118 lines
5.3 KiB
C++
118 lines
5.3 KiB
C++
/**************************************************************************************/
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/* */
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/* Visualization Library */
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/* http://visualizationlibrary.org */
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/* */
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/* Copyright (c) 2005-2020, Michele Bosi */
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/* All rights reserved. */
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/* */
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/* Redistribution and use in source and binary forms, with or without modification, */
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/* are permitted provided that the following conditions are met: */
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/* */
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/* - Redistributions of source code must retain the above copyright notice, this */
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/* list of conditions and the following disclaimer. */
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/* */
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/* - Redistributions in binary form must reproduce the above copyright notice, this */
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/* list of conditions and the following disclaimer in the documentation and/or */
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/* other materials provided with the distribution. */
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/* */
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/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
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/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
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/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
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/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
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/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
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/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
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/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
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/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
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/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
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/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
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/* */
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/**************************************************************************************/
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#ifndef MorphingCallback_INCLUDE_ONCE
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#define MorphingCallback_INCLUDE_ONCE
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#include <vlGraphics/Actor.hpp>
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#include <vlGraphics/Geometry.hpp>
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namespace vl
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{
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class ResourceDatabase;
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/** The MorphingCallback class implements a simple morphing animation mechanism using the
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GPU acceleration where available. */
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class VLGRAPHICS_EXPORT MorphingCallback: public ActorEventCallback
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{
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VL_INSTRUMENT_CLASS(vl::MorphingCallback, ActorEventCallback)
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public:
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MorphingCallback();
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~MorphingCallback();
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virtual void onActorRenderStarted(Actor* actor, real frame_clock, const Camera* cam, Renderable* renderable, const Shader*, int pass);
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virtual void onActorDelete(Actor*) {}
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void bindActor(Actor* actor);
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/** Initializes a MorphingCallback from a ResourceDatabase.
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*
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* The given ResourceDatabase must contain a Geometry with all the desired DrawCalls and vertex attributes setup
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* with the exception of the vertex position array and vertex normal array since they are automatically generated
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* in realtime time during the rendering from the vertex and normal frames specified below.
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* In addition ResourceDatabase must contain:
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* - N ArrayFloat3 objects named 'vertex_frame' containing the vertex position for every frame
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* - N ArrayFloat3 objects named 'normal_frame' containing the vertex normal for every frame
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* where N is the number of animation frames.
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*/
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void init(ResourceDatabase* res_db);
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void blendFrames(int a, int b, float t);
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void setAnimation(int start, int end, float period);
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void startAnimation(real time = -1);
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void stopAnimation();
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void initFrom(MorphingCallback* morph_cb);
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void resetGLSLBindings();
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bool glslVertexBlendEnabled() const { return mGLSLVertexBlendEnabled; }
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void setGLSLVertexBlendEnabled(bool enable) { mGLSLVertexBlendEnabled = enable; }
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Geometry* geometry() { return mGeometry.get(); }
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const Geometry* geometry() const { return mGeometry.get(); }
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bool animationStarted() const { return mAnimationStarted; }
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protected:
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ref<Geometry> mGeometry;
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ref<ArrayFloat3> mVertices;
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ref<ArrayFloat3> mNormals;
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std::vector< ref<ArrayFloat3> > mVertexFrames;
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std::vector< ref<ArrayFloat3> > mNormalFrames;
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real mLastUpdate;
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real mElapsedTime;
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real mAnimationStartTime;
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int mAnimationStart;
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int mAnimationEnd;
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float mAnimationPeriod;
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bool mAnimationStarted;
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int mFrame1;
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int mFrame2;
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bool mGLSLVertexBlendEnabled;
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int mVertex2_Binding;
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int mNormal2_Binding;
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int mAnim_t_Binding;
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float mAnim_t;
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};
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//-----------------------------------------------------------------------------
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}
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#endif
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