6e8fbca745
match the genesis editor version 1.3.0.653.
296 lines
7.7 KiB
C++
296 lines
7.7 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CAMERA_SETTING_H__
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#define __CAMERA_SETTING_H__
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#include "math/matrix44.h"
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#include "math/float2.h"
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#include "math/frustum.h"
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namespace Graphic
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{
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class CameraSetting
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{
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public:
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/// default constructor
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CameraSetting();
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/// default destructor
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virtual ~CameraSetting();
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/// setup a perspective view volume
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void SetupPerspectiveFovRH(float fov, float aspect, float zNear, float zFar);
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/// setup a perspective oblique view volume with a clipplane
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void SetupPerspectiveFovRH(float fov, float aspect, float zNear, float zFar, Math::float4 clipPlane, bool reflection = false);
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/// setup an orthogonal projection transform
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void SetupOrthogonal(float w, float h, float zNear, float zFar);
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/// setup an orthogonal projection transform at offcenter
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void SetupOffCenterOrthogonal(float l, float r, float b, float t, float zNear, float zFar);
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/// update view matrix
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void UpdateViewMatrix(const Math::matrix44& m);
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/// set shadow distance
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void SetShadowDistance(float shadowDistance);
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/// get projection matrix
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const Math::matrix44& GetProjTransform() const;
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/// get the inverse projection matrix
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const Math::matrix44& GetInvProjTransform() const;
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/// get view transform (inverse transform)
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const Math::matrix44& GetViewTransform() const;
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/// get view projection matrix (non-const!)
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const Math::matrix44& GetViewProjTransform() const;
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/// get view frustum
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const Math::frustum& GetViewFrustum() const;
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/// get focal length (computed from fov and aspect ratio)
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const Math::float2& GetFocalLength() const;
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/// return true if this is a perspective projection
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bool IsPerspective() const;
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/// return true if this is an orthogonal transform
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bool IsOrthogonal() const;
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/// get near plane distance
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float GetZNear() const;
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/// get far plane distance
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float GetZFar() const;
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/// get shadow distance
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float GetShadowDistance() const;
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/// get field-of-view (only if perspective)
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float GetFov() const;
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/// get aspect ration (only if perspective)
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float GetAspect() const;
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/// get width of near plane
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float GetNearWidth() const;
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/// get height of near plane
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float GetNearHeight() const;
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/// get width of far plane
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float GetFarWidth() const;
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/// get height of far plane
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float GetFarHeight() const;
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private:
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/// update the view projection matrix
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void UpdateViewProjMatrix() const;
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/// update the view frustum
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void UpdateViewFrustum() const;
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Math::matrix44 projMatrix;
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Math::matrix44 invProjMatrix;
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Math::matrix44 viewMatrix;
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mutable Math::matrix44 viewProjMatrix;
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mutable Math::frustum viewFrustum;
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mutable bool viewProjDirty;
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mutable bool viewFrustumDirty;
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bool isPersp;
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float zNear;
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float zFar;
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float zShadowDistance;
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float fov;
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float aspect;
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float nearWidth;
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float nearHeight;
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float farWidth;
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float farHeight;
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Math::float2 focalLength;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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CameraSetting::UpdateViewMatrix(const Math::matrix44& m)
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{
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this->viewMatrix = m;
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this->viewProjDirty = true;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::matrix44&
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CameraSetting::GetProjTransform() const
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{
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return this->projMatrix;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::matrix44&
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CameraSetting::GetInvProjTransform() const
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{
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return this->invProjMatrix;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::matrix44&
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CameraSetting::GetViewTransform() const
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{
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return this->viewMatrix;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::matrix44&
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CameraSetting::GetViewProjTransform() const
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{
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if (this->viewProjDirty)
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{
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this->UpdateViewProjMatrix();
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}
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return this->viewProjMatrix;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::frustum&
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CameraSetting::GetViewFrustum() const
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{
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if (this->viewFrustumDirty)
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{
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this->UpdateViewFrustum();
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}
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return this->viewFrustum;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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CameraSetting::IsPerspective() const
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{
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return this->isPersp;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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CameraSetting::IsOrthogonal() const
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{
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return !this->isPersp;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetZNear() const
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{
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return this->zNear;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetShadowDistance() const
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{
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return this->zShadowDistance;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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void CameraSetting::SetShadowDistance(float shadowDistance)
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{
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this->zShadowDistance = shadowDistance;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetZFar() const
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{
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return this->zFar;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetFov() const
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{
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return this->fov;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetAspect() const
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{
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return this->aspect;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetNearWidth() const
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{
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return this->nearWidth;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetNearHeight() const
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{
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return this->nearHeight;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetFarWidth() const
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{
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return this->farWidth;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float
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CameraSetting::GetFarHeight() const
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{
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return this->farHeight;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Math::float2&
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CameraSetting::GetFocalLength() const
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{
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return this->focalLength;
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}
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}
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#endif //__CAMERA_SETTING_H__
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