scummvm/engines/tetraedge/te/te_camera.h

116 lines
3.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TETRAEDGE_TE_TE_CAMERA_H
#define TETRAEDGE_TE_TE_CAMERA_H
#include "common/path.h"
#include "common/str.h"
#include "math/ray.h"
#include "tetraedge/te/te_3d_object2.h"
#include "tetraedge/te/te_matrix4x4.h"
#include "tetraedge/te/te_references_counter.h"
#include "tetraedge/te/te_vector2s32.h"
#include "tetraedge/te/te_vector2f32.h"
#include "tetraedge/te/te_vector3f32.h"
namespace Tetraedge {
class TeCamera : public Te3DObject2, public TeReferencesCounter {
public:
TeCamera();
void apply();
void applyProjection();
void applyTransformations();
void buildOrthoMatrix();
void buildPerspectiveMatrix();
void buildPerspectiveMatrix2();
void buildPerspectiveMatrix3();
void draw() override;
Math::Ray getRay(const TeVector2s32 &pxloc);
// Syberia 2 redefines loadBin to actually load XML.
// We just have a separate function.
void loadXml(const Common::Path &path);
void orthogonalParams(float f1, float f2, float f3, float f4);
TeMatrix4x4 projectionMatrix();
TeVector2f32 projectPoint(const TeVector3f32 &pt);
TeVector3f32 projectPoint3f32(const TeVector3f32 &pt);
static void restore();
TeMatrix4x4 transformationMatrix();
TeVector3f32 transformCoord(const TeVector3f32 &pt);
TeVector3f32 transformPoint2Dto3D(const TeVector3f32 &pt);
void viewport(int x, int y, uint width, uint height);
TeVector2f32 viewportSize() const { return TeVector2f32(_viewportW, _viewportH); }
TeSignal0Param &onViewportChangedSignal() { return _onViewportChangedSignal; }
void setFov(float fov) { _fov = fov; }
void setOrthoPlanes(float near, float far) {
_orthFarVal = far;
_orthNearVal = near;
}
void setProjMatrixType(int matrixType) { _projectionMatrixType = matrixType; }
int projMatrixType() const { return _projectionMatrixType; }
void setAspectRatio(float val) { _aspectRatio = val; }
float orthoNearPlane() const { return _orthNearVal; }
float orthoFarPlane() const { return _orthFarVal; }
void setOrthoNear(float f) { _orthNearVal = f; }
void setOrthoFar(float f) { _orthFarVal = f; }
float getViewportHeight() const { return _viewportH; }
float getViewportWidth() const { return _viewportW; }
private:
void updateProjectionMatrix();
int _projectionMatrixType; // TODO: Should be an enum.
float _orthNearVal;
float _orthFarVal;
float _fov;
float _aspectRatio;
int _viewportX;
int _viewportY;
uint _viewportW;
uint _viewportH;
int _transformA;
float _orthogonalParamL;
float _orthogonalParamR;
float _orthogonalParamT;
float _orthogonalParamB;
TeMatrix4x4 _projectionMatrix;
TeSignal0Param _onViewportChangedSignal;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_TE_TE_CAMERA_H