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189 lines (153 loc) · 4.87 KB
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Copy pathscene.go
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189 lines (153 loc) · 4.87 KB
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package aeno
import (
"github.com/nfnt/resize"
"image/png"
"io"
"os"
"log"
)
type Scene struct {
Context *Context
Objects []*Object
Eye Vector
Center Vector
Up Vector
}
func NewScene(width, height int, shader Shader) *Scene {
return &Scene{
Context: NewContext(width, height, shader),
Objects: []*Object{},
Up: Vector{0, 0, 1}, // Default Up
}
}
func (s *Scene) Add(o *Object) {
s.Objects = append(s.Objects, o)
}
// FitObjectsToScene automatically positions the eye to see all objects.
func (s *Scene) FitObjectsToScene(fovy, aspect, near, far float64) {
if len(s.Objects) == 0 {
return
}
viewMatrix := LookAt(s.Eye, s.Center, s.Up)
matrix := viewMatrix.Perspective(fovy, aspect, near, far)
shader := NewPhongShader(matrix, Vector{}, s.Eye, HexColor("000000"), HexColor("000000"))
allMesh := NewEmptyMesh()
var boxes []Box
for _, o := range s.Objects {
if o.Mesh == nil {
continue
}
movedMesh := o.Mesh.Copy()
movedMesh.Transform(o.Matrix)
allMesh.Add(movedMesh)
bb := o.Mesh.BoundingBox()
boxes = append(boxes, bb)
}
totalBox := BoxForBoxes(boxes)
unitCube := NewCubeForBox(totalBox)
unitCube.BiUnitCube()
// Physically transform the vertices of allMesh
allMesh.FitInside(unitCube.BoundingBox(), V(0.5, 0.5, 0.5))
indexed := 0
var addedFOV float64
for _, o := range s.Objects {
if o.Mesh == nil { continue }
num := len(o.Mesh.Triangles)
// Extract the newly scaled triangles from the combined mesh
tris := allMesh.Triangles[indexed : num+indexed]
for {
stillOutside := false
for _, t := range tris {
v1 := shader.Vertex(t.V1)
v2 := shader.Vertex(t.V2)
v3 := shader.Vertex(t.V3)
if v1.Outside() || v2.Outside() || v3.Outside() {
stillOutside = true
}
}
if !stillOutside {
break
}
addedFOV += 8
matrix = viewMatrix.Perspective(fovy+addedFOV, aspect, near, far)
shader.Matrix = matrix
}
o.Mesh = NewTriangleMesh(tris)
o.Matrix = Identity()
indexed += num
}
if phong, ok := s.Context.Shader.(*PhongShader); ok {
phong.Matrix = viewMatrix.Perspective(fovy+addedFOV+2.0, aspect, near, far)
}
}
func (s *Scene) GetSafetyClipping() (near, far float64) {
if len(s.Objects) == 0 {
return 0.1, 1000.0
}
box := s.Objects[0].Mesh.BoundingBox().Transform(s.Objects[0].Matrix)
for i := 1; i < len(s.Objects); i++ {
box = box.Extend(s.Objects[i].Mesh.BoundingBox().Transform(s.Objects[i].Matrix))
}
distToCenter := s.Eye.Sub(box.Center()).Length()
// The radius of the object (from center to furthest corner)
radius := box.Size().Length() / 2.0
// Near cannot be <= 0, or the projection matrix math explodes
near = distToCenter - radius
if near < 0.1 {
near = 0.1
} else {
near *= 0.9
}
far = (distToCenter + radius) * 1.1
return near, far
}
func (s *Scene) Render() {
for _, o := range s.Objects {
s.Context.DrawObject(o)
}
}
func (s *Scene) Save(path string) error {
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
return png.Encode(f, s.Context.Image())
}
// GenerateScene is a high-level helper
func GenerateScene(fit bool, path string, objects []*Object, eye Vector, center Vector, up Vector, fovy float64, size int, scale int, light Vector, ambient string, diffuse string, near, far float64) {
file, err := os.Create(path)
if err != nil {
log.Printf("aeno: could not create file for GenerateScene: %v", err)
return
}
defer file.Close()
// Direct call to the writer version
err = GenerateSceneToWriter(file, objects, eye, center, up, fovy, size, scale, light, ambient, diffuse, near, far, fit)
if err != nil {
log.Printf("aeno: could not generate scene to file: %v", err)
}
}
func GenerateSceneToWriter(writer io.Writer, objects []*Object, eye Vector, center Vector, up Vector, fovy float64, size int, scale int, light Vector, ambient string, diffuse string, near, far float64, fit bool) error {
renderSize := size * scale
aspect := float64(size) / float64(size)
// Initial matrix setup
matrix := LookAt(eye, center, up).Perspective(fovy, aspect, near, far)
shader := NewPhongShader(matrix, light, eye, HexColor(ambient), HexColor(diffuse))
scene := NewScene(renderSize, renderSize, shader)
scene.Objects = objects
scene.Eye = eye
scene.Center = center
scene.Up = up
scene.Context.ClearColorBufferWith(Transparent)
scene.Context.ClearDepthBuffer()
if fit {
scene.FitObjectsToScene(fovy, aspect, near, far)
}
scene.Render()
if scale > 1 {
resized := resize.Resize(uint(size), uint(size), scene.Context.Image(), resize.Bilinear)
return png.Encode(writer, resized)
}
return png.Encode(writer, scene.Context.Image())
}