* linear (e.g. perspective) cameras, as seen through a single, possibly
* nonlinear camera.
*
* This can be used to generate real-time imagery of a 3-d scene using a
* nonlinear camera, for instance a fisheye camera, even though the underlying
* graphics engine may only support linear cameras. It can also pre-distort
* imagery to compensate for off-axis projectors, and/or curved screens of any
* complexity.
*
*
* A NonlinearImager may be visualized as a dark room into which a number of
* projection screens have been placed, of arbitrary size and shape and at any
* arbitrary position and orientation to each other. Onto each of these
* screens is projected the view as seen by a normal perspective camera that
* exists in the world (that is, under render).
*
* There also exist in the room one or more (possibly nonlinear) cameras,
* called viewers, that observe these screens. The image of the projection
* screens seen by each viewer is finally displayed on the viewer's associated
* DisplayRegion. By placing the viewer(s) appropriately relative to the
* screens, and by choosing suitable lens properties for the viewer(s), you
* can achieve a wide variety of distortion effects.
*
*
* There are several different LensNode (Camera) objects involved at each
* stage in the process. To help keep them all straight, different words are
* used to refer to each different kind of Camera used within this object.
* The camera(s) under render, that capture the original view of the world to
* be projected onto the screens, are called source cameras, and are set per
* screen via set_source_camera(). The LensNode that is associated with each
* screen to project the image as seen from the screen's source camera is
* called a projector; these are set via the ProjectionScreen::set_projector()
* interface. Finally, the cameras that view the whole configuration of
* screens are called viewers; each of these is associated with a
* DisplayRegion, and they are set via set_viewer_camera().
*
* Of all these lenses, only the source cameras must use linear (that is,
* perspective or orthographic) lenses. The projectors and viewers may be any
* arbitrary lens, linear or otherwise.
*/
class EXPCL_PANDAFX NonlinearImager {
PUBLISHED:
NonlinearImager();
~NonlinearImager();
int add_screen(ProjectionScreen *screen);
int add_screen(const NodePath &screen, const std::string &name);
int find_screen(const NodePath &screen) const;
void remove_screen(int index);
void remove_all_screens();
int get_num_screens() const;
NodePath get_screen(int index) const;
MAKE_SEQ(get_screens, get_num_screens, get_screen);
GraphicsOutput *get_buffer(int index) const;
MAKE_SEQ(get_buffers, get_num_screens, get_buffer);
void set_texture_size(int index, int width, int height);
void set_source_camera(int index, const NodePath &source_camera);
void set_screen_active(int index, bool active);
bool get_screen_active(int index) const;
int add_viewer(DisplayRegion *dr);
int find_viewer(DisplayRegion *dr) const;
void remove_viewer(int index);
void remove_all_viewers();
void set_viewer_camera(int index, const NodePath &viewer_camera);
NodePath get_viewer_camera(int index) const;
NodePath get_viewer_scene(int index) const;
int get_num_viewers() const;
DisplayRegion *get_viewer(int index) const;
MAKE_SEQ(get_viewers, get_num_viewers, get_viewer);
NodePath get_dark_room() const;
GraphicsEngine *get_graphics_engine() const;
void recompute();
public:
static AsyncTask::DoneStatus recompute_callback(GenericAsyncTask *task, void *data);
void recompute_if_stale();
private:
class Viewer {
public:
PT(DisplayRegion) _dr;
PT(Camera) _internal_camera;
NodePath _internal_scene;
NodePath _viewer;
PT(LensNode) _viewer_node;
UpdateSeq _viewer_lens_change;
};
typedef pvector<Viewer> Viewers;
class Mesh {
public:
NodePath _mesh;
UpdateSeq _last_screen;
};
typedef pvector<Mesh> Meshes;
class Screen {
public:
NodePath _screen;
PT(ProjectionScreen) _screen_node;
std::string _name;
PT(GraphicsOutput) _buffer;
NodePath _source_camera;
int _tex_width, _tex_height;
bool _active;
// One mesh per viewer.
Meshes _meshes;
};
typedef pvector<Screen> Screens;
void recompute_screen(Screen &screen, size_t vi);
void render_screen(GraphicsEngine *engine, Screen &screen);
Viewers _viewers;
Screens _screens;
PT(GraphicsEngine) _engine;
PT(AsyncTask) _recompute_task;
NodePath _dark_room;
bool _stale;
};
#include "nonlinearImager.I"
#endif