BsCamera.cpp 22 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Renderer/BsCamera.h"
  4. #include "RTTI/BsCameraRTTI.h"
  5. #include "Math/BsMath.h"
  6. #include "Math/BsMatrix3.h"
  7. #include "Math/BsVector2.h"
  8. #include "Math/BsAABox.h"
  9. #include "Math/BsSphere.h"
  10. #include "Error/BsException.h"
  11. #include "RenderAPI/BsRenderAPI.h"
  12. #include "Scene/BsSceneObject.h"
  13. #include "Renderer/BsRendererManager.h"
  14. #include "Renderer/BsRenderer.h"
  15. #include "Allocators/BsFrameAlloc.h"
  16. namespace bs
  17. {
  18. const float CameraBase::INFINITE_FAR_PLANE_ADJUST = 0.00001f;
  19. CameraBase::CameraBase()
  20. : mLayers(0xFFFFFFFFFFFFFFFF), mPosition(BsZero), mRotation(BsIdentity)
  21. , mIsActive(true), mProjType(PT_PERSPECTIVE), mHorzFOV(Degree(90.0f)), mFarDist(1000.0f), mNearDist(0.05f)
  22. , mAspect(1.33333333333333f), mOrthoHeight(5), mPriority(0), mCustomViewMatrix(false), mCustomProjMatrix(false)
  23. , mMSAA(1), mFrustumExtentsManuallySet(false), mProjMatrixRS(BsZero), mProjMatrix(BsZero), mViewMatrix(BsZero)
  24. , mProjMatrixRSInv(BsZero), mProjMatrixInv(BsZero), mViewMatrixInv(BsZero), mRecalcFrustum(true)
  25. , mRecalcFrustumPlanes(true), mRecalcView(true)
  26. {
  27. mRenderSettings = bs_shared_ptr_new<RenderSettings>();
  28. invalidateFrustum();
  29. }
  30. void CameraBase::setHorzFOV(const Radian& fov)
  31. {
  32. mHorzFOV = fov;
  33. invalidateFrustum();
  34. _markCoreDirty();
  35. }
  36. const Radian& CameraBase::getHorzFOV() const
  37. {
  38. return mHorzFOV;
  39. }
  40. void CameraBase::setFarClipDistance(float farPlane)
  41. {
  42. mFarDist = farPlane;
  43. invalidateFrustum();
  44. _markCoreDirty();
  45. }
  46. float CameraBase::getFarClipDistance() const
  47. {
  48. return mFarDist;
  49. }
  50. void CameraBase::setNearClipDistance(float nearPlane)
  51. {
  52. if (nearPlane <= 0)
  53. {
  54. LOGERR("Near clip distance must be greater than zero.");
  55. return;
  56. }
  57. mNearDist = nearPlane;
  58. invalidateFrustum();
  59. _markCoreDirty();
  60. }
  61. float CameraBase::getNearClipDistance() const
  62. {
  63. return mNearDist;
  64. }
  65. const Matrix4& CameraBase::getProjectionMatrix() const
  66. {
  67. updateFrustum();
  68. return mProjMatrix;
  69. }
  70. const Matrix4& CameraBase::getProjectionMatrixInv() const
  71. {
  72. updateFrustum();
  73. return mProjMatrixInv;
  74. }
  75. const Matrix4& CameraBase::getProjectionMatrixRS() const
  76. {
  77. updateFrustum();
  78. return mProjMatrixRS;
  79. }
  80. const Matrix4& CameraBase::getProjectionMatrixRSInv() const
  81. {
  82. updateFrustum();
  83. return mProjMatrixRSInv;
  84. }
  85. const Matrix4& CameraBase::getViewMatrix() const
  86. {
  87. updateView();
  88. return mViewMatrix;
  89. }
  90. const Matrix4& CameraBase::getViewMatrixInv() const
  91. {
  92. updateView();
  93. return mViewMatrixInv;
  94. }
  95. const ConvexVolume& CameraBase::getFrustum() const
  96. {
  97. // Make any pending updates to the calculated frustum planes
  98. updateFrustumPlanes();
  99. return mFrustum;
  100. }
  101. ConvexVolume CameraBase::getWorldFrustum() const
  102. {
  103. const Vector<Plane>& frustumPlanes = getFrustum().getPlanes();
  104. Matrix4 worldMatrix;
  105. worldMatrix.setTRS(mPosition, mRotation, Vector3::ONE);
  106. Vector<Plane> worldPlanes(frustumPlanes.size());
  107. UINT32 i = 0;
  108. for (auto& plane : frustumPlanes)
  109. {
  110. worldPlanes[i] = worldMatrix.multiplyAffine(plane);
  111. i++;
  112. }
  113. return ConvexVolume(worldPlanes);
  114. }
  115. void CameraBase::calcProjectionParameters(float& left, float& right, float& bottom, float& top) const
  116. {
  117. if (mCustomProjMatrix)
  118. {
  119. // Convert clipspace corners to camera space
  120. Matrix4 invProj = mProjMatrix.inverse();
  121. Vector3 topLeft(-0.5f, 0.5f, 0.0f);
  122. Vector3 bottomRight(0.5f, -0.5f, 0.0f);
  123. topLeft = invProj.multiply(topLeft);
  124. bottomRight = invProj.multiply(bottomRight);
  125. left = topLeft.x;
  126. top = topLeft.y;
  127. right = bottomRight.x;
  128. bottom = bottomRight.y;
  129. }
  130. else
  131. {
  132. if (mFrustumExtentsManuallySet)
  133. {
  134. left = mLeft;
  135. right = mRight;
  136. top = mTop;
  137. bottom = mBottom;
  138. }
  139. else if (mProjType == PT_PERSPECTIVE)
  140. {
  141. Radian thetaX(mHorzFOV * 0.5f);
  142. float tanThetaX = Math::tan(thetaX);
  143. float tanThetaY = tanThetaX / mAspect;
  144. float half_w = tanThetaX * mNearDist;
  145. float half_h = tanThetaY * mNearDist;
  146. left = -half_w;
  147. right = half_w;
  148. bottom = -half_h;
  149. top = half_h;
  150. mLeft = left;
  151. mRight = right;
  152. mTop = top;
  153. mBottom = bottom;
  154. }
  155. else
  156. {
  157. float half_w = getOrthoWindowWidth() * 0.5f;
  158. float half_h = getOrthoWindowHeight() * 0.5f;
  159. left = -half_w;
  160. right = half_w;
  161. bottom = -half_h;
  162. top = half_h;
  163. mLeft = left;
  164. mRight = right;
  165. mTop = top;
  166. mBottom = bottom;
  167. }
  168. }
  169. }
  170. void CameraBase::updateFrustum() const
  171. {
  172. if (isFrustumOutOfDate())
  173. {
  174. float left, right, bottom, top;
  175. calcProjectionParameters(left, right, bottom, top);
  176. if (!mCustomProjMatrix)
  177. {
  178. float inv_w = 1 / (right - left);
  179. float inv_h = 1 / (top - bottom);
  180. float inv_d = 1 / (mFarDist - mNearDist);
  181. if (mProjType == PT_PERSPECTIVE)
  182. {
  183. float A = 2 * mNearDist * inv_w;
  184. float B = 2 * mNearDist * inv_h;
  185. float C = (right + left) * inv_w;
  186. float D = (top + bottom) * inv_h;
  187. float q, qn;
  188. if (mFarDist == 0)
  189. {
  190. // Infinite far plane
  191. q = CameraBase::INFINITE_FAR_PLANE_ADJUST - 1;
  192. qn = mNearDist * (CameraBase::INFINITE_FAR_PLANE_ADJUST - 2);
  193. }
  194. else
  195. {
  196. q = -(mFarDist + mNearDist) * inv_d;
  197. qn = -2 * (mFarDist * mNearDist) * inv_d;
  198. }
  199. mProjMatrix = Matrix4::ZERO;
  200. mProjMatrix[0][0] = A;
  201. mProjMatrix[0][2] = C;
  202. mProjMatrix[1][1] = B;
  203. mProjMatrix[1][2] = D;
  204. mProjMatrix[2][2] = q;
  205. mProjMatrix[2][3] = qn;
  206. mProjMatrix[3][2] = -1;
  207. }
  208. else if (mProjType == PT_ORTHOGRAPHIC)
  209. {
  210. float A = 2 * inv_w;
  211. float B = 2 * inv_h;
  212. float C = -(right + left) * inv_w;
  213. float D = -(top + bottom) * inv_h;
  214. float q, qn;
  215. if (mFarDist == 0)
  216. {
  217. // Can not do infinite far plane here, avoid divided zero only
  218. q = -CameraBase::INFINITE_FAR_PLANE_ADJUST / mNearDist;
  219. qn = -CameraBase::INFINITE_FAR_PLANE_ADJUST - 1;
  220. }
  221. else
  222. {
  223. q = -2 * inv_d;
  224. qn = -(mFarDist + mNearDist) * inv_d;
  225. }
  226. mProjMatrix = Matrix4::ZERO;
  227. mProjMatrix[0][0] = A;
  228. mProjMatrix[0][3] = C;
  229. mProjMatrix[1][1] = B;
  230. mProjMatrix[1][3] = D;
  231. mProjMatrix[2][2] = q;
  232. mProjMatrix[2][3] = qn;
  233. mProjMatrix[3][3] = 1;
  234. }
  235. }
  236. ct::RenderAPI* renderAPI = ct::RenderAPI::instancePtr();
  237. renderAPI->convertProjectionMatrix(mProjMatrix, mProjMatrixRS);
  238. mProjMatrixInv = mProjMatrix.inverse();
  239. mProjMatrixRSInv = mProjMatrixRS.inverse();
  240. // Calculate bounding box (local)
  241. // Box is from 0, down -Z, max dimensions as determined from far plane
  242. // If infinite view frustum just pick a far value
  243. float farDist = (mFarDist == 0) ? 100000 : mFarDist;
  244. // Near plane bounds
  245. Vector3 min(left, bottom, -farDist);
  246. Vector3 max(right, top, 0);
  247. if (mCustomProjMatrix)
  248. {
  249. // Some custom projection matrices can have unusual inverted settings
  250. // So make sure the AABB is the right way around to start with
  251. Vector3 tmp = min;
  252. min.floor(max);
  253. max.ceil(tmp);
  254. }
  255. if (mProjType == PT_PERSPECTIVE)
  256. {
  257. // Merge with far plane bounds
  258. float radio = farDist / mNearDist;
  259. min.floor(Vector3(left * radio, bottom * radio, -farDist));
  260. max.ceil(Vector3(right * radio, top * radio, 0));
  261. }
  262. mBoundingBox.setExtents(min, max);
  263. mRecalcFrustum = false;
  264. mRecalcFrustumPlanes = true;
  265. }
  266. }
  267. bool CameraBase::isFrustumOutOfDate() const
  268. {
  269. return mRecalcFrustum;
  270. }
  271. void CameraBase::updateView() const
  272. {
  273. if (!mCustomViewMatrix && mRecalcView)
  274. {
  275. mViewMatrix.makeView(mPosition, mRotation);
  276. mViewMatrixInv = mViewMatrix.inverseAffine();
  277. mRecalcView = false;
  278. }
  279. }
  280. void CameraBase::updateFrustumPlanes() const
  281. {
  282. updateFrustum();
  283. if (mRecalcFrustumPlanes)
  284. {
  285. mFrustum = ConvexVolume(mProjMatrix);
  286. mRecalcFrustumPlanes = false;
  287. }
  288. }
  289. float CameraBase::getAspectRatio() const
  290. {
  291. return mAspect;
  292. }
  293. void CameraBase::setAspectRatio(float r)
  294. {
  295. mAspect = r;
  296. invalidateFrustum();
  297. _markCoreDirty();
  298. }
  299. const AABox& CameraBase::getBoundingBox() const
  300. {
  301. updateFrustum();
  302. return mBoundingBox;
  303. }
  304. void CameraBase::setProjectionType(ProjectionType pt)
  305. {
  306. mProjType = pt;
  307. invalidateFrustum();
  308. _markCoreDirty();
  309. }
  310. ProjectionType CameraBase::getProjectionType() const
  311. {
  312. return mProjType;
  313. }
  314. void CameraBase::setCustomViewMatrix(bool enable, const Matrix4& viewMatrix)
  315. {
  316. mCustomViewMatrix = enable;
  317. if (enable)
  318. {
  319. BS_ASSERT(viewMatrix.isAffine());
  320. mViewMatrix = viewMatrix;
  321. mViewMatrixInv = mViewMatrix.inverseAffine();
  322. }
  323. _markCoreDirty();
  324. }
  325. void CameraBase::setCustomProjectionMatrix(bool enable, const Matrix4& projMatrix)
  326. {
  327. mCustomProjMatrix = enable;
  328. if (enable)
  329. mProjMatrix = projMatrix;
  330. invalidateFrustum();
  331. _markCoreDirty();
  332. }
  333. void CameraBase::setOrthoWindow(float w, float h)
  334. {
  335. mOrthoHeight = h;
  336. mAspect = w / h;
  337. invalidateFrustum();
  338. _markCoreDirty();
  339. }
  340. void CameraBase::setOrthoWindowHeight(float h)
  341. {
  342. mOrthoHeight = h;
  343. invalidateFrustum();
  344. _markCoreDirty();
  345. }
  346. void CameraBase::setOrthoWindowWidth(float w)
  347. {
  348. mOrthoHeight = w / mAspect;
  349. invalidateFrustum();
  350. _markCoreDirty();
  351. }
  352. float CameraBase::getOrthoWindowHeight() const
  353. {
  354. return mOrthoHeight;
  355. }
  356. float CameraBase::getOrthoWindowWidth() const
  357. {
  358. return mOrthoHeight * mAspect;
  359. }
  360. void CameraBase::setFrustumExtents(float left, float right, float top, float bottom)
  361. {
  362. mFrustumExtentsManuallySet = true;
  363. mLeft = left;
  364. mRight = right;
  365. mTop = top;
  366. mBottom = bottom;
  367. invalidateFrustum();
  368. _markCoreDirty();
  369. }
  370. void CameraBase::resetFrustumExtents()
  371. {
  372. mFrustumExtentsManuallySet = false;
  373. invalidateFrustum();
  374. _markCoreDirty();
  375. }
  376. void CameraBase::getFrustumExtents(float& outleft, float& outright, float& outtop, float& outbottom) const
  377. {
  378. updateFrustum();
  379. outleft = mLeft;
  380. outright = mRight;
  381. outtop = mTop;
  382. outbottom = mBottom;
  383. }
  384. void CameraBase::setPosition(const Vector3& position)
  385. {
  386. mPosition = position;
  387. mRecalcView = true;
  388. _markCoreDirty(CameraDirtyFlag::Transform);
  389. }
  390. void CameraBase::setRotation(const Quaternion& rotation)
  391. {
  392. mRotation = rotation;
  393. mRecalcView = true;
  394. _markCoreDirty(CameraDirtyFlag::Transform);
  395. }
  396. void CameraBase::invalidateFrustum() const
  397. {
  398. mRecalcFrustum = true;
  399. mRecalcFrustumPlanes = true;
  400. }
  401. Vector2I CameraBase::worldToScreenPoint(const Vector3& worldPoint) const
  402. {
  403. Vector2 ndcPoint = worldToNdcPoint(worldPoint);
  404. return ndcToScreenPoint(ndcPoint);
  405. }
  406. Vector2 CameraBase::worldToNdcPoint(const Vector3& worldPoint) const
  407. {
  408. Vector3 viewPoint = worldToViewPoint(worldPoint);
  409. return viewToNdcPoint(viewPoint);
  410. }
  411. Vector3 CameraBase::worldToViewPoint(const Vector3& worldPoint) const
  412. {
  413. return getViewMatrix().multiplyAffine(worldPoint);
  414. }
  415. Vector3 CameraBase::screenToWorldPoint(const Vector2I& screenPoint, float depth) const
  416. {
  417. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  418. return ndcToWorldPoint(ndcPoint, depth);
  419. }
  420. Vector3 CameraBase::screenToWorldPointDeviceDepth(const Vector2I& screenPoint, float deviceDepth) const
  421. {
  422. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  423. Vector4 worldPoint(ndcPoint.x, ndcPoint.y, deviceDepth, 1.0f);
  424. worldPoint = getProjectionMatrixRS().inverse().multiply(worldPoint);
  425. Vector3 worldPoint3D;
  426. if (Math::abs(worldPoint.w) > 1e-7f)
  427. {
  428. float invW = 1.0f / worldPoint.w;
  429. worldPoint3D.x = worldPoint.x * invW;
  430. worldPoint3D.y = worldPoint.y * invW;
  431. worldPoint3D.z = worldPoint.z * invW;
  432. }
  433. return viewToWorldPoint(worldPoint3D);
  434. }
  435. Vector3 CameraBase::screenToViewPoint(const Vector2I& screenPoint, float depth) const
  436. {
  437. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  438. return ndcToViewPoint(ndcPoint, depth);
  439. }
  440. Vector2 CameraBase::screenToNdcPoint(const Vector2I& screenPoint) const
  441. {
  442. Rect2I viewport = getViewportRect();
  443. Vector2 ndcPoint;
  444. ndcPoint.x = (float)(((screenPoint.x - viewport.x) / (float)viewport.width) * 2.0f - 1.0f);
  445. const RenderAPIInfo& info = RenderAPI::getAPIInfo();
  446. if(info.isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown))
  447. ndcPoint.y = (float)(((screenPoint.y - viewport.y) / (float)viewport.height) * 2.0f - 1.0f);
  448. else
  449. ndcPoint.y = (float)((1.0f - ((screenPoint.y - viewport.y) / (float)viewport.height)) * 2.0f - 1.0f);
  450. return ndcPoint;
  451. }
  452. Vector3 CameraBase::viewToWorldPoint(const Vector3& viewPoint) const
  453. {
  454. return getViewMatrix().inverseAffine().multiplyAffine(viewPoint);
  455. }
  456. Vector2I CameraBase::viewToScreenPoint(const Vector3& viewPoint) const
  457. {
  458. Vector2 ndcPoint = viewToNdcPoint(viewPoint);
  459. return ndcToScreenPoint(ndcPoint);
  460. }
  461. Vector2 CameraBase::viewToNdcPoint(const Vector3& viewPoint) const
  462. {
  463. Vector3 projPoint = projectPoint(viewPoint);
  464. return Vector2(projPoint.x, projPoint.y);
  465. }
  466. Vector3 CameraBase::ndcToWorldPoint(const Vector2& ndcPoint, float depth) const
  467. {
  468. Vector3 viewPoint = ndcToViewPoint(ndcPoint, depth);
  469. return viewToWorldPoint(viewPoint);
  470. }
  471. Vector3 CameraBase::ndcToViewPoint(const Vector2& ndcPoint, float depth) const
  472. {
  473. return unprojectPoint(Vector3(ndcPoint.x, ndcPoint.y, depth));
  474. }
  475. Vector2I CameraBase::ndcToScreenPoint(const Vector2& ndcPoint) const
  476. {
  477. Rect2I viewport = getViewportRect();
  478. Vector2I screenPoint;
  479. screenPoint.x = Math::roundToInt(viewport.x + ((ndcPoint.x + 1.0f) * 0.5f) * viewport.width);
  480. screenPoint.y = Math::roundToInt(viewport.y + (1.0f - (ndcPoint.y + 1.0f) * 0.5f) * viewport.height);
  481. return screenPoint;
  482. }
  483. Ray CameraBase::screenPointToRay(const Vector2I& screenPoint) const
  484. {
  485. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  486. Vector3 near = unprojectPoint(Vector3(ndcPoint.x, ndcPoint.y, mNearDist));
  487. Vector3 far = unprojectPoint(Vector3(ndcPoint.x, ndcPoint.y, mNearDist + 1.0f));
  488. Ray ray(near, Vector3::normalize(far - near));
  489. ray.transformAffine(getViewMatrix().inverseAffine());
  490. return ray;
  491. }
  492. Vector3 CameraBase::projectPoint(const Vector3& point) const
  493. {
  494. Vector4 projPoint4(point.x, point.y, point.z, 1.0f);
  495. projPoint4 = getProjectionMatrixRS().multiply(projPoint4);
  496. if (Math::abs(projPoint4.w) > 1e-7f)
  497. {
  498. float invW = 1.0f / projPoint4.w;
  499. projPoint4.x *= invW;
  500. projPoint4.y *= invW;
  501. projPoint4.z *= invW;
  502. }
  503. else
  504. {
  505. projPoint4.x = 0.0f;
  506. projPoint4.y = 0.0f;
  507. projPoint4.z = 0.0f;
  508. }
  509. return Vector3(projPoint4.x, projPoint4.y, projPoint4.z);
  510. }
  511. Vector3 CameraBase::unprojectPoint(const Vector3& point) const
  512. {
  513. // Point.z is expected to be in view space, so we need to do some extra work to get the proper coordinates
  514. // (as opposed to if point.z was in device coordinates, in which case we could just inverse project)
  515. // Get world position for a point near the far plane (0.95f)
  516. Vector4 farAwayPoint(point.x, point.y, 0.95f, 1.0f);
  517. farAwayPoint = getProjectionMatrixRS().inverse().multiply(farAwayPoint);
  518. // Can't proceed if w is too small
  519. if (Math::abs(farAwayPoint.w) > 1e-7f)
  520. {
  521. // Perspective divide, to get the values that make sense in 3D space
  522. float invW = 1.0f / farAwayPoint.w;
  523. Vector3 farAwayPoint3D;
  524. farAwayPoint3D.x = farAwayPoint.x * invW;
  525. farAwayPoint3D.y = farAwayPoint.y * invW;
  526. farAwayPoint3D.z = farAwayPoint.z * invW;
  527. // Find the distance to the far point along the camera's viewing axis
  528. float distAlongZ = farAwayPoint3D.dot(-Vector3::UNIT_Z);
  529. // Do nothing if point is behind the camera
  530. if (distAlongZ >= 0.0f)
  531. {
  532. if (mProjType == PT_PERSPECTIVE)
  533. {
  534. // Direction from origin to our point
  535. Vector3 dir = farAwayPoint3D; // Camera is at (0, 0, 0) so it's the same vector
  536. // Our view space depth (point.z) is distance along the camera's viewing axis. Since our direction
  537. // vector is not parallel to the viewing axis, instead of normalizing it with its own length, we
  538. // "normalize" with the length projected along the camera's viewing axis.
  539. dir /= distAlongZ;
  540. // And now we just find the final position along the direction
  541. return dir * point.z;
  542. }
  543. else // Ortographic
  544. {
  545. // Depth difference between our arbitrary point and actual depth
  546. float depthDiff = distAlongZ - point.z;
  547. // Depth difference along viewing direction
  548. Vector3 depthDiffVec = depthDiff * -Vector3::UNIT_Z;
  549. // Return point that is depthDiff closer than our arbitrary point
  550. return farAwayPoint3D - depthDiffVec;
  551. }
  552. }
  553. }
  554. return Vector3(0.0f, 0.0f, 0.0f);
  555. }
  556. Camera::Camera(SPtr<RenderTarget> target, float left, float top, float width, float height)
  557. :mMain(false), mLastUpdateHash(0)
  558. {
  559. if (target != nullptr)
  560. target->blockUntilCoreInitialized();
  561. mViewport = Viewport::create(target, left, top, width, height);
  562. }
  563. SPtr<ct::Camera> Camera::getCore() const
  564. {
  565. return std::static_pointer_cast<ct::Camera>(mCoreSpecific);
  566. }
  567. SPtr<Camera> Camera::create(SPtr<RenderTarget> target, float left, float top, float width, float height)
  568. {
  569. Camera* handler = new (bs_alloc<Camera>()) Camera(target, left, top, width, height);
  570. SPtr<Camera> handlerPtr = bs_core_ptr<Camera>(handler);
  571. handlerPtr->_setThisPtr(handlerPtr);
  572. handlerPtr->initialize();
  573. return handlerPtr;
  574. }
  575. SPtr<Camera> Camera::createEmpty()
  576. {
  577. Camera* handler = new (bs_alloc<Camera>()) Camera();
  578. SPtr<Camera> handlerPtr = bs_core_ptr<Camera>(handler);
  579. handlerPtr->_setThisPtr(handlerPtr);
  580. return handlerPtr;
  581. }
  582. SPtr<ct::CoreObject> Camera::createCore() const
  583. {
  584. ct::Camera* handler = new (bs_alloc<ct::Camera>()) ct::Camera(mViewport->getCore());
  585. SPtr<ct::Camera> handlerPtr = bs_shared_ptr<ct::Camera>(handler);
  586. handlerPtr->_setThisPtr(handlerPtr);
  587. return handlerPtr;
  588. }
  589. Rect2I Camera::getViewportRect() const
  590. {
  591. return mViewport->getArea();
  592. }
  593. CoreSyncData Camera::syncToCore(FrameAlloc* allocator)
  594. {
  595. UINT32 dirtyFlag = getCoreDirtyFlags();
  596. UINT32 size = 0;
  597. size += rttiGetElemSize(dirtyFlag);
  598. size += rttiGetElemSize(mPosition);
  599. size += rttiGetElemSize(mRotation);
  600. UINT32 ppSize = 0;
  601. if (dirtyFlag != (UINT32)CameraDirtyFlag::Transform)
  602. {
  603. size += rttiGetElemSize(mLayers);
  604. size += rttiGetElemSize(mProjType);
  605. size += rttiGetElemSize(mHorzFOV);
  606. size += rttiGetElemSize(mFarDist);
  607. size += rttiGetElemSize(mNearDist);
  608. size += rttiGetElemSize(mAspect);
  609. size += rttiGetElemSize(mOrthoHeight);
  610. size += rttiGetElemSize(mPriority);
  611. size += rttiGetElemSize(mCustomViewMatrix);
  612. size += rttiGetElemSize(mCustomProjMatrix);
  613. size += rttiGetElemSize(mFrustumExtentsManuallySet);
  614. size += rttiGetElemSize(mIsActive);
  615. size += rttiGetElemSize(mMSAA);
  616. size += sizeof(UINT32);
  617. if(mRenderSettings != nullptr)
  618. {
  619. mRenderSettings->_getSyncData(nullptr, ppSize);
  620. size += ppSize;
  621. }
  622. }
  623. UINT8* buffer = allocator->alloc(size);
  624. char* dataPtr = (char*)buffer;
  625. dataPtr = rttiWriteElem(dirtyFlag, dataPtr);
  626. dataPtr = rttiWriteElem(mPosition, dataPtr);
  627. dataPtr = rttiWriteElem(mRotation, dataPtr);
  628. if (dirtyFlag != (UINT32)CameraDirtyFlag::Transform)
  629. {
  630. dataPtr = rttiWriteElem(mLayers, dataPtr);
  631. dataPtr = rttiWriteElem(mProjType, dataPtr);
  632. dataPtr = rttiWriteElem(mHorzFOV, dataPtr);
  633. dataPtr = rttiWriteElem(mFarDist, dataPtr);
  634. dataPtr = rttiWriteElem(mNearDist, dataPtr);
  635. dataPtr = rttiWriteElem(mAspect, dataPtr);
  636. dataPtr = rttiWriteElem(mOrthoHeight, dataPtr);
  637. dataPtr = rttiWriteElem(mPriority, dataPtr);
  638. dataPtr = rttiWriteElem(mCustomViewMatrix, dataPtr);
  639. dataPtr = rttiWriteElem(mCustomProjMatrix, dataPtr);
  640. dataPtr = rttiWriteElem(mFrustumExtentsManuallySet, dataPtr);
  641. dataPtr = rttiWriteElem(mIsActive, dataPtr);
  642. dataPtr = rttiWriteElem(mMSAA, dataPtr);
  643. dataPtr = rttiWriteElem(ppSize, dataPtr);
  644. if(mRenderSettings != nullptr)
  645. mRenderSettings->_getSyncData((UINT8*)dataPtr, ppSize);
  646. dataPtr += ppSize;
  647. }
  648. return CoreSyncData(buffer, size);
  649. }
  650. void Camera::getCoreDependencies(Vector<CoreObject*>& dependencies)
  651. {
  652. dependencies.push_back(mViewport.get());
  653. }
  654. void Camera::_markCoreDirty(CameraDirtyFlag flag)
  655. {
  656. markCoreDirty((UINT32)flag);
  657. }
  658. RTTITypeBase* Camera::getRTTIStatic()
  659. {
  660. return CameraRTTI::instance();
  661. }
  662. RTTITypeBase* Camera::getRTTI() const
  663. {
  664. return Camera::getRTTIStatic();
  665. }
  666. namespace ct
  667. {
  668. Camera::~Camera()
  669. {
  670. RendererManager::instance().getActive()->notifyCameraRemoved(this);
  671. }
  672. Camera::Camera(SPtr<RenderTarget> target, float left, float top, float width, float height)
  673. : mRendererId(0)
  674. {
  675. mViewport = Viewport::create(target, left, top, width, height);
  676. }
  677. Camera::Camera(const SPtr<Viewport>& viewport)
  678. : mRendererId(0)
  679. {
  680. mViewport = viewport;
  681. }
  682. void Camera::initialize()
  683. {
  684. RendererManager::instance().getActive()->notifyCameraAdded(this);
  685. CoreObject::initialize();
  686. }
  687. Rect2I Camera::getViewportRect() const
  688. {
  689. return mViewport->getArea();
  690. }
  691. void Camera::syncToCore(const CoreSyncData& data)
  692. {
  693. char* dataPtr = (char*)data.getBuffer();
  694. CameraDirtyFlag dirtyFlag;
  695. dataPtr = rttiReadElem(dirtyFlag, dataPtr);
  696. dataPtr = rttiReadElem(mPosition, dataPtr);
  697. dataPtr = rttiReadElem(mRotation, dataPtr);
  698. mRecalcFrustum = true;
  699. mRecalcFrustumPlanes = true;
  700. mRecalcView = true;
  701. if (dirtyFlag != CameraDirtyFlag::Transform)
  702. {
  703. dataPtr = rttiReadElem(mLayers, dataPtr);
  704. dataPtr = rttiReadElem(mProjType, dataPtr);
  705. dataPtr = rttiReadElem(mHorzFOV, dataPtr);
  706. dataPtr = rttiReadElem(mFarDist, dataPtr);
  707. dataPtr = rttiReadElem(mNearDist, dataPtr);
  708. dataPtr = rttiReadElem(mAspect, dataPtr);
  709. dataPtr = rttiReadElem(mOrthoHeight, dataPtr);
  710. dataPtr = rttiReadElem(mPriority, dataPtr);
  711. dataPtr = rttiReadElem(mCustomViewMatrix, dataPtr);
  712. dataPtr = rttiReadElem(mCustomProjMatrix, dataPtr);
  713. dataPtr = rttiReadElem(mFrustumExtentsManuallySet, dataPtr);
  714. dataPtr = rttiReadElem(mIsActive, dataPtr);
  715. dataPtr = rttiReadElem(mMSAA, dataPtr);
  716. UINT32 ppSize = 0;
  717. dataPtr = rttiReadElem(ppSize, dataPtr);
  718. if(ppSize > 0)
  719. {
  720. if (mRenderSettings == nullptr)
  721. mRenderSettings = bs_shared_ptr_new<RenderSettings>();
  722. mRenderSettings->_setSyncData((UINT8*)dataPtr, ppSize);
  723. dataPtr += ppSize;
  724. }
  725. }
  726. RendererManager::instance().getActive()->notifyCameraUpdated(this, (UINT32)dirtyFlag);
  727. }
  728. }
  729. }