//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GAMEFUNCTIONS_H_ #define _GAMEFUNCTIONS_H_ #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif #ifndef _GFXTARGET_H_ #include "gfx/gfxTarget.h" #endif #ifndef _MATHUTIL_FRUSTUM_H_ #include "math/util/frustum.h" #endif #ifndef _COLOR_H_ #include "core/color.h" #endif struct CameraQuery; /// Actually renders the world. This is the function that will render the /// scene ONLY - new guis, no damage flashes. void GameRenderWorld(); /// Does a full, top-to-bottom call to render a frame. This does all the setup to make a render happen /// Allowing setting of a intended render target, a view transform, the view frustum, resolution, objects-to-render typemask, and the clear color void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum, U32 typeMask, ColorI canvasClearColor); /// Renders overlays such as damage flashes, white outs, and water masks. /// These are usually a color applied over the entire screen. void GameRenderFilters(const CameraQuery& camq); /// Does the same thing as GameGetCameraTransform, but fills in other data /// including information about the far and near clipping planes. bool GameProcessCameraQuery(CameraQuery *query); /// Gets the position, rotation, and velocity of the camera. bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity); /// Gets the camera field of view angle. F32 GameGetCameraFov(); /// Sets the field of view angle of the camera. void GameSetCameraFov(F32 fov); /// Sets where the camera fov will be change to. This is for /// non-instantaneous zooms/retractions. void GameSetCameraTargetFov(F32 fov); /// Update the camera fov to be closer to the target fov. void GameUpdateCameraFov(); #endif // _GAMEFUNCTIONS_H_