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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
*/

#ifndef CameraView_h
#define CameraView_h

#include "Types.h"
#include "View.h"
#include "Camera.h"
#include "Projector.h"
#include "Video.h"
#include "List.h"

// +--------------------------------------------------------------------+

class Video;
class Scene;
class Bitmap;

class Graphic;

// +--------------------------------------------------------------------+

class CameraView : public View
{
public:
    static const char* TYPENAME() { return "CameraView"; }

    CameraView(Window* c, Camera* cam, Scene* s);
    virtual ~CameraView();

    // Operations:
    virtual void   Refresh();
    virtual void   OnWindowMove();
    virtual void   UseCamera(Camera* cam);
    virtual void   UseScene(Scene* scene);
    virtual void   LensFlareElements(Bitmap* halo, Bitmap* e1=0, Bitmap* e2=0, Bitmap* e3=0);
    virtual void   LensFlare(int on, double dim = 1);
    virtual void   SetDepthScale(float scale);

    // accessors:
    Camera*        GetCamera()                   const { return camera;      }
    Projector*     GetProjector()                      { return &projector;  }
    Scene*         GetScene()                    const { return scene;       }
    virtual void   SetFieldOfView(double fov);
    virtual double GetFieldOfView()              const;
    virtual void   SetProjectionType(DWORD pt);
    virtual DWORD  GetProjectionType()           const;

    Point          Pos() const { return camera->Pos(); }
    Point          vrt()       { return camera->vrt(); }
    Point          vup()       { return camera->vup(); }
    Point          vpn()       { return camera->vpn(); }
    const Matrix&  Orientation() const { return camera->Orientation(); }

    Point          SceneOffset() const { return camera_loc; }

    // projection and clipping geometry:
    virtual void   TranslateScene();
    virtual void   UnTranslateScene();
    virtual void   MarkVisibleObjects();
    virtual void   MarkVisibleLights(Graphic* g, DWORD flags);

    virtual void   RenderScene();
    virtual void   RenderSceneObjects(bool distant=false);
    virtual void   RenderForeground();
    virtual void   RenderBackground();
    virtual void   RenderSprites();
    virtual void   RenderLensFlare();
    virtual void   Render(Graphic* g, DWORD flags);

    virtual void   FindDepth(Graphic* g);
    virtual int    SetInfinite(int i);

protected:
    Camera*        camera;
    Scene*         scene;
    Video*         video;

    virtual void   WorldPlaneToView(Plane& plane);

    Point          camera_loc;
    Vec3           cvrt;
    Vec3           cvup;
    Vec3           cvpn;

    Projector      projector;
    int            infinite;
    int            width;
    int            height;
    DWORD          projection_type;

    // lens flare:
    int            lens_flare_enable;
    double         lens_flare_dim;
    Bitmap*        halo_bitmap;
    Bitmap*        elem_bitmap[3];

    List<Graphic>  graphics;
};

#endif  // CameraView_h