blob: 2859975525818172d9d14c19b3c335547d31322d (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
/* Project nGenEx
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: nGenEx.lib
FILE: CameraView.h
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
|