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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
*/
#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
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