genesis-3d_engine/Engine/graphicsystem/Camera/Camera.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

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/****************************************************************************
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_H_
#define CAMERA_H_
#include "RenderSystem/RenderSystem.h"
#include "Camera/CameraSetting.h"
#include "base/GraphicObject.h"
#include "Light/Light.h"
#include "base/RenderToTexture.h"
#include "util/stl.h"
#include "base/ImageFilters.h"
#include "graphicsystem/Material/Material.h"
#include "graphicsystem/Vision/RenderScene.h"
#include "Camera/RenderPipeline/RenderPipeline.h"
#include "foundation/util/scriptbind.h"
namespace Vis
{
class VisQuery;
}
namespace Graphic
{
class RenderPipelineManager;
class Light;
class RenderObject;
class ViewPortWindow;
class RenderScene;
class Camera;
class CameraListener
{
public:
virtual ~CameraListener(){};
virtual void OnRenderBegin(Camera* sender) = 0;
virtual void OnRenderEnd(Camera* sender) = 0;
virtual void OnCopyParam(Camera* sender, Camera* dest, const Camera* source) = 0;
virtual void OnDiscard(Camera* sender) = 0;
virtual void OnListenerChange(Camera* sender) = 0;
};
class _simple_scene : public IRenderScene
{
public:
_simple_scene();
virtual ~_simple_scene();
// internal call
virtual void _UpdateVisEntity(const GPtr<Vis::VisEntity>& visEnt );
virtual void _AddRenderObject(RenderObject* obj);
virtual void _RemoveRenderObject(RenderObject* obj);
// internal call
virtual void _AddRenderObjectNotCull(RenderObject* obj);
virtual void _RemoveRenderObjectNotCull(RenderObject* obj);
const Util::Array<RenderObject*>& _GetNotCullRenderObjects() const;
private:
Util::Array<RenderObject*> m_notCullRenderObjects;
};
inline const Util::Array<RenderObject*>& _simple_scene::_GetNotCullRenderObjects() const
{
return m_notCullRenderObjects;
}
class Camera : public GraphicObject
{
__DeclareSubClass(Camera,GraphicObject)
__ScriptBind
public:
static float S_Camera_Far; // hack code for demo shadow map
enum RenderMode
{
ForwardMode,
DeferredMode,
CustomedMode
};
struct ViewPort
{
SizeT x;
SizeT y;
SizeT width;
SizeT height;
float minZ;
float maxZ;
};
enum DrawType
{
DrawTextured = 0,
DrawWire = 1,
DrawTexturedWire = 2,
DrawRenderPaths = 3,
};
enum ViewType
{
VT_ortho,//<2F><><EFBFBD><EFBFBD>ͶӰ
VT_persp//͸<><CDB8>ͶӰ
};
static const float PerspNormalFov;
Camera();
virtual ~Camera();
virtual void Setup();
virtual void Discard();
void RenderBegin();
void RenderEnd();
GPtr<Vis::VisQuery> Cull() const;
RenderScene* GetRenderScene() const;
/// set render order
void SetCameraOrder(CameraOrder order);
/// get render order
const CameraOrder& GetCameraOrder() const;
/// set draw mode
void SetDrawType(DrawType mode);
/// get drawmode
const DrawType& GetDrawType() const;
ViewType GetViewType() const;
void SetViewType(ViewType type, float fovOrHeight);
/// set
void SetRenderMode(RenderMode mode);
/// get
RenderMode GetRenderMode() const;
/// set new camera settings
void SetCameraSetting(const CameraSetting& camSetting);
/// get camera settings
const CameraSetting& GetCameraSetting() const;
/// get projection matrix
const Math::matrix44& GetProjTransform() const;
/// get view transform (inverse transform)
const Math::matrix44& GetViewTransform() const;
/// get view projection matrix
const Math::matrix44& GetViewProjTransform() const;
/// get view frustum
const Math::frustum& GetViewFrustum() const;
void SetProj(ViewType vt, float fovOrHeight, float zNear, float zFar);
/// setup a perspective view volume
void SetPerspectiveFovRH(float fov, float aspect, float zNear, float zFar);
/// setup a perspective oblique view volume with a clipplane
void SetPerspectiveFovRH(float fov, float aspect, float zNear, float zFar, Math::float4 clipPlane, bool reflection = false);
/// setup an orthogonal projection transform
void SetOrthogonal(float w, float h, float zNear, float zFar);
/// set shadow distence
void SetShadowDistence(float shadowDis);
/// get shadow distence
const float GetShadowDistence() const;
///
GPtr<RenderPipelineManager>& GetRenderPipelineManager();
ImageFilterManager& GetPostEffectFilters();
///
void OnTransformChanged();
//const RenderBase::RenderResourceHandle& GetBackBuffer() const;
/// set rendertotexture
void SetRenderToTexture(const GPtr<RenderToTexture>& rtt);
/// get rendertotexture
const GPtr<RenderToTexture>& GetRenderToTexture() const;
/// set swap texture
void SetSwapTexture(const GPtr<RenderToTexture>& rtt);
/// get swap texture
const GPtr<RenderToTexture>& GetSwapTexture() const;
///set lightlit map
void SetLightLitMap(const GPtr<RenderToTexture>& rtt);
/// render depth map
bool HasDepthMap() const;
/// get depth map
const GPtr<RenderToTexture>& GetDepthMap() const;
const GPtr<RenderToTexture>& GetDeferredNormalMap() const;
const GPtr<RenderToTexture>& GetDeferredParamMap() const;
const GPtr<RenderToTexture>& GetDeferredLightMap() const;
/// render light lit map
bool HasLightLitMap() const;
/// get light lit map
const GPtr<RenderToTexture>& GetLightLitTexture() const;
/// get light lit material
const GPtr<Material>& GetLightLitMaterial() const;
/// get shadow blur material
const GPtr<Material>& GetShadowBlurMaterial() const;
/// rendered with custom material
const bool IsRenderCustom() const;
/// need set view port
const bool UseViewport() const;
/// set viewport
void SetViewport(const ViewPort& vp);
/// get viewport
const ViewPort& GetViewport() const;
void SetTargetWindow(ViewPortWindow* target);
ViewPortWindow* GetTargetWindow() const;
/// get custom material
const GPtr<Material>& GetCustomMaterial() const;
/// get wire material
//const GPtr<Material>& GetWireMaterial() const;
/// set wire color
//void SetWireColor(const float4& color) const;
const bool IsRenderNormal() const;
void SetDebugFrustum(bool enable, const Math::float4& color);
/// get debug color
const Math::float4& GetDebugColor() const;
/// set debug color
void SetDebugColor(const Math::float4& color);
/// get cull mask
const RenderLayer& GetCullMask() const;
/// set cull mask
void SetCullMask(const RenderLayer& rl);
void SetRenderSurface(bool bRenderSurface);
const bool IsRenderSurface() const;
void SetRenderNormal(bool bNormal);
void SetRenderDepth(bool bDepth);
void SetUseCustomMaterial(bool bUse);
void SetCustomMaterial(const GPtr<Material>& pMat);
void SetClipPlane(const Math::float4& plane);
void SetUseWindowSize(bool bWinSize);
const bool IsUsingWindowSize() const;
void OnResizeWindow(const RenderBase::DisplayMode& dm);
void OnDeviceReset(const RenderBase::DisplayMode& dm);
void ResetProjMatrix(int w, int h);
const Math::float4& GetClipPlane() const;
// set custom pipeline
bool SetCustomPipeline(const GPtr<RenderPipeline>& customPipeline);
void CopyParam(const GPtr<Camera>& source);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>rendertarget
void SetListener(CameraListener* listener);
CameraListener* GetListener() const;
void SetRenderScene(RenderScene* scene,bool bAddToRenderScene = false);
//[zhongdaohuan]
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵĶ<C4B5><C4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>ֱ<EFBFBD>ӽ<EFBFBD><D3BD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD>С<EFBFBD>
IRenderScene* GetCameraScene();
const Util::Array<RenderObject*>& GetNotCullRenderObjects() const;
void SetOwner(Core::RefCounted* owner);
Core::RefCounted* GetOwner() const;
void SetBeforeDrawEvent(bool enable);
bool IsUseBeforeDrawEvent() const;
const GPtr<QuadRenderable>& GetQuadRenderable() const;
//<2F><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>shadow map<61><70><EFBFBD><EFBFBD>Ⱦ
void SetRenderLightLitMap(bool enable);
void SetAntiAliasQuality(RenderBase::AntiAliasQuality::Code qua);
RenderBase::AntiAliasQuality::Code GetAntiAliasQuality();
void SetUseCallBack(bool bUse);
bool GetUseCallBack();
private:
void registWindowEvent();
void unregistWindowEvent();
void setupDeferred();
void onTargetSizeChange(ViewPortWindow* sender);
void checkDepthMap();
void checkLightLitMap();
Core::RefCounted* m_owner;
GPtr<QuadRenderable> m_quadRenderable; //use for blit image,if we use same quad,dx has a 0.5
GPtr<RenderPipelineManager> m_renderPipelineManager;
GPtr<RenderToTexture> m_renderToTexture;
GPtr<RenderToTexture> m_lightLitTexture;
GPtr<RenderToTexture> m_swapTexture;
GPtr<RenderToTexture> m_depthMap;
//GPtr<RenderToTexture> m_backBuffer;
GPtr<Material> m_lightLitMaterial;
GPtr<Material> m_customMaterial;
// deferred lighting
GPtr<RenderToTexture> m_deferredNormalMap;
GPtr<RenderToTexture> m_deferredParamMap;
GPtr<RenderToTexture> m_deferredLightMap;
RenderScene* m_renderScene;
ViewPortWindow* m_targetWindow;
CameraListener* m_listener;
_simple_scene m_cameraScene;
CameraSetting m_setting;
ImageFilterManager m_postEffects;
Math::float4 m_debugColor;
Math::float4 m_ClipPlane;
CameraOrder m_renderOrder;
RenderLayer m_cullMask;
DrawType m_drawMode;
ViewType m_viewType;
ViewPort m_viewPort;
RenderMode m_renderMode;
RenderBase::AntiAliasQuality::Code m_antiAliasQuality;
bool m_bSetup;
bool m_bUseViewPort;
bool m_bRenderDepthMap;
bool m_bRenderLightLitMap;
bool m_bRenderCustom;
bool m_bRenderNormal;
bool m_bRenderSurface;
bool m_bUseWindowSize;
bool m_bUseBeforeDrawEvent;
bool m_bUseCallBack;
};
//------------------------------------------------------------------------------
/**
*/
inline const Math::matrix44&
Camera::GetProjTransform() const
{
return m_setting.GetProjTransform();
}
//------------------------------------------------------------------------------
/**
*/
inline const Math::matrix44&
Camera::GetViewTransform() const
{
return m_setting.GetViewTransform();
}
//------------------------------------------------------------------------------
/**
*/
inline const Math::matrix44&
Camera::GetViewProjTransform() const
{
return m_setting.GetViewProjTransform();
}
//------------------------------------------------------------------------------
/**
*/
inline const Math::frustum&
Camera::GetViewFrustum() const
{
n_error("Frustum's compution is not right");
return m_setting.GetViewFrustum();
}
//------------------------------------------------------------------------------
/**
*/
inline const CameraSetting&
Camera::GetCameraSetting() const
{
return m_setting;
}
inline GPtr<RenderPipelineManager>& Camera::GetRenderPipelineManager()
{
return m_renderPipelineManager;
}
inline void Camera::SetCameraOrder(CameraOrder order)
{
m_renderOrder = order;
}
inline const CameraOrder& Camera::GetCameraOrder() const
{
return m_renderOrder;
}
inline void Camera::SetRenderMode(RenderMode mode)
{
m_renderMode = mode;
}
inline Camera::RenderMode Camera::GetRenderMode() const
{
return m_renderMode;
}
inline void Camera::SetRenderToTexture(const GPtr<RenderToTexture>& rtt)
{
m_renderToTexture = rtt;
m_viewPort.width = rtt->GetWidth();
m_viewPort.height = rtt->GetHeight();
}
inline const GPtr<RenderToTexture>& Camera::GetRenderToTexture() const
{
return m_renderToTexture;
}
//inline const RenderBase::RenderResourceHandle& Camera::GetBackBuffer() const
//{
// return m_backBuffer ? m_backBuffer->GetTargetHandle() : dummyhandle;
//}
inline void Camera::SetSwapTexture(const GPtr<RenderToTexture>& rtt)
{
m_swapTexture = rtt;
}
inline const GPtr<RenderToTexture>& Camera::GetSwapTexture() const
{
return m_swapTexture;
}
inline bool Camera::HasDepthMap() const
{
return m_bRenderDepthMap;
}
inline const GPtr<RenderToTexture>& Camera::GetDepthMap() const
{
return m_depthMap;
}
inline const GPtr<RenderToTexture>& Camera::GetDeferredNormalMap() const
{
return m_deferredNormalMap;
}
inline const GPtr<RenderToTexture>& Camera::GetDeferredParamMap() const
{
return m_deferredParamMap;
}
inline const GPtr<RenderToTexture>& Camera::GetDeferredLightMap() const
{
return m_deferredLightMap;
}
inline bool Camera::HasLightLitMap() const
{
return m_bRenderLightLitMap;
}
inline const GPtr<RenderToTexture>& Camera::GetLightLitTexture() const
{
return m_lightLitTexture;
}
inline const GPtr<Material>& Camera::GetLightLitMaterial() const
{
return m_lightLitMaterial;
}
inline const bool Camera::IsRenderCustom() const
{
return m_bRenderCustom;
}
inline const GPtr<Material>& Camera::GetCustomMaterial() const
{
return m_customMaterial;
}
inline const bool Camera::IsRenderNormal() const
{
return m_bRenderNormal;
}
inline void Camera::SetDebugColor(const Math::float4& color)
{
m_debugColor = color;
}
inline const Math::float4& Camera::GetDebugColor() const
{
return m_debugColor;
}
inline void Camera::SetCullMask(const RenderLayer& rl)
{
m_cullMask = rl;
}
inline const RenderLayer& Camera::GetCullMask() const
{
return m_cullMask;
}
inline const bool Camera::IsRenderSurface() const
{
return m_bRenderSurface;
}
inline void Camera::SetRenderSurface(bool bRenderSurface)
{
m_bRenderSurface = bRenderSurface;
}
inline const bool Camera::UseViewport() const
{
return m_bUseViewPort;
}
inline void Camera::SetViewport(const ViewPort& vp)
{
m_viewPort = vp;
m_bUseViewPort = true;
}
inline const Camera::ViewPort& Camera::GetViewport() const
{
return m_viewPort;
}
inline ViewPortWindow* Camera::GetTargetWindow() const
{
return m_targetWindow;
}
inline void Camera::SetRenderNormal(bool bNormal)
{
m_bRenderNormal = bNormal;
}
inline void Camera::SetUseCustomMaterial(bool bUse)
{
m_bRenderCustom = bUse;
}
inline void Camera::SetCustomMaterial(const GPtr<Material>& pMat)
{
m_customMaterial = pMat;
}
inline void Camera::SetClipPlane(const Math::float4& plane)
{
m_ClipPlane = plane;
}
inline const Math::float4& Camera::GetClipPlane() const
{
return m_ClipPlane;
}
inline void Camera::SetUseWindowSize(bool bWinSize)
{
m_bUseWindowSize = bWinSize;
}
inline const bool Camera::IsUsingWindowSize() const
{
return m_bUseWindowSize;
}
//--------------------------------------------------------------------------------
inline void Camera::SetDrawType(Camera::DrawType mode)
{
m_drawMode = mode;
}
//--------------------------------------------------------------------------------
inline const Camera::DrawType& Camera::GetDrawType() const
{
return m_drawMode;
}
//--------------------------------------------------------------------------------
inline Camera::ViewType Camera::GetViewType() const
{
return m_viewType;
}
//---------------------------------------------------------------------------------
inline ImageFilterManager& Camera::GetPostEffectFilters()
{
return m_postEffects;
}
inline const Util::Array<RenderObject*>& Camera::GetNotCullRenderObjects() const
{
return m_cameraScene._GetNotCullRenderObjects();
}
inline void Camera::SetListener(CameraListener* listener)
{
m_listener = listener;
if(m_listener)
{
m_listener->OnListenerChange(this);
}
}
inline CameraListener* Camera::GetListener() const
{
return m_listener;
}
inline void Camera::SetRenderScene(RenderScene* scene,bool bAddToRenderScene)
{
if(m_renderScene)
{
m_renderScene->_RemoveCamera(this);
}
m_renderScene = scene;
if(m_renderScene && bAddToRenderScene )
{
m_renderScene->_AddCamera(this);
}
}
//---------------------------------------------------------------------------------
inline void Camera::SetShadowDistence(float shadowDis)
{
m_setting.SetShadowDistance(shadowDis);
}
inline const float Camera::GetShadowDistence() const
{
return m_setting.GetShadowDistance();
}
inline void Camera::SetOwner(Core::RefCounted* owner)
{
m_owner = owner;
}
inline Core::RefCounted* Camera::GetOwner() const
{
return m_owner;
}
inline void Camera::SetBeforeDrawEvent(bool enable)
{
m_bUseBeforeDrawEvent = enable;
}
inline bool Camera::IsUseBeforeDrawEvent() const
{
return m_bUseBeforeDrawEvent;
}
inline const GPtr<QuadRenderable>& Camera::GetQuadRenderable() const
{
return m_quadRenderable;
}
inline void Camera::SetRenderLightLitMap(bool enable)
{
m_bRenderLightLitMap = enable;
}
inline RenderBase::AntiAliasQuality::Code Camera::GetAntiAliasQuality()
{
return m_antiAliasQuality;
}
inline RenderScene* Camera::GetRenderScene() const
{
return m_renderScene;
}
inline void Camera::SetUseCallBack( bool bUse )
{
m_bUseCallBack = bUse;
}
inline bool Camera::GetUseCallBack()
{
return m_bUseCallBack;
}
//---------------------------------------------------------------------------------
}
#endif //CAMERA_H_