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#include "imagerotate.hpp"
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#include <OgreRoot.h>
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#include <OgreSceneManager.h>
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#include <OgreImage.h>
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#include <OgreTexture.h>
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#include <OgreRenderTarget.h>
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#include <OgreCamera.h>
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#include <OgreTextureUnitState.h>
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#include <OgreHardwarePixelBuffer.h>
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using namespace Ogre;
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using namespace OEngine::Render;
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void ImageRotate::rotate(const std::string& sourceImage, const std::string& destImage, const float angle)
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{
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Root* root = Ogre::Root::getSingletonPtr();
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std::string destImageRot = std::string(destImage) + std::string("_rot");
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SceneManager* sceneMgr = root->createSceneManager(ST_GENERIC);
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Camera* camera = sceneMgr->createCamera("ImageRotateCamera");
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MaterialPtr material = MaterialManager::getSingleton().create("ImageRotateMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
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material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
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TextureUnitState* tus = material->getTechnique(0)->getPass(0)->createTextureUnitState(sourceImage);
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Degree deg(angle);
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tus->setTextureRotate(Radian(deg.valueRadians()));
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tus->setTextureAddressingMode(TextureUnitState::TAM_BORDER);
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tus->setTextureBorderColour(ColourValue(0, 0, 0, 0));
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Rectangle2D* rect = new Rectangle2D(true);
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rect->setCorners(-1.0, 1.0, 1.0, -1.0);
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rect->setMaterial("ImageRotateMaterial");
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// Render the background before everything else
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rect->setRenderQueueGroup(RENDER_QUEUE_BACKGROUND);
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// Use infinite AAB to always stay visible
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AxisAlignedBox aabInf;
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aabInf.setInfinite();
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rect->setBoundingBox(aabInf);
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// Attach background to the scene
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SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode();
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node->attachObject(rect);
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// retrieve image width and height
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TexturePtr sourceTexture = TextureManager::getSingleton().getByName(sourceImage);
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unsigned int width = sourceTexture->getWidth();
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unsigned int height = sourceTexture->getHeight();
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TexturePtr destTextureRot = TextureManager::getSingleton().createManual(
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destImageRot,
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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width, height,
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0,
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PF_FLOAT16_RGBA,
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TU_RENDERTARGET);
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RenderTarget* rtt = destTextureRot->getBuffer()->getRenderTarget();
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rtt->setAutoUpdated(false);
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Viewport* vp = rtt->addViewport(camera);
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vp->setOverlaysEnabled(false);
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vp->setShadowsEnabled(false);
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vp->setBackgroundColour(ColourValue(0,0,0,0));
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rtt->update();
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//copy the rotated image to a static texture
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TexturePtr destTexture = TextureManager::getSingleton().createManual(
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destImage,
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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width, height,
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0,
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PF_FLOAT16_RGBA,
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Ogre::TU_STATIC);
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destTexture->getBuffer()->blit(destTextureRot->getBuffer());
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// remove all the junk we've created
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TextureManager::getSingleton().remove(destImageRot);
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MaterialManager::getSingleton().remove("ImageRotateMaterial");
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root->destroySceneManager(sceneMgr);
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delete rect;
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}
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@ -0,0 +1,27 @@
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#ifndef OENGINE_OGRE_IMAGEROTATE_HPP
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#define OENGINE_OGRE_IMAGEROTATE_HPP
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#include <string>
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namespace OEngine
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{
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namespace Render
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{
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/// Rotate an image by certain degrees and save as file, uses the GPU
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/// Make sure Ogre Root is initialised before calling
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class ImageRotate
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{
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public:
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/**
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* @param source image (file name - has to exist in an resource group)
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* @param name of the destination texture to save to (in memory)
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* @param angle in degrees to turn
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*/
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static void rotate(const std::string& sourceImage, const std::string& destImage, const float angle);
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};
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}
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}
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#endif
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