// Copyright (C) 2015 Jérôme Leclercq // This file is part of the "Nazara Development Kit" // For conditions of distribution and use, see copyright notice in Prerequesites.hpp #include #include #include #include namespace Ndk { void CameraComponent::ApplyView() const { NazaraAssert(m_target, "CameraComponent has no target"); EnsureProjectionMatrixUpdate(); EnsureViewMatrixUpdate(); EnsureViewportUpdate(); NzRenderer::SetMatrix(nzMatrixType_Projection, m_projectionMatrix); NzRenderer::SetMatrix(nzMatrixType_View, m_viewMatrix); NzRenderer::SetTarget(m_target); NzRenderer::SetViewport(m_viewport); } NzVector3f CameraComponent::GetEyePosition() const { NazaraAssert(m_entity && m_entity->HasComponent(), "CameraComponent requires NodeComponent"); return m_entity->GetComponent().GetPosition(); } NzVector3f CameraComponent::GetForward() const { NazaraAssert(m_entity && m_entity->HasComponent(), "CameraComponent requires NodeComponent"); return m_entity->GetComponent().GetForward(); } void CameraComponent::SetLayer(unsigned int layer) { m_layer = layer; m_entity->Invalidate(); // Invalidate the entity to make it passes through RenderSystem validation } void CameraComponent::OnAttached() { if (m_entity->HasComponent()) m_nodeInvalidationSlot.Connect(m_entity->GetComponent().OnNodeInvalidation, this, &CameraComponent::OnNodeInvalidated); InvalidateViewMatrix(); } void CameraComponent::OnComponentAttached(BaseComponent& component) { if (IsComponent(component)) { NodeComponent& nodeComponent = static_cast(component); m_nodeInvalidationSlot.Connect(nodeComponent.OnNodeInvalidation, this, &CameraComponent::OnNodeInvalidated); InvalidateViewMatrix(); } } void CameraComponent::OnComponentDetached(BaseComponent& component) { if (IsComponent(component)) { m_nodeInvalidationSlot.Disconnect(); InvalidateViewMatrix(); } } void CameraComponent::OnDetached() { m_nodeInvalidationSlot.Disconnect(); InvalidateViewMatrix(); } void CameraComponent::OnNodeInvalidated(const NzNode* node) { NazaraUnused(node); // Our view matrix depends on NodeComponent position/rotation InvalidateViewMatrix(); } void CameraComponent::OnRenderTargetRelease(const NzRenderTarget* renderTarget) { if (renderTarget == m_target) m_target = nullptr; else NazaraInternalError("Not listening to " + NzString::Pointer(renderTarget)); } void CameraComponent::OnRenderTargetSizeChange(const NzRenderTarget* renderTarget) { if (renderTarget == m_target) InvalidateViewport(); else NazaraInternalError("Not listening to " + NzString::Pointer(renderTarget)); } void CameraComponent::UpdateFrustum() const { EnsureProjectionMatrixUpdate(); EnsureViewMatrixUpdate(); // Extract the frustum from the view and projection matrices m_frustum.Extract(m_viewMatrix, m_projectionMatrix); m_frustumUpdated = true; } void CameraComponent::UpdateProjectionMatrix() const { EnsureViewportUpdate(); // Can affect aspect ratio m_projectionMatrix.MakePerspective(m_fov, m_aspectRatio, m_zNear, m_zFar); m_projectionMatrixUpdated = true; } void CameraComponent::UpdateViewMatrix() const { NazaraAssert(m_entity && m_entity->HasComponent(), "CameraComponent requires NodeComponent"); NodeComponent& nodeComponent = m_entity->GetComponent(); // Build the view matrix using the NodeComponent position/rotation m_viewMatrix.MakeViewMatrix(nodeComponent.GetPosition(nzCoordSys_Global), nodeComponent.GetRotation(nzCoordSys_Global)); m_viewMatrixUpdated = true; } void CameraComponent::UpdateViewport() const { NazaraAssert(m_target, "CameraComponent has no target"); unsigned int targetWidth = m_target->GetWidth(); unsigned int targetHeight = std::max(m_target->GetHeight(), 1U); // Let's make sure we won't divide by zero // Our target region is expressed as % of the viewport dimensions, let's compute it in pixels NzRectf fViewport(m_targetRegion); fViewport.x *= targetWidth; fViewport.y *= targetHeight; fViewport.width *= targetWidth; fViewport.height *= targetHeight; // Compute the new aspect ratio, if it's different we need to invalidate the projection matrix float aspectRatio = fViewport.width/fViewport.height; if (!NzNumberEquals(m_aspectRatio, aspectRatio, 0.001f)) { m_aspectRatio = aspectRatio; InvalidateProjectionMatrix(); } // Convert it back to int m_viewport.Set(fViewport); m_viewportUpdated = true; } ComponentIndex CameraComponent::componentIndex; }