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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/CameraView.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CameraView.cpp')
-rw-r--r--StarsEx/CameraView.cpp800
1 files changed, 800 insertions, 0 deletions
diff --git a/StarsEx/CameraView.cpp b/StarsEx/CameraView.cpp
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+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ 3D Projection Camera View class
+ uses abstract PolyRender class to draw the triangles
+*/
+
+#include "CameraView.h"
+#include "Color.h"
+#include "Window.h"
+#include "Scene.h"
+#include "Light.h"
+#include "Solid.h"
+#include "Shadow.h"
+#include "Sprite.h"
+#include "Video.h"
+#include "Bitmap.h"
+#include "Screen.h"
+#include "Game.h"
+#include "Utils.h"
+
+// +--------------------------------------------------------------------+
+
+static Camera emergency_cam;
+static Scene emergency_scene;
+
+// +--------------------------------------------------------------------+
+
+CameraView::CameraView(Window* c, Camera* cam, Scene* s)
+ : View(c), video(0), camera(cam), projector(c, cam), scene(s),
+ lens_flare_enable(0), halo_bitmap(0), infinite(0),
+ projection_type(Video::PROJECTION_PERSPECTIVE)
+{
+ elem_bitmap[0] = 0;
+ elem_bitmap[1] = 0;
+ elem_bitmap[2] = 0;
+
+ if (!camera)
+ camera = &emergency_cam;
+
+ if (!scene)
+ scene = &emergency_scene;
+
+ Rect r = window->GetRect();
+ width = r.w;
+ height = r.h;
+}
+
+CameraView::~CameraView()
+{
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CameraView::UseCamera(Camera* cam)
+{
+ if (cam)
+ camera = cam;
+ else
+ camera = &emergency_cam;
+
+ projector.UseCamera(camera);
+}
+
+void
+CameraView::UseScene(Scene* s)
+{
+ if (s)
+ scene = s;
+ else
+ scene = &emergency_scene;
+}
+
+void
+CameraView::SetFieldOfView(double fov)
+{
+ projector.SetFieldOfView(fov);
+}
+
+double
+CameraView::GetFieldOfView() const
+{
+ return projector.GetFieldOfView();
+}
+
+void
+CameraView::SetProjectionType(DWORD pt)
+{
+ projector.SetOrthogonal(pt == Video::PROJECTION_ORTHOGONAL);
+ projection_type = pt;
+}
+
+DWORD
+CameraView::GetProjectionType() const
+{
+ return projection_type;
+}
+
+void
+CameraView::OnWindowMove()
+{
+ Rect r = window->GetRect();
+ projector.UseWindow(window);
+
+ width = r.w;
+ height = r.h;
+}
+
+
+// +--------------------------------------------------------------------+
+// Enable or disable lens flare effect, and provide bitmaps for rendering
+// +--------------------------------------------------------------------+
+
+void
+CameraView::LensFlare(int on, double dim)
+{
+ lens_flare_enable = on;
+ lens_flare_dim = dim;
+}
+
+void
+CameraView::LensFlareElements(Bitmap* halo, Bitmap* e1, Bitmap* e2, Bitmap* e3)
+{
+ if (halo)
+ halo_bitmap = halo;
+
+ if (e1)
+ elem_bitmap[0] = e1;
+
+ if (e2)
+ elem_bitmap[1] = e2;
+
+ if (e3)
+ elem_bitmap[2] = e3;
+}
+
+// +--------------------------------------------------------------------+
+
+int
+CameraView::SetInfinite(int i)
+{
+ int old = infinite;
+ infinite = i;
+ projector.SetInfinite(i);
+ return old;
+}
+
+// +--------------------------------------------------------------------+
+// Compute the Depth of a Graphic
+// +--------------------------------------------------------------------+
+
+void
+CameraView::FindDepth(Graphic* g)
+{
+ if (infinite) {
+ g->SetDepth(1.0e20f);
+ return;
+ }
+
+ // Translate into a viewpoint-relative coordinate
+ Vec3 loc = g->Location() - camera->Pos();
+
+ // Rotate into the view orientation
+ float z = (float) (loc * camera->vpn());
+ g->SetDepth(z);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CameraView::Refresh()
+{
+ // disabled:
+ if (camera == &emergency_cam)
+ return;
+
+ // prologue:
+ video = Video::GetInstance();
+ if (!video)
+ return;
+
+ int cw = window->Width();
+ int ch = window->Height();
+
+ cvrt = camera->vrt();
+ cvup = camera->vup();
+ cvpn = camera->vpn();
+
+ TranslateScene();
+ MarkVisibleObjects();
+
+ Rect old_rect;
+ video->GetWindowRect(old_rect);
+
+ video->SetCamera(camera);
+ video->SetWindowRect(window->GetRect());
+ video->SetProjection((float) GetFieldOfView(), 1.0f, 1.0e6f, projection_type);
+
+ // project and render:
+ RenderBackground();
+ RenderScene();
+ RenderForeground();
+ RenderSprites();
+ RenderLensFlare();
+
+ UnTranslateScene();
+
+ video->SetWindowRect(old_rect);
+}
+
+// +--------------------------------------------------------------------+
+// Translate all objects and lights to camera relative coordinates:
+// +--------------------------------------------------------------------+
+
+void
+CameraView::TranslateScene()
+{
+ camera_loc = camera->Pos();
+
+ ListIter<Graphic> g_iter = scene->Graphics();
+ while (++g_iter) {
+ Graphic* graphic = g_iter.value();
+
+ if (!graphic->IsInfinite())
+ graphic->TranslateBy(camera_loc);
+ }
+
+ g_iter.attach(scene->Foreground());
+ while (++g_iter) {
+ Graphic* graphic = g_iter.value();
+ graphic->TranslateBy(camera_loc);
+ }
+
+ g_iter.attach(scene->Sprites());
+ while (++g_iter) {
+ Graphic* graphic = g_iter.value();
+
+ if (!graphic->IsInfinite())
+ graphic->TranslateBy(camera_loc);
+ }
+
+ ListIter<Light> l_iter = scene->Lights();
+ while (++l_iter) {
+ Light* light = l_iter.value();
+ light->TranslateBy(camera_loc);
+ }
+
+ camera->MoveTo(0,0,0);
+}
+
+// +--------------------------------------------------------------------+
+// Translate all objects and lights back to original positions:
+// +--------------------------------------------------------------------+
+
+void
+CameraView::UnTranslateScene()
+{
+ Point reloc = -camera_loc;
+
+ ListIter<Graphic> g_iter = scene->Graphics();
+ while (++g_iter) {
+ Graphic* graphic = g_iter.value();
+
+ if (!graphic->IsInfinite())
+ graphic->TranslateBy(reloc);
+ }
+
+ g_iter.attach(scene->Foreground());
+ while (++g_iter) {
+ Graphic* graphic = g_iter.value();
+ graphic->TranslateBy(reloc);
+ }
+
+ g_iter.attach(scene->Sprites());
+ while (++g_iter) {
+ Graphic* graphic = g_iter.value();
+
+ if (!graphic->IsInfinite())
+ graphic->TranslateBy(reloc);
+ }
+
+ ListIter<Light> l_iter = scene->Lights();
+ while (++l_iter) {
+ Light* light = l_iter.value();
+ light->TranslateBy(reloc);
+ }
+
+ camera->MoveTo(camera_loc);
+}
+
+// +--------------------------------------------------------------------+
+// Mark visible objects
+// +--------------------------------------------------------------------+
+
+void
+CameraView::MarkVisibleObjects()
+{
+ projector.StartFrame();
+ graphics.clear();
+
+ ListIter<Graphic> graphic_iter = scene->Graphics();
+ while (++graphic_iter) {
+ Graphic* graphic = graphic_iter.value();
+
+ if (graphic->Hidden())
+ continue;
+
+ if (graphic->CheckVisibility(projector)) {
+ graphic->Update();
+ graphics.append(graphic);
+ }
+ else {
+ graphic->ProjectScreenRect(0);
+ }
+ }
+}
+
+void
+CameraView::MarkVisibleLights(Graphic* graphic, DWORD flags)
+{
+ if (flags < Graphic::RENDER_FIRST_LIGHT) {
+ flags = flags | Graphic::RENDER_FIRST_LIGHT | Graphic::RENDER_ADD_LIGHT;
+ }
+
+ if (graphic->IsVisible()) {
+ Vec3 eye = camera->Pos();
+
+ ListIter<Light> light_iter = scene->Lights();
+
+ while (++light_iter) {
+ Light* light = light_iter.value();
+ bool bright_enough = light->Type() == Light::LIGHT_DIRECTIONAL ||
+ light->Intensity() >= 1e9;
+
+ if (!bright_enough) {
+ Point test = graphic->Location() - light->Location();
+ if (test.length() < light->Intensity()*10)
+ bright_enough = true;
+ }
+
+ // turn off lights that won't be used this pass:
+ if (light->CastsShadow()) {
+ if ((flags & Graphic::RENDER_ADD_LIGHT) == 0)
+ bright_enough = false;
+ }
+ else {
+ if ((flags & Graphic::RENDER_FIRST_LIGHT) == 0)
+ bright_enough = false;
+ }
+
+ double obs_radius = graphic->Radius();
+ if (obs_radius < 100)
+ obs_radius = 100;
+
+ light->SetActive(bright_enough);
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CameraView::RenderBackground()
+{
+ if (scene->Background().isEmpty()) return;
+
+ video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID);
+ video->SetRenderState(Video::Z_ENABLE, FALSE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE);
+ video->SetRenderState(Video::STENCIL_ENABLE, FALSE);
+ video->SetRenderState(Video::LIGHTING_ENABLE, TRUE);
+
+ // solid items:
+ ListIter<Graphic> iter = scene->Background();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (!g->Hidden())
+ Render(g, Graphic::RENDER_SOLID);
+ }
+
+ // blended items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (!g->Hidden())
+ Render(g, Graphic::RENDER_ALPHA);
+ }
+
+ // glowing items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (!g->Hidden())
+ Render(g, Graphic::RENDER_ADDITIVE);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CameraView::RenderForeground()
+{
+ bool foregroundVisible = false;
+
+ ListIter<Graphic> iter = scene->Foreground();
+ while (++iter && !foregroundVisible) {
+ Graphic* g = iter.value();
+ if (g && !g->Hidden())
+ foregroundVisible = true;
+ }
+
+ if (!foregroundVisible)
+ return;
+
+ video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID);
+ video->SetRenderState(Video::Z_ENABLE, TRUE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, TRUE);
+ video->SetRenderState(Video::STENCIL_ENABLE, FALSE);
+ video->SetRenderState(Video::LIGHTING_ENABLE, TRUE);
+ video->SetProjection((float) GetFieldOfView(), 1.0f, 1.0e6f, projection_type);
+
+ if (video->IsShadowEnabled() || video->IsBumpMapEnabled()) {
+ // solid items, ambient and non-shadow lights:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_FIRST_LIGHT);
+ }
+
+ video->SetAmbient(Color::Black);
+ video->SetRenderState(Video::LIGHTING_PASS, 2);
+
+ // solid items, shadow lights:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_ADD_LIGHT);
+ }
+ }
+
+ else {
+ // solid items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_SOLID);
+ }
+ }
+
+ video->SetAmbient(scene->Ambient());
+ video->SetRenderState(Video::LIGHTING_PASS, 0);
+ video->SetRenderState(Video::STENCIL_ENABLE, FALSE);
+ video->SetRenderState(Video::Z_ENABLE, TRUE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE);
+
+ // blended items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_ALPHA);
+ g->ProjectScreenRect(&projector);
+ }
+
+ // glowing items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_ADDITIVE);
+ g->ProjectScreenRect(&projector);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+CameraView::RenderSprites()
+{
+ if (scene->Sprites().isEmpty()) return;
+
+ video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID);
+ video->SetRenderState(Video::Z_ENABLE, TRUE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE);
+ video->SetRenderState(Video::STENCIL_ENABLE, FALSE);
+ video->SetRenderState(Video::LIGHTING_ENABLE, TRUE);
+
+ // compute depth:
+ ListIter<Graphic> iter = scene->Sprites();
+ while (++iter) {
+ Graphic* g = iter.value();
+ if (g && g->IsVisible() && !g->Hidden()) {
+ FindDepth(g);
+ }
+ }
+
+ // sort the list:
+ scene->Sprites().sort();
+
+ // blended items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_ALPHA);
+ }
+
+ // glowing items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ Render(g, Graphic::RENDER_ADDITIVE);
+ }
+}
+
+// +--------------------------------------------------------------------+
+// Render the whole scene, sorted back to front
+// +--------------------------------------------------------------------+
+
+void
+CameraView::RenderScene()
+{
+ if (graphics.isEmpty()) return;
+
+ int i = 0;
+ int ngraphics = graphics.size();
+
+ // compute depth:
+ ListIter<Graphic> iter = graphics;
+ while (++iter) {
+ Graphic* g = iter.value();
+ if (g && !g->Hidden()) {
+ FindDepth(g);
+
+ if (g->IsSolid()) {
+ Solid* solid = (Solid*) g;
+
+ solid->SelectDetail(&projector);
+
+ if (video->IsShadowEnabled()) {
+ MarkVisibleLights(solid, Graphic::RENDER_ADD_LIGHT);
+ solid->UpdateShadows(scene->Lights());
+ }
+ }
+ }
+ }
+
+ // sort the list:
+ graphics.sort();
+
+ Graphic* g = graphics.last();
+ if (g->Depth() > 5e6) {
+ RenderSceneObjects(true);
+ video->ClearDepthBuffer();
+ }
+
+ RenderSceneObjects(false);
+}
+
+void
+CameraView::RenderSceneObjects(bool distant)
+{
+ ListIter<Graphic> iter = graphics;
+
+ video->SetAmbient(scene->Ambient());
+ video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID);
+ video->SetRenderState(Video::Z_ENABLE, TRUE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, TRUE);
+ video->SetRenderState(Video::LIGHTING_ENABLE, TRUE);
+
+ if (distant)
+ video->SetProjection((float) GetFieldOfView(), 5.0e6f, 1.0e12f, projection_type);
+ else
+ video->SetProjection((float) GetFieldOfView(), 1.0f, 1.0e6f, projection_type);
+
+ if (video->IsShadowEnabled() || video->IsBumpMapEnabled()) {
+ // solid items, ambient and non-shadow lights:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) {
+ Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_FIRST_LIGHT);
+ }
+ }
+
+ // send shadows to stencil buffer:
+ if (video->IsShadowEnabled()) {
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+ if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) {
+ if (g->IsSolid()) {
+ Solid* solid = (Solid*) g;
+
+ ListIter<Shadow> shadow_iter = solid->GetShadows();
+ while (++shadow_iter) {
+ Shadow* shadow = shadow_iter.value();
+ shadow->Render(video);
+ }
+ }
+ }
+ }
+ }
+
+ video->SetAmbient(Color::Black);
+ video->SetRenderState(Video::LIGHTING_PASS, 2);
+ video->SetRenderState(Video::STENCIL_ENABLE, TRUE);
+
+ // solid items, shadow lights:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) {
+ Render(g, Graphic::RENDER_SOLID | Graphic::RENDER_ADD_LIGHT);
+ }
+ }
+ }
+
+ else {
+ // solid items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) {
+ Render(g, Graphic::RENDER_SOLID);
+ }
+ }
+ }
+
+ video->SetAmbient(scene->Ambient());
+ video->SetRenderState(Video::LIGHTING_PASS, 0);
+ video->SetRenderState(Video::STENCIL_ENABLE, FALSE);
+ video->SetRenderState(Video::Z_ENABLE, TRUE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE);
+
+ // blended items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) {
+ Render(g, Graphic::RENDER_ALPHA);
+ g->ProjectScreenRect(&projector);
+ }
+ }
+
+ // glowing items:
+ iter.reset();
+ while (++iter) {
+ Graphic* g = iter.value();
+
+ if (distant && g->Depth() > 5e6 || !distant && g->Depth() < 5e6) {
+ Render(g, Graphic::RENDER_ADDITIVE);
+ g->ProjectScreenRect(&projector);
+ }
+ }
+}
+
+void
+CameraView::Render(Graphic* g, DWORD flags)
+{
+ if (g && g->IsVisible() && !g->Hidden()) {
+ if (g->IsSolid()) {
+ MarkVisibleLights(g, flags);
+ video->SetLights(scene->Lights());
+ }
+
+ g->Render(video, flags);
+ }
+}
+
+// +--------------------------------------------------------------------+
+// Draw the lens flare effect, if enabled and light source visible
+// +--------------------------------------------------------------------+
+
+void
+CameraView::RenderLensFlare()
+{
+ if (!lens_flare_enable || lens_flare_dim < 0.01)
+ return;
+
+ if (!halo_bitmap)
+ return;
+
+ video->SetRenderState(Video::STENCIL_ENABLE, FALSE);
+ video->SetRenderState(Video::Z_ENABLE, FALSE);
+ video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE);
+
+ Vec3 flare_pos;
+ Vec3 sun_pos;
+ Vec3 center((float)width/2.0f, (float)height/2.0f, 1.0f);
+ int flare_visible = 0;
+
+ ListIter<Light> light_iter = scene->Lights();
+ while (++light_iter) {
+ Light* light = light_iter.value();
+
+ if (!light->IsActive())
+ continue;
+
+ if (light->Type() == Light::LIGHT_DIRECTIONAL && light->Intensity() < 1)
+ continue;
+
+ double distance = (light->Location()-camera->Pos()).length();
+
+ // only do lens flare for the sun:
+ if (distance > 1e9) {
+ if (projector.IsVisible(light->Location(), 1.0f)) {
+ // FOUND IT: TRANSFORM/PROJECT FLARE LOCATION
+ Point sun_pos = light->Location();
+
+ if (light->CastsShadow() && scene->IsLightObscured(camera->Pos(), sun_pos, -1))
+ continue;
+
+ projector.Transform(sun_pos);
+
+ if (sun_pos.z < 100)
+ continue;
+
+ projector.Project(sun_pos, false);
+
+ int x = (int) (sun_pos.x);
+ int y = (int) (sun_pos.y);
+ int w = (int) (window->Width() / 4.0);
+ int h = w;
+
+ // halo:
+ window->DrawBitmap(x-w,y-h,x+w,y+h, halo_bitmap, Video::BLEND_ADDITIVE);
+
+ // lens elements:
+ if (elem_bitmap[0]) {
+ Point vector = center - sun_pos;
+ float vlen = (float) vector.length();
+ vector.Normalize();
+
+ static int nelem = 12;
+ static int elem_indx[] = { 0, 1, 1, 1, 0, 0, 0, 0, 2, 0, 0, 2 };
+ static float elem_dist[] = { -0.2f, 0.5f, 0.55f, 0.62f, 1.23f, 1.33f, 1.35f, 0.8f, 0.9f, 1.4f, 1.7f, 1.8f };
+ static float elem_size[] = { 0.3f, 0.2f, 0.4f, 0.3f, 0.4f, 0.2f, 0.6f, 0.1f, 0.1f, 1.6f, 1.0f, 0.2f };
+
+ for (int elem = 0; elem < nelem; elem++) {
+ Bitmap* img = elem_bitmap[elem_indx[elem]];
+
+ /***
+ if (elem == 10)
+ shade *= 0.5;
+ ***/
+
+ if (img == 0)
+ img = elem_bitmap[0];
+
+ flare_pos = sun_pos + (vector * elem_dist[elem] * vlen);
+ x = (int) (flare_pos.x);
+ y = (int) (flare_pos.y);
+ w = (int) (window->Width() / 8.0 * elem_size[elem]);
+ h = w;
+
+ window->DrawBitmap(x-w,y-h,x+w,y+h, img, Video::BLEND_ADDITIVE);
+ }
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+// Rotate and translate a plane in world space to view space.
+// +--------------------------------------------------------------------+
+
+void
+CameraView::WorldPlaneToView(Plane& plane)
+{
+ // Determine the distance from the viewpoint
+ Vec3 tnormal = plane.normal;
+
+ if (!infinite)
+ plane.distance -= (float) (camera->Pos() * tnormal);
+
+ // Rotate the normal into view orientation
+ plane.normal.x = tnormal * cvrt;
+ plane.normal.y = tnormal * cvup;
+ plane.normal.z = tnormal * cvpn;
+}
+
+void
+CameraView::SetDepthScale(float scale)
+{
+ projector.SetDepthScale(scale);
+}