477 lines
12 KiB
C++
477 lines
12 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 __CAMERACOMPONENT_H__
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#define __CAMERACOMPONENT_H__
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#include "appframework/component.h"
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#include "graphicsystem/Camera/Camera.h"
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namespace Graphic
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{
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class ViewPortWindow;
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}
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namespace App
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{
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typedef TypeConvert<Graphic::Camera::ViewType> ViewTypeConvert;
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class CameraComponent;
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class CameraComponentLoadListener
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{
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public:
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~CameraComponentLoadListener(){};
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virtual void OnLoad(CameraComponent* sender) = 0;
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};
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/*
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*/
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class CameraComponent : public App::Component
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{
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__DeclareSubClass(CameraComponent, Component);
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public:
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typedef uint CullMarkID;
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/// constructor
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CameraComponent();
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/// destructor
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virtual ~CameraComponent();
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/// setup callbacks for this component, call by Actor in OnActivate()
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virtual void SetupCallbacks();
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/// list all reference resource ids
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virtual void GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const;
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/// override to register accepted messages
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virtual void SetupAcceptedMessages();
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/// handle a single message
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virtual void HandleMessage(const GPtr<Messaging::Message>& msg);
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void SetCameraOrder(Graphic::CameraOrder order );
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Graphic::CameraOrder GetCameraOrder() const;
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void SetTargetWindow(Graphic::ViewPortWindow* target);
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Graphic::ViewPortWindow* GetTargetWindow() const;
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bool IsMainCamera(void) const;
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bool IsNeedApply() const;
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bool IsUseSkyBox(void);
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void SetUseSkyBox(bool useSkyBox);
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void SetTexRes(const RenderBase::ResourcePath& str);
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const RenderBase::ResourcePath& GetTexRes(void);
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// get View Matrix
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const Math::matrix44& GetViewMat() ;
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// get Proj Matrix
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const Math::matrix44& GetProjMat() ;
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// get Proj Matrix
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const Math::matrix44& GetViewProjMat() ;
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Math::matrix44 GetViewMat_ex() ;
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Math::matrix44 GetProjMat_ex() ;
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Graphic::Camera::ViewType GetViewType() const;
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float GetFov() const;
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float GetNearWidth() const;
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float GetNearHeight() const;
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float GetAspect() const;
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float GetZNear() const;
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float GetZFar() const;
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float GetFarWidth() const;
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float GetFarHeight() const;
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float GetShadowDistence() const;
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bool GetProjParam( float* nearWidth , float* nearHeight , float* nearPlaneDis , float* farPlaneDis );
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bool SetProjParam( float nearW , float nearH , float nearDis , float farDis );
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bool SetProj(float fovOrHeight, float zNear, float zFar, Graphic::Camera::ViewType vt);
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bool SetProj(float fovOrHeight, float zNear, float zFar);
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void SetPerspectiveFovRH(float fov, float aspect, float zNear, float zFar);
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void SetPerspectiveFovRHEx(float fov, float aspect, float zNear, float zFar,const Math::float4& clipPlane_, bool reflection);
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void SetZFar(float zFar);
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void SetZNear(float zNear);
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void SetShadowDistence(float shadowDis);
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CullMarkID GetCullMarkID() const;
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void SetCullMarkID(CullMarkID id);
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void SetRenderMode(Graphic::Camera::RenderMode mode);
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Graphic::Camera::RenderMode GetRenderMode() const;
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const GPtr<Graphic::Camera>& GetCameraObject() const;
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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virtual Version GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( AppWriter* pWriter ) const;
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// copy from other component
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virtual void CopyFrom( const GPtr<Component>& pComponent );
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static void RegisterLoadListener(CameraComponentLoadListener* Listener);
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void SetRenderCustom(bool custom);
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bool IsRenderCustom();
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void SetRenderNormal(bool normal);
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bool IsRenderNormal();
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void SetRenderDepth(bool RenderDepth);
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bool IsRenderDepth();
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void SetRenderToTexture(const GPtr<Graphic::RenderToTexture>& rtt);
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void SetLightLitTexture(const GPtr<Graphic::RenderToTexture>& rtt);
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void SetUseBeforeDrawEvent(bool enable);
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bool GetUseBeforeDrawEvent() const;
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virtual void SetupAllResource();
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virtual bool IsAllResourceLoaded();
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//temp function.
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void SetRenderShadowMap(bool enable);
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bool GetRenderShadowMap() const;
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#if __GENESIS_EDITOR__
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void SetCameraTarget(const Graphic::Camera::CameraTarget bTarget);
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Graphic::Camera::CameraTarget GetCameraTarget() const;
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#endif
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protected:
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friend class CameraComponentSerialization;
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/// called from Actor::ActivateComponents()
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virtual void OnActivate();
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/// called from Actor::DeactivateComponents()
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virtual void OnDeactivate();
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virtual void OnRenderSceneChanged();
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/// called on begin of frame
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virtual void _OnBeginFrame();
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/// called before rendering happens
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virtual void _OnFrame();
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/// @Component::Component called after movement has happened.
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/// this will change the camera view matrix when Actor change
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virtual void _OnMoveAfter();
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void AttachCamera();
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void DetachCamera();
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void AttachSkyBox();
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void DetachSkyBox();
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GPtr<Graphic::Camera> m_camera;
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RenderBase::ResourcePath m_skyBoxRes;
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bool m_bUseSkyBox;
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bool m_bSkyBoxDirty;
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bool m_bAttached;
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bool m_bInit;
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};
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//------------------------------------------------------------------------
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inline
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void
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CameraComponent::SetCameraOrder(Graphic::CameraOrder order )
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{
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m_camera->SetCameraOrder(order);
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}
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//------------------------------------------------------------------------
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inline Graphic::CameraOrder
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CameraComponent::GetCameraOrder() const
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{
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return m_camera->GetCameraOrder();
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}
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//------------------------------------------------------------------------
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inline
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bool
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CameraComponent::IsMainCamera(void) const
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{
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return m_camera->GetCameraOrder() == Graphic::eCO_Main;
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}
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//------------------------------------------------------------------------
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inline
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const Math::matrix44&
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CameraComponent::GetViewMat()
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{
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return m_camera->GetViewTransform();
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}
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//------------------------------------------------------------------------
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inline
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const Math::matrix44&
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CameraComponent::GetProjMat()
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{
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return m_camera->GetProjTransform();
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}
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//------------------------------------------------------------------------
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inline
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const Math::matrix44&
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CameraComponent::GetViewProjMat()
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{
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return m_camera->GetViewProjTransform();
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}
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//------------------------------------------------------------------------
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inline
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Math::matrix44
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CameraComponent::GetViewMat_ex()
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{
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return m_camera->GetViewTransform();
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}
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//------------------------------------------------------------------------
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inline
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Math::matrix44
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CameraComponent::GetProjMat_ex()
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{
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return m_camera->GetProjTransform();
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}
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//------------------------------------------------------------------------
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inline
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Graphic::Camera::ViewType
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CameraComponent::GetViewType() const
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{
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return m_camera->GetViewType();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetFov() const
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{
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return m_camera->GetCameraSetting().GetFov();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetNearWidth() const
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{
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return m_camera->GetCameraSetting().GetNearWidth();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetNearHeight() const
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{
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return m_camera->GetCameraSetting().GetNearHeight();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetFarWidth() const
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{
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return m_camera->GetCameraSetting().GetFarWidth();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetFarHeight() const
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{
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return m_camera->GetCameraSetting().GetFarHeight();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetAspect() const
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{
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return m_camera->GetCameraSetting().GetAspect();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetZNear() const
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{
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return m_camera->GetCameraSetting().GetZNear();
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}
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//------------------------------------------------------------------------
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inline
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float
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CameraComponent::GetZFar() const
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{
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return m_camera->GetCameraSetting().GetZFar();
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}
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//------------------------------------------------------------------------
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inline
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Graphic::Camera::RenderMode
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CameraComponent::GetRenderMode() const
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{
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return m_camera->GetRenderMode();
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}
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//------------------------------------------------------------------------
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inline
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void
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CameraComponent::SetRenderMode(Graphic::Camera::RenderMode mode)
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{
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m_camera->SetRenderMode(mode);
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}
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inline
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void
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CameraComponent::SetTargetWindow(Graphic::ViewPortWindow* target)
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{
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m_camera->SetTargetWindow(target);
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}
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inline
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Graphic::ViewPortWindow*
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CameraComponent::GetTargetWindow() const
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{
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return m_camera->GetTargetWindow();
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}
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//------------------------------------------------------------------------
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inline
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CameraComponent::CullMarkID
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CameraComponent::GetCullMarkID() const
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{
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return m_camera->GetCullMask();
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}
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//------------------------------------------------------------------------
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inline
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void
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CameraComponent::SetShadowDistence(float shadowDis)
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{
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m_camera->SetShadowDistence(shadowDis);
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}
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//------------------------------------------------------------------------
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inline float
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CameraComponent::GetShadowDistence() const
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{
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return m_camera->GetShadowDistence();
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}
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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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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const GPtr<Graphic::Camera>&
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CameraComponent::GetCameraObject() const
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{
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return m_camera;
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}
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//------------------------------------------------------------------------
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inline
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void
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CameraComponent::SetTexRes(const RenderBase::ResourcePath& str)
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{
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if (str != m_skyBoxRes)
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{
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m_bSkyBoxDirty = true;
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m_skyBoxRes = str;
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}
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}
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inline
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const RenderBase::ResourcePath&
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CameraComponent::GetTexRes(void)
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{
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return m_skyBoxRes;
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}
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inline
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void
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CameraComponent::SetUseBeforeDrawEvent(bool enable)
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{
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m_camera->SetBeforeDrawEvent(enable);
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}
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inline
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bool
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CameraComponent::GetUseBeforeDrawEvent() const
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{
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return m_camera->IsUseBeforeDrawEvent();
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}
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inline
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void
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CameraComponent::SetRenderShadowMap(bool enable)
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{
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m_camera->SetRenderLightLitMap(enable);
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}
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inline
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bool
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CameraComponent::GetRenderShadowMap() const
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{
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return m_camera->IsRenderLightLitMap();
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}
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inline
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void
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CameraComponent::SetLightLitTexture(const GPtr<Graphic::RenderToTexture>& rtt)
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{
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m_camera->SetLightLitMap(rtt);
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}
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#if __GENESIS_EDITOR__
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inline void CameraComponent::SetCameraTarget(const Graphic::Camera::CameraTarget bTarget)
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{
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m_camera->SetCameraTarget(bTarget);
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}
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inline Graphic::Camera::CameraTarget CameraComponent::GetCameraTarget() const
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{
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return m_camera->GetCameraTarget();
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}
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#endif
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}; // namespace GraphicsFeature
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//------------------------------------------------------------------------------
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#endif //__CAMERACOMPONENT_H__
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