NazaraEngine/src/Nazara/3D/Camera.cpp

254 lines
4.8 KiB
C++

// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D Module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/Camera.hpp>
#include <Nazara/3D/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/3D/Debug.hpp>
NzCamera::NzCamera() :
m_viewport(0.f, 0.f, 1.f, 1.f),
m_upVector(NzVector3f::Up()),
m_frustumUpdated(false),
m_projectionMatrixUpdated(false),
m_viewMatrixUpdated(false),
m_aspectRatio(0.f),
m_fov(70.f),
m_zFar(100.f),
m_zNear(1.f)
{
}
NzCamera::~NzCamera() = default;
void NzCamera::Activate() const
{
#ifdef NAZARA_3D_SAFE
if (!m_target)
{
NazaraError("No render target !");
return;
}
#endif
NzRenderer::SetTarget(m_target);
unsigned int width = m_target->GetWidth();
unsigned int height = std::max(m_target->GetHeight(), 1U);
float vWidth = width * m_viewport.width;
float vHeight = height * m_viewport.height;
NzRectui viewport;
viewport.x = width * m_viewport.x;
viewport.y = height * m_viewport.x;
viewport.width = vWidth;
viewport.height = height * m_viewport.height;
NzRenderer::SetViewport(viewport);
float aspectRatio = vWidth/vHeight;
if (!NzNumberEquals(m_aspectRatio, aspectRatio))
{
m_aspectRatio = aspectRatio;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
NzRenderer::SetMatrix(nzMatrixType_Projection, m_projectionMatrix);
NzRenderer::SetMatrix(nzMatrixType_View, m_viewMatrix);
if (m_scene)
m_scene->SetActiveCamera(this);
}
void NzCamera::EnsureFrustumUpdate() const
{
if (!m_frustumUpdated)
UpdateFrustum();
}
void NzCamera::EnsureProjectionMatrixUpdate() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
}
void NzCamera::EnsureViewMatrixUpdate() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
}
float NzCamera::GetAspectRatio() const
{
return m_aspectRatio;
}
const NzBoundingBoxf& NzCamera::GetBoundingBox() const
{
///TODO: Remplacer par la bounding box du Frustum ?
static NzBoundingBoxf dummy(nzExtend_Null);
return dummy;
}
float NzCamera::GetFOV() const
{
return m_fov;
}
const NzFrustumf& NzCamera::GetFrustum() const
{
if (!m_frustumUpdated)
UpdateFrustum();
return m_frustum;
}
const NzMatrix4f& NzCamera::GetProjectionMatrix() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
return m_projectionMatrix;
}
nzSceneNodeType NzCamera::GetSceneNodeType() const
{
return nzSceneNodeType_Camera;
}
const NzRenderTarget* NzCamera::GetTarget() const
{
return m_target;
}
const NzVector3f& NzCamera::GetUpVector() const
{
return m_upVector;
}
const NzMatrix4f& NzCamera::GetViewMatrix() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
return m_viewMatrix;
}
const NzRectf& NzCamera::GetViewport() const
{
return m_viewport;
}
float NzCamera::GetZFar() const
{
return m_zFar;
}
float NzCamera::GetZNear() const
{
return m_zNear;
}
void NzCamera::SetFOV(float fov)
{
m_fov = fov;
m_frustumUpdated = false;
m_projectionMatrixUpdated= false;
}
void NzCamera::SetTarget(const NzRenderTarget* renderTarget)
{
m_target = renderTarget;
}
void NzCamera::SetUpVector(const NzVector3f& upVector)
{
m_upVector = upVector;
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
void NzCamera::SetViewport(const NzRectf& viewport)
{
m_viewport = viewport;
}
void NzCamera::SetZFar(float zFar)
{
m_zFar = zFar;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
void NzCamera::SetZNear(float zNear)
{
m_zNear = zNear;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
void NzCamera::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
NazaraUnused(renderQueue);
NazaraInternalError("SceneNode::AddToRenderQueue() called on SceneRoot");
}
void NzCamera::Invalidate()
{
NzSceneNode::Invalidate();
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
bool NzCamera::IsVisible(const NzFrustumf& frustum) const
{
NazaraUnused(frustum);
//NazaraInternalError("SceneNode::IsVisible() called on Camera");
return false;
}
void NzCamera::Register()
{
}
void NzCamera::Unregister()
{
}
void NzCamera::UpdateFrustum() const
{
m_frustum.Build(m_fov, m_aspectRatio, m_zNear, m_zFar, m_derivedPosition, m_derivedPosition + m_derivedRotation*NzVector3f::Forward(), m_upVector);
m_frustumUpdated = true;
}
void NzCamera::UpdateProjectionMatrix() const
{
m_projectionMatrix.MakePerspective(m_fov, m_aspectRatio, m_zNear, m_zFar);
m_projectionMatrixUpdated = true;
}
void NzCamera::UpdateViewMatrix() const
{
if (!m_derivedUpdated)
UpdateDerived();
m_viewMatrix.MakeLookAt(m_derivedPosition, m_derivedPosition + m_derivedRotation*NzVector3f::Forward(), m_upVector);
m_viewMatrixUpdated = true;
}