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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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);
}