/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __CAMERA_SETTING_H__ #define __CAMERA_SETTING_H__ #include "math/matrix44.h" #include "math/float2.h" #include "math/frustum.h" namespace Graphic { class CameraSetting { public: /// default constructor CameraSetting(); /// default destructor virtual ~CameraSetting(); /// setup a perspective view volume void SetupPerspectiveFovRH(float fov, float aspect, float zNear, float zFar); /// setup a perspective oblique view volume with a clipplane void SetupPerspectiveFovRH(float fov, float aspect, float zNear, float zFar, Math::float4 clipPlane, bool reflection = false); /// setup an orthogonal projection transform void SetupOrthogonal(float w, float h, float zNear, float zFar); /// setup an orthogonal projection transform at offcenter void SetupOffCenterOrthogonal(float l, float r, float b, float t, float zNear, float zFar); /// update view matrix void UpdateViewMatrix(const Math::matrix44& m); /// set shadow distance void SetShadowDistance(float shadowDistance); /// get projection matrix const Math::matrix44& GetProjTransform() const; /// get the inverse projection matrix const Math::matrix44& GetInvProjTransform() const; /// get view transform (inverse transform) const Math::matrix44& GetViewTransform() const; /// get view projection matrix (non-const!) const Math::matrix44& GetViewProjTransform() const; /// get view frustum const Math::frustum& GetViewFrustum() const; /// get focal length (computed from fov and aspect ratio) const Math::float2& GetFocalLength() const; /// return true if this is a perspective projection bool IsPerspective() const; /// return true if this is an orthogonal transform bool IsOrthogonal() const; /// get near plane distance float GetZNear() const; /// get far plane distance float GetZFar() const; /// get shadow distance float GetShadowDistance() const; /// get field-of-view (only if perspective) float GetFov() const; /// get aspect ration (only if perspective) float GetAspect() const; /// get width of near plane float GetNearWidth() const; /// get height of near plane float GetNearHeight() const; /// get width of far plane float GetFarWidth() const; /// get height of far plane float GetFarHeight() const; private: /// update the view projection matrix void UpdateViewProjMatrix() const; /// update the view frustum void UpdateViewFrustum() const; Math::matrix44 projMatrix; Math::matrix44 invProjMatrix; Math::matrix44 viewMatrix; mutable Math::matrix44 viewProjMatrix; mutable Math::frustum viewFrustum; mutable bool viewProjDirty; mutable bool viewFrustumDirty; bool isPersp; float zNear; float zFar; float zShadowDistance; float fov; float aspect; float nearWidth; float nearHeight; float farWidth; float farHeight; Math::float2 focalLength; }; //------------------------------------------------------------------------------ /** */ inline void CameraSetting::UpdateViewMatrix(const Math::matrix44& m) { this->viewMatrix = m; this->viewProjDirty = true; } //------------------------------------------------------------------------------ /** */ inline const Math::matrix44& CameraSetting::GetProjTransform() const { return this->projMatrix; } //------------------------------------------------------------------------------ /** */ inline const Math::matrix44& CameraSetting::GetInvProjTransform() const { return this->invProjMatrix; } //------------------------------------------------------------------------------ /** */ inline const Math::matrix44& CameraSetting::GetViewTransform() const { return this->viewMatrix; } //------------------------------------------------------------------------------ /** */ inline const Math::matrix44& CameraSetting::GetViewProjTransform() const { if (this->viewProjDirty) { this->UpdateViewProjMatrix(); } return this->viewProjMatrix; } //------------------------------------------------------------------------------ /** */ inline const Math::frustum& CameraSetting::GetViewFrustum() const { if (this->viewFrustumDirty) { this->UpdateViewFrustum(); } return this->viewFrustum; } //------------------------------------------------------------------------------ /** */ inline bool CameraSetting::IsPerspective() const { return this->isPersp; } //------------------------------------------------------------------------------ /** */ inline bool CameraSetting::IsOrthogonal() const { return !this->isPersp; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetZNear() const { return this->zNear; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetShadowDistance() const { return this->zShadowDistance; } //------------------------------------------------------------------------------ /** */ inline void CameraSetting::SetShadowDistance(float shadowDistance) { this->zShadowDistance = shadowDistance; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetZFar() const { return this->zFar; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetFov() const { return this->fov; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetAspect() const { return this->aspect; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetNearWidth() const { return this->nearWidth; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetNearHeight() const { return this->nearHeight; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetFarWidth() const { return this->farWidth; } //------------------------------------------------------------------------------ /** */ inline float CameraSetting::GetFarHeight() const { return this->farHeight; } //------------------------------------------------------------------------------ /** */ inline const Math::float2& CameraSetting::GetFocalLength() const { return this->focalLength; } } #endif //__CAMERA_SETTING_H__