gameFunctions.h 3.0 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _GAMEFUNCTIONS_H_
  23. #define _GAMEFUNCTIONS_H_
  24. #ifndef _MPOINT3_H_
  25. #include "math/mPoint3.h"
  26. #endif
  27. #ifndef _MMATRIX_H_
  28. #include "math/mMatrix.h"
  29. #endif
  30. #ifndef _GFXTARGET_H_
  31. #include "gfx/gfxTarget.h"
  32. #endif
  33. #ifndef _MATHUTIL_FRUSTUM_H_
  34. #include "math/util/frustum.h"
  35. #endif
  36. #ifndef _COLOR_H_
  37. #include "core/color.h"
  38. #endif
  39. struct CameraQuery;
  40. /// Actually renders the world. This is the function that will render the
  41. /// scene ONLY - new guis, no damage flashes.
  42. void GameRenderWorld();
  43. /// Does a full, top-to-bottom call to render a frame. This does all the setup to make a render happen
  44. /// Allowing setting of a intended render target, a view transform, the view frustum, resolution, objects-to-render typemask, and the clear color
  45. void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum, U32 typeMask, ColorI canvasClearColor);
  46. /// Renders overlays such as damage flashes, white outs, and water masks.
  47. /// These are usually a color applied over the entire screen.
  48. void GameRenderFilters(const CameraQuery& camq);
  49. /// Does the same thing as GameGetCameraTransform, but fills in other data
  50. /// including information about the far and near clipping planes.
  51. bool GameProcessCameraQuery(CameraQuery *query);
  52. /// Gets the position, rotation, and velocity of the camera.
  53. bool GameGetCameraTransform(MatrixF *mat, Point3F *velocity);
  54. /// Gets the camera field of view angle.
  55. F32 GameGetCameraFov();
  56. /// Sets the field of view angle of the camera.
  57. void GameSetCameraFov(F32 fov);
  58. /// Sets where the camera fov will be change to. This is for
  59. /// non-instantaneous zooms/retractions.
  60. void GameSetCameraTargetFov(F32 fov);
  61. /// Update the camera fov to be closer to the target fov.
  62. void GameUpdateCameraFov();
  63. #endif // _GAMEFUNCTIONS_H_