root/src/compositor/mpeg4_layer_3d.c

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DEFINITIONS

This source file includes following definitions.
  1. DestroyLayer3D
  2. l3d_CheckBindables
  3. layer3d_setup_offscreen
  4. layer3d_draw_2d
  5. layer3d_setup_clip
  6. TraverseLayer3D
  7. compositor_init_layer3d
  8. compositor_layer3d_get_camera
  9. compositor_layer3d_bind_camera

/*
 *                      GPAC - Multimedia Framework C SDK
 *
 *                      Authors: Jean Le Feuvre
 *                      Copyright (c) Telecom ParisTech 2000-2012
 *                                      All rights reserved
 *
 *  This file is part of GPAC / Scene Compositor sub-project
 *
 *  GPAC is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU Lesser General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  GPAC 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 Lesser General Public License for more details.
 *
 *  You should have received a copy of the GNU Lesser General Public
 *  License along with this library; see the file COPYING.  If not, write to
 *  the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
 *
 */



#include "nodes_stacks.h"
#include "mpeg4_grouping.h"
#include "texturing.h"
#include "visual_manager.h"

#ifndef GPAC_DISABLE_VRML

#ifndef GPAC_DISABLE_3D

#ifdef GPAC_USE_TINYGL
#include <GL/oscontext.h>
#endif

typedef struct
{
        GROUPING_NODE_STACK_3D
        Bool first;
        GF_Rect clip, vp;
        GF_VisualManager *visual;

        Bool unsupported;
        GF_TextureHandler txh;
        Drawable *drawable;
#ifdef GPAC_USE_TINYGL
        ostgl_context *tgl_ctx;
#endif
        Fixed scale_x, scale_y;
} Layer3DStack;


static void DestroyLayer3D(GF_Node *node)
{
        Layer3DStack *st = (Layer3DStack *) gf_node_get_private(node);
        GF_Compositor *compositor = st->visual->compositor;

        drawable_del(st->drawable);

#ifdef GPAC_USE_TINYGL
        if (st->tgl_ctx) ostgl_delete_context(st->tgl_ctx);
#endif

        if (st->txh.data) gf_free(st->txh.data);
        /*destroy texture*/
        gf_sc_texture_destroy(&st->txh);

        BindableStackDelete(st->visual->back_stack);
        st->visual->back_stack = NULL;
        BindableStackDelete(st->visual->view_stack);
        st->visual->view_stack = NULL;
        BindableStackDelete(st->visual->navigation_stack);
        st->visual->navigation_stack = NULL;
        BindableStackDelete(st->visual->fog_stack);
        st->visual->fog_stack = NULL;
        visual_del(st->visual);


        if (compositor && compositor->active_layer == node) compositor->active_layer = NULL;
        gf_free(st);
}

static void l3d_CheckBindables(GF_Node *n, GF_TraverseState *tr_state, Bool force_traverse)
{
        GF_Node *btop;
        u32 mode;
        M_Layer3D *l3d;
        l3d = (M_Layer3D *)n;

        mode = tr_state->traversing_mode;
        tr_state->traversing_mode = TRAVERSE_GET_BOUNDS;

        if (force_traverse) gf_node_traverse(l3d->background, tr_state);
        btop = (GF_Node*)gf_list_get(tr_state->backgrounds, 0);
        if (btop != l3d->background) {
                gf_node_unregister(l3d->background, n);
                gf_node_register(btop, n);
                l3d->background = btop;
                gf_node_event_out(n, 4/*"background"*/);
        }
        if (force_traverse) gf_node_traverse(l3d->viewpoint, tr_state);
        btop = (GF_Node*)gf_list_get(tr_state->viewpoints, 0);
        if (btop != l3d->viewpoint) {
                gf_node_unregister(l3d->viewpoint, n);
                gf_node_register(btop, n);
                l3d->viewpoint = btop;
                gf_node_event_out(n, 7/*"viewpoint"*/);
        }
        if (force_traverse) gf_node_traverse(l3d->navigationInfo, tr_state);
        btop = (GF_Node*)gf_list_get(tr_state->navigations, 0);
        if (btop != l3d->navigationInfo) {
                gf_node_unregister(l3d->navigationInfo, n);
                gf_node_register(btop, n);
                l3d->navigationInfo = btop;
                gf_node_event_out(n, 6/*"navigationInfo"*/);
        }
        if (force_traverse) gf_node_traverse(l3d->fog, tr_state);
        btop = (GF_Node*)gf_list_get(tr_state->fogs, 0);
        if (btop != l3d->fog) {
                gf_node_unregister(l3d->fog, n);
                gf_node_register(btop, n);
                l3d->fog = btop;
                gf_node_event_out(n, 5/*"fog"*/);
        }
        tr_state->traversing_mode = mode;
}


u32 layer3d_setup_offscreen(GF_Node *node, Layer3DStack *st, GF_TraverseState *tr_state, Fixed width, Fixed height)
{
        GF_STENCIL stencil;
        u32 new_pixel_format, w, h;
        GF_Compositor *compositor = (GF_Compositor *)st->visual->compositor;

        if (st->unsupported) return 0;

#ifndef GPAC_USE_TINYGL
        /*no support for offscreen rendering*/
        if (!(compositor->video_out->hw_caps & GF_VIDEO_HW_OPENGL_OFFSCREEN)) {
                st->unsupported = 1;
                return 0;
        }
#endif

        /*
                if (tr_state->visual->compositor->recompute_ar) {
                        gf_node_dirty_set(node, 0, 0);
                        return 0;
                }
        */

        new_pixel_format = GF_PIXEL_RGBA;
#ifndef GPAC_USE_TINYGL
//      if (!compositor_background_transparent(gf_list_get(tr_state->backgrounds, 0)) )
//              new_pixel_format = GF_PIXEL_RGB_24;

        /*in OpenGL_ES, only RGBA can be safelly used with glReadPixels*/
#ifdef GPAC_USE_GLES1X
        new_pixel_format = GF_PIXEL_RGBA;
#else
        /*no support for alpha in offscreen rendering*/
        if (!(compositor->video_out->hw_caps & GF_VIDEO_HW_OPENGL_OFFSCREEN_ALPHA))
                new_pixel_format = GF_PIXEL_RGB_24;
#endif

#endif

        /*FIXME - we assume RGB+Depth+bitshape, we should check with the video out module*/
#if defined(GF_SR_USE_DEPTH) && !defined(GPAC_DISABLE_3D)
        if (st->visual->type_3d && (compositor->video_out->hw_caps & GF_VIDEO_HW_HAS_DEPTH) ) new_pixel_format = GF_PIXEL_RGBDS;
#endif

        w = (u32) FIX2INT(gf_ceil(width));
        h = (u32) FIX2INT(gf_ceil(height));

        /*1- some implementation of glReadPixel crash if w||h are not multiple of 4*/
        /*2- some implementation of glReadPixel don't behave properly here when texture is not a power of 2*/
        w = gf_get_next_pow2(w);
        if (w>1024) w = 1024;
        h = gf_get_next_pow2(h);
        if (h>1024) h = 1024;


        if (!w || !h) return 0;

        if (st->txh.tx_io
                && (new_pixel_format == st->txh.pixelformat)
                && (w == st->txh.width)
                && (h == st->txh.height)
                && (compositor->offscreen_width >= w)
                && (compositor->offscreen_height >= h)
           )
                return 2;

        if (st->txh.tx_io) {
#ifdef GPAC_USE_TINYGL
                if (st->tgl_ctx) ostgl_delete_context(st->tgl_ctx);
#endif
                gf_sc_texture_release(&st->txh);
                if (st->txh.data) gf_free(st->txh.data);
                st->txh.data = NULL;
        }

        st->vp = gf_rect_center(INT2FIX(w), INT2FIX(h) );

        st->txh.width = w;
        st->txh.height = h;

        gf_sc_texture_allocate(&st->txh);
        st->txh.pixelformat = new_pixel_format;

        if (new_pixel_format==GF_PIXEL_RGBA) {
                st->txh.stride = w * 4;
                st->txh.transparent = 1;
        }
        else if (new_pixel_format==GF_PIXEL_RGBDS) {
                st->txh.stride = w * 4;
                st->txh.transparent = 1;
        }
        else {
                st->txh.stride = w * 3;
                st->txh.transparent = 0;
        }

        st->visual->width = w;
        st->visual->height = h;


        stencil = compositor->rasterizer->stencil_new(compositor->rasterizer, GF_STENCIL_TEXTURE);

#ifndef GPAC_USE_TINYGL
        /*create an offscreen window for OpenGL rendering*/
        if ((compositor->offscreen_width < w) || (compositor->offscreen_height < h)) {
                GF_Err e;
                GF_Event evt;
                compositor->offscreen_width = MAX(compositor->offscreen_width, w);
                compositor->offscreen_height = MAX(compositor->offscreen_height, h);

                evt.type = GF_EVENT_VIDEO_SETUP;
                evt.setup.width = tr_state->visual->compositor->offscreen_width;
                evt.setup.height = tr_state->visual->compositor->offscreen_height;
                evt.setup.back_buffer = 0;
                evt.setup.opengl_mode = 2;
                e = compositor->video_out->ProcessEvent(compositor->video_out, &evt);
                if (e) {
                        gf_sc_texture_release(&st->txh);
                        st->unsupported = 1;
                        return 0;
                }
                visual_3d_reset_graphics(compositor->visual);
                /*reload openGL ext*/
                gf_sc_load_opengl_extensions(compositor, 1);
                /*load openGL shaders*/
                visual_3d_init_shaders(compositor->visual);
        }
#endif
        st->txh.data = (char*)gf_malloc(sizeof(unsigned char) * st->txh.stride * st->txh.height);
        memset(st->txh.data, 0, sizeof(unsigned char) * st->txh.stride * st->txh.height);

        /*set stencil texture - we don't check error as an image could not be supported by the rasterizer
        but still supported by the blitter (case of RGBD/RGBDS)*/
        compositor->rasterizer->stencil_set_texture(stencil, st->txh.data, st->txh.width, st->txh.height, st->txh.stride, st->txh.pixelformat, st->txh.pixelformat, 0);

#ifdef GPAC_USE_TINYGL
        /*create TinyGL offscreen context*/
        st->tgl_ctx = ostgl_create_context(st->txh.width, st->txh.height, st->txh.transparent ? 32 : 24, &st->txh.data, 1);

        st->scale_x = st->scale_y = FIX_ONE;
#else
        st->scale_x = INT2FIX(w) / tr_state->visual->compositor->offscreen_width;
        st->scale_y = INT2FIX(h) / tr_state->visual->compositor->offscreen_height;
#endif

        gf_sc_texture_set_stencil(&st->txh, stencil);
        drawable_reset_path(st->drawable);
        gf_path_add_rect_center(st->drawable->path, 0, 0, st->clip.width, st->clip.height);
        return 1;
}

static void layer3d_draw_2d(GF_Node *node, GF_TraverseState *tr_state)
{
        DrawableContext *ctx = tr_state->ctx;
        if (tr_state->visual->DrawBitmap(tr_state->visual, tr_state, ctx))
                return;

        visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
}

static void layer3d_setup_clip(Layer3DStack *st, GF_TraverseState *tr_state, Bool prev_cam, GF_Rect rc)
{
        Fixed sw, sh;

        if (tr_state->visual->compositor->visual==tr_state->visual) {
                sw = INT2FIX(tr_state->visual->compositor->display_width);
                sh = INT2FIX(tr_state->visual->compositor->display_height);
        } else {
                sw = INT2FIX(tr_state->visual->width);
                sh = INT2FIX(tr_state->visual->height);
        }

        if ((tr_state->traversing_mode==TRAVERSE_SORT) && !prev_cam) {
                rc.x = rc.y = 0;
                st->visual->camera.vp = rc;
        } else {
                st->visual->camera.vp = rc;
                st->visual->camera.vp.x += sw/2;
                st->visual->camera.vp.y -= st->visual->camera.vp.height;
                st->visual->camera.vp.y += sh/2;
        }

        tr_state->camera->width = tr_state->camera->vp.width;
        tr_state->camera->height = tr_state->camera->vp.height;

        if (!tr_state->pixel_metrics) {
                if (tr_state->camera->height > tr_state->camera->width) {
                        tr_state->camera->height = 2 * gf_divfix(tr_state->camera->height, tr_state->camera->width);
                        tr_state->camera->width = 2*FIX_ONE;
                } else {
                        tr_state->camera->width = 2 * gf_divfix(tr_state->camera->width, tr_state->camera->height);
                        tr_state->camera->height = 2*FIX_ONE;
                }
        }

        /*setup bounds*/
        tr_state->bbox.max_edge.x = tr_state->camera->width/2;
        tr_state->bbox.min_edge.x = -tr_state->bbox.max_edge.x;
        tr_state->bbox.max_edge.y = tr_state->camera->height/2;
        tr_state->bbox.min_edge.y = -tr_state->bbox.max_edge.y;
        tr_state->bbox.max_edge.z = tr_state->bbox.min_edge.z = 0;
        tr_state->bbox.is_set = 1;

}

static void TraverseLayer3D(GF_Node *node, void *rs, Bool is_destroy)
{
        Bool prev_layer, changed = 0;
        GF_List *oldb, *oldv, *oldf, *oldn;
        GF_Rect rc;
        u32 cur_lights;
        GF_List *node_list_backup;
        GF_BBox bbox_backup;
        GF_Matrix model_backup;
        GF_Matrix2D mx2d_backup;
        GF_Camera *prev_cam;
        GF_VisualManager *old_visual;
        GF_Matrix2D *transform;
        M_Layer3D *l = (M_Layer3D *)node;
        Layer3DStack *st = (Layer3DStack *) gf_node_get_private(node);
        GF_TraverseState *tr_state = (GF_TraverseState *) rs;
        GF_TraverseState a_tr;
        u32 old_type_3d;

        if (is_destroy) {
                DestroyLayer3D(node);
                return;
        }
        if (st->unsupported) return;

        memcpy(&a_tr, tr_state, sizeof(GF_TraverseState));

        if (gf_node_dirty_get(node)) {

                /*main visual in pixel metrics, use output width*/
                if (tr_state->pixel_metrics && (tr_state->visual->compositor->visual==tr_state->visual)) {
                        st->clip.width = INT2FIX(tr_state->visual->compositor->vp_width);
                        st->clip.height = INT2FIX(tr_state->visual->compositor->vp_height);
                } else {
                        visual_get_size_info(tr_state, &st->clip.width, &st->clip.height);
                }
                /*setup bounds in local coord system*/
                if (l->size.x>=0) st->clip.width = l->size.x;
                if (l->size.y>=0) st->clip.height = l->size.y;
                st->clip = gf_rect_center(st->clip.width, st->clip.height);

                changed = 1;
        }

        transform = &tr_state->transform;

        /*layer3D maintains its own stacks*/
        oldb = tr_state->backgrounds;
        oldv = tr_state->viewpoints;
        oldf = tr_state->fogs;
        oldn = tr_state->navigations;
        old_visual = tr_state->visual;
        prev_layer = tr_state->is_layer;
        prev_cam = tr_state->camera;
        bbox_backup = tr_state->bbox;


        switch (tr_state->traversing_mode) {
        case TRAVERSE_GET_BOUNDS:
                if (!tr_state->for_node) {
                        tr_state->bounds = st->clip;
                        gf_bbox_from_rect(&tr_state->bbox, &st->clip);
                        return;
                }
        case TRAVERSE_PICK:
                /*layers can only be used in a 2D context*/
                if (tr_state->camera && tr_state->camera->is_3D)
                        return;
                break;

        case TRAVERSE_SORT:
                /*layers can only be used in a 2D context*/
                if (tr_state->camera && tr_state->camera->is_3D)
                        return;

                if (tr_state->visual->compositor->hybrid_opengl) {
                        DrawableContext *ctx = drawable_init_context_mpeg4(st->drawable, tr_state);
                        if (!ctx) goto l3d_exit;
                        ctx->aspect.fill_texture = &st->txh;
                        ctx->flags |= CTX_APP_DIRTY | CTX_IS_TRANSPARENT;
                        drawable_finalize_sort(ctx, tr_state, &st->clip);
                        return;
                }
                break;
        case TRAVERSE_DRAW_2D:
                if (tr_state->visual->compositor->hybrid_opengl) {
                        transform = &tr_state->ctx->transform;
                        break;
                }
                layer3d_draw_2d(node, tr_state);
                return;
        case TRAVERSE_DRAW_3D:
        default:
                return;
        }

        /*layer3D maintains its own stacks*/
        tr_state->backgrounds = st->visual->back_stack;
        tr_state->viewpoints = st->visual->view_stack;
        tr_state->navigations = st->visual->navigation_stack;
        tr_state->fogs = st->visual->fog_stack;
        tr_state->is_layer = 1;
        tr_state->camera = &st->visual->camera;

        gf_mx_copy(model_backup, tr_state->model_matrix);
        gf_mx2d_copy(mx2d_backup, tr_state->transform);

        /*compute viewport in visual coordinate*/
        rc = st->clip;
        if (prev_cam) {

                gf_mx_apply_rect(&tr_state->model_matrix, &rc);

                if (tr_state->visual->compositor->hybrid_opengl) {
                        gf_mx2d_apply_rect(transform, &rc);
                } else {
                        gf_mx_apply_rect(&prev_cam->modelview, &rc);
                }

                if (tr_state->camera->flags & CAM_HAS_VIEWPORT)
                        gf_mx_apply_rect(&prev_cam->viewport, &rc);

        } else {
                gf_mx2d_apply_rect(&tr_state->transform, &rc);

                /*switch visual*/
                tr_state->visual = st->visual;
        }


        /*check bindables*/
        gf_mx_init(tr_state->model_matrix);
        l3d_CheckBindables(node, tr_state, st->first);

        if (prev_cam) gf_mx_copy(tr_state->model_matrix, model_backup);

        /*drawing a layer means drawing all subelements as a whole (no depth sorting with parents)*/
        if ((tr_state->traversing_mode==TRAVERSE_SORT) || (tr_state->traversing_mode==TRAVERSE_DRAW_2D)) {
                u32 trav_mode = tr_state->traversing_mode;

                if (gf_node_dirty_get(node)) changed = 1;
                gf_node_dirty_clear(node, GF_SG_NODE_DIRTY|GF_SG_VRML_BINDABLE_DIRTY);

                /*!! we were in a 2D mode, setup associated texture !!*/
                if (!prev_cam) {
                        switch (layer3d_setup_offscreen(node, st, tr_state, rc.width, rc.height)) {
                        case 0:
                                goto l3d_exit;
                        case 2:
                                if (!changed && !(st->visual->camera.flags & CAM_IS_DIRTY) && !st->visual->camera.anim_len) {
                                        GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Layer3D] No changes found , skipping 3D draw\n"));
                                        goto layer3d_unchanged_2d;
                                }
                        default:
                                break;
                        }
#ifdef GPAC_USE_TINYGL
                        if (st->tgl_ctx) ostgl_make_current(st->tgl_ctx, 0);
#endif

                        rc = st->vp;
                        /*setup GL*/
                        visual_3d_setup(tr_state->visual);
                }
                /*note that we don't backup the state as a layer3D cannot be declared in a layer3D*/
                tr_state->layer3d = node;


                GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Layer3D] Redrawing\n"));

                layer3d_setup_clip(st, tr_state, prev_cam ? 1 : 0, rc);

                //this only happens in hybridGL mode
                if (trav_mode==TRAVERSE_DRAW_2D) {
                        visual_2d_flush_hybgl_canvas(tr_state->visual, NULL, tr_state->ctx, tr_state);
                }

                old_type_3d = tr_state->visual->type_3d;
                tr_state->visual->type_3d = 2;

                visual_3d_clear_all_lights(tr_state->visual);

                cur_lights = tr_state->visual->num_lights;
                /*this will init projection. Note that we're binding the viewpoint in the current pixelMetrics context
                even if the viewpoint was declared in an inline below
                if no previous camera, we're using offscreen rendering, force clear */
                visual_3d_init_draw(tr_state, prev_cam ? 1 : 2);

                visual_3d_check_collisions(tr_state, NULL, l->children);
                tr_state->traversing_mode = TRAVERSE_SORT;

                /*shortcut node list*/
                node_list_backup = tr_state->visual->alpha_nodes_to_draw;
                tr_state->visual->alpha_nodes_to_draw = gf_list_new();

                /*reset cull flag*/
                tr_state->cull_flag = 0;
                group_3d_traverse(node, (GroupingNode *)st, tr_state);

                visual_3d_flush_contexts(tr_state->visual, tr_state);

                gf_list_del(tr_state->visual->alpha_nodes_to_draw);
                tr_state->visual->alpha_nodes_to_draw = node_list_backup;

                while (cur_lights < tr_state->visual->num_lights) {
                        visual_3d_remove_last_light(tr_state->visual);
                }

                tr_state->traversing_mode = trav_mode ;
                tr_state->visual->type_3d = old_type_3d;
                tr_state->layer3d = NULL;

                /*!! we were in a 2D mode, create drawable context!!*/
                if (!prev_cam ) {
                        DrawableContext *ctx;
                        /*with TinyGL we draw directly to the offscreen buffer*/
#ifndef GPAC_USE_TINYGL
                        gf_sc_copy_to_stencil(&st->txh);
#else
                        if (st->txh.pixelformat==GF_PIXEL_RGBDS)
                                gf_get_tinygl_depth(&st->txh);
#endif

                        if (tr_state->visual->compositor->rasterizer->stencil_texture_modified)
                                tr_state->visual->compositor->rasterizer->stencil_texture_modified(gf_sc_texture_get_stencil(&st->txh) );
                        gf_sc_texture_set_stencil(&st->txh, gf_sc_texture_get_stencil(&st->txh) );
                        changed = 1;

layer3d_unchanged_2d:

                        /*restore visual*/
                        tr_state->visual = old_visual;
                        tr_state->appear = NULL;
                        //      tr_state->camera = prev_cam;

                        ctx = drawable_init_context_mpeg4(st->drawable, tr_state);
                        if (!ctx) goto l3d_exit;
                        ctx->aspect.fill_texture = &st->txh;
                        ctx->flags |= CTX_NO_ANTIALIAS;
                        if (changed) ctx->flags |= CTX_APP_DIRTY;
                        if (st->txh.transparent) ctx->flags |= CTX_IS_TRANSPARENT;
                        drawable_finalize_sort(ctx, tr_state, NULL);
                }
        }
        /*check picking - we must fall in our 2D clipper except when mvt is grabbed on layer*/
        else if (!gf_node_dirty_get(node)  && (tr_state->traversing_mode==TRAVERSE_PICK)) {
                GF_Ray prev_r;
                SFVec3f start, end;
                SFVec4f res;
                Fixed in_x, in_y;
                Bool do_pick = 0;

                if (!prev_cam) rc = st->vp;

                layer3d_setup_clip(st, tr_state, prev_cam ? 1 : 0, rc);

                old_type_3d = tr_state->visual->type_3d;
                tr_state->visual->type_3d = 2;

                if (tr_state->visual->compositor->active_layer==node) {
                        do_pick = (tr_state->visual->compositor->grabbed_sensor || tr_state->visual->compositor->navigation_state) ? 1 : 0;
                }

                if (!prev_cam || tr_state->visual->compositor->hybrid_opengl) gf_mx_from_mx2d(&tr_state->model_matrix, &tr_state->transform);

                if (!do_pick && !gf_list_count(tr_state->visual->compositor->sensors))
                        do_pick = gf_sc_pick_in_clipper(tr_state, &st->clip);

                if (!do_pick) {
                        tr_state->visual->type_3d = old_type_3d;
                        goto l3d_exit;
                }

                prev_r = tr_state->ray;

                compositor_get_2d_plane_intersection(&tr_state->ray, &start);

                gf_mx_inverse(&tr_state->model_matrix);
                gf_mx_apply_vec(&tr_state->model_matrix, &start);


                if (tr_state->visual->compositor->visual==tr_state->visual) {
                        start.x = gf_mulfix(start.x, tr_state->visual->compositor->scale_x);
                        start.y = gf_mulfix(start.y, tr_state->visual->compositor->scale_y);
                } else if (!prev_cam) {
                        start.x = gf_muldiv(start.x, st->visual->camera.width, st->clip.width);
                        start.y = gf_muldiv(start.y, st->visual->camera.height, st->clip.height);
                }

                visual_3d_setup_projection(tr_state, 1);

                in_x = 2 * gf_divfix(start.x, st->visual->camera.width);
                in_y = 2 * gf_divfix(start.y, st->visual->camera.height);

                res.x = in_x;
                res.y = in_y;
                res.z = -FIX_ONE;
                res.q = FIX_ONE;
                gf_mx_apply_vec_4x4(&st->visual->camera.unprojection, &res);
                if (!res.q) {
                        tr_state->visual->type_3d = old_type_3d;
                        goto l3d_exit;
                }
                start.x = gf_divfix(res.x, res.q);
                start.y = gf_divfix(res.y, res.q);
                start.z = gf_divfix(res.z, res.q);

                res.x = in_x;
                res.y = in_y;
                res.z = FIX_ONE;
                res.q = FIX_ONE;
                gf_mx_apply_vec_4x4(&st->visual->camera.unprojection, &res);
                if (!res.q) {
                        tr_state->visual->type_3d = old_type_3d;
                        goto l3d_exit;
                }
                end.x = gf_divfix(res.x, res.q);
                end.y = gf_divfix(res.y, res.q);
                end.z = gf_divfix(res.z, res.q);
                tr_state->ray = gf_ray(start, end);

                GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Layer3D] Picking: cast ray\n\tOrigin %.4f %.4f %.4f - End %.4f %.4f %.4f\n\tDir %.4f %.4f %.4f\n",
                                                      FIX2FLT(tr_state->ray.orig.x), FIX2FLT(tr_state->ray.orig.y), FIX2FLT(tr_state->ray.orig.z),
                                                      FIX2FLT(end.x), FIX2FLT(end.y), FIX2FLT(end.z),
                                                      FIX2FLT(tr_state->ray.dir.x), FIX2FLT(tr_state->ray.dir.y), FIX2FLT(tr_state->ray.dir.z)));

                group_3d_traverse(node, (GroupingNode *)st, tr_state);
                tr_state->ray = prev_r;

                tr_state->visual->type_3d = old_type_3d;

                /*store info if navigation allowed - we just override any layer3D picked first since we are picking 2D
                objects*/
                if (tr_state->camera->navigate_mode || (tr_state->camera->navigation_flags & NAV_ANY))
                        tr_state->layer3d = node;

                tr_state->traversing_mode = TRAVERSE_PICK;
        }

l3d_exit:

        /*restore camera*/
        tr_state->camera = prev_cam;
        if (prev_cam) {
                //remember to reload previous projection matrix
                visual_3d_projection_matrix_modified(tr_state->visual);
                if (tr_state->visual == old_visual) {
                        visual_3d_set_viewport(tr_state->visual, tr_state->camera->vp);
                }
        }
        tr_state->visual = old_visual;

        /*restore traversing state*/
        tr_state->backgrounds = oldb;
        tr_state->viewpoints = oldv;
        tr_state->fogs = oldf;
        tr_state->navigations = oldn;
        tr_state->bbox = bbox_backup;
        tr_state->is_layer = prev_layer;
        gf_mx_copy(tr_state->model_matrix, model_backup);
        gf_mx2d_copy(tr_state->transform, mx2d_backup);

        /*in case we missed bindables*/
        if (st->first) {
                st->first = 0;
                gf_node_dirty_set(node, 0, 0);
                gf_sc_invalidate(tr_state->visual->compositor, NULL);
        }
}

void compositor_init_layer3d(GF_Compositor *compositor, GF_Node *node)
{
        Layer3DStack *stack;
        GF_SAFEALLOC(stack, Layer3DStack);
        if (!stack) {
                GF_LOG(GF_LOG_ERROR, GF_LOG_COMPOSE, ("[Compositor] Failed to allocate layer 3d stack\n"));
                return;
        }

        stack->visual = visual_new(compositor);
        stack->visual->type_3d = 2;
        stack->visual->camera.is_3D = 1;
        stack->visual->camera.visibility = 0;
        stack->visual->camera.speed = FIX_ONE;
        camera_invalidate(&stack->visual->camera);
        stack->first = 1;

        stack->txh.compositor = compositor;
        stack->drawable = drawable_new();
        stack->drawable->node = node;
        stack->drawable->flags = DRAWABLE_USE_TRAVERSE_DRAW;

        gf_node_set_private(node, stack);
        gf_node_set_callback_function(node, TraverseLayer3D);
}

GF_Camera *compositor_layer3d_get_camera(GF_Node *node)
{
        Layer3DStack *st = (Layer3DStack *) gf_node_get_private(node);
        return &st->visual->camera;
}

void compositor_layer3d_bind_camera(GF_Node *node, Bool do_bind, u32 nav_value)
{
        Layer3DStack *st = (Layer3DStack *) gf_node_get_private(node);
        GF_Node *n = (GF_Node*)gf_list_get(st->visual->navigation_stack, 0);
        if (n) Bindable_SetSetBind(n, do_bind);
        else st->visual->camera.navigate_mode = nav_value;
}

#endif /*GPAC_DISABLE_3D*/

#endif /*GPAC_DISABLE_VRML*/


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