示例#1
0
void Camera::FillXMLInfo(XMLNode *xmlInfo) const
{
    Component::FillXMLInfo(xmlInfo);
    xmlInfo->SetTagName("Camera");

    xmlInfo->SetColor("ClearColor", GetClearColor());
    xmlInfo->SetFloat("ZNear", GetZNear());
    xmlInfo->SetFloat("ZFar", GetZFar());
    xmlInfo->SetEnum("ProjectionMode",
                     ProjectionMode_GetNamesVector(),
                     ProjectionMode_GetIndexFromValue(m_projMode),
                     {XMLProperty::Readonly});
    xmlInfo->SetFloat("AspectRatio", GetAspectRatio());

    if (GetProjectionMode() == ProjectionMode::Orthographic)
    {
        xmlInfo->SetFloat("OrthoHeight", GetOrthoHeight());
        xmlInfo->SetFloat("FOVDegrees", GetFovDegrees(), {XMLProperty::Hidden});
    }
    else
    {
        xmlInfo->SetFloat("OrthoHeight", GetOrthoHeight(), {XMLProperty::Hidden});
        xmlInfo->SetFloat("FOVDegrees", GetFovDegrees());
    }
}
示例#2
0
    void Camera::ShowGUIProperties(Editor* editor)
    {
        SceneNode::ShowGUIProperties(editor);
        std::string header = "Camera:" + GetName();
		if (ImGui::TreeNode(header.c_str()))
        {
            auto zNear = GetZNear();
            ImGui::DragFloat("##zNear", &zNear, 1.f, 0.1f, 10000.0f, "zNear %.1f");
            SetNearClip(zNear);

            auto zFar = GetZFar();
            ImGui::DragFloat("##zFar", &zFar, 1.f, 0.1f, 10000.0f, "zFar %.1f");
            SetFarClip(zFar);

            auto isOrtho = IsOrtho();
            ImGui::Checkbox("Ortho", &isOrtho);
            isOrtho ? EnableOrtho() : DisableOrtho();

            if (!isOrtho)
            {
                auto fov = GetFOVRadians();
                ImGui::SliderAngle("FOV", &fov, 0.f, CAMERA_MAX_FOV_DEGREES);
                SetFOVRadians(fov);
            }
			else
			{
				auto orthoScale = GetOrthoScale();
				ImGui::DragFloat("##orthoScale", &orthoScale, 1.f, 0.f, MAX_WORLD_SIZE, "Size %.1f");
				SetOrthoScale(orthoScale);
			}
			ImGui::TreePop();
        }

    }
示例#3
0
void Camera::CloneInto(ICloneable *clone) const
{
    Component::CloneInto(clone);
    Camera *cam = static_cast<Camera*>(clone);
    cam->SetZFar(GetZFar());
    cam->SetZNear(GetZNear());
    cam->SetClearColor(GetClearColor());
    cam->SetFovDegrees(GetFovDegrees());
    cam->SetOrthoHeight(GetOrthoHeight());
    cam->SetAspectRatio(GetAspectRatio());
    cam->SetProjectionMode(GetProjectionMode());
    cam->SetAutoUpdateAspectRatio(GetAutoUpdateAspectRatio());
}
示例#4
0
void Camera::GetProjectionMatrix(Matrix4 *proj) const
{
    if (m_projMode == ProjectionMode::Perspective)
    {
        if (m_autoUpdateAspectRatio)
        {
            m_aspectRatio = Screen::GetAspectRatio();
        }

        *proj = Matrix4::Perspective(glm::radians(m_fovDegrees), m_aspectRatio, m_zNear, m_zFar);
    }
    else //Ortho
    {
        *proj = Matrix4::Ortho(-GetOrthoWidth(),  GetOrthoWidth(),
                               -GetOrthoHeight(), GetOrthoHeight(),
                                GetZNear(),       GetZFar());
    }
}
示例#5
0
void Camera::OnDrawGizmos()
{
    if (gameObject->IsEditorGameObject()) return;

    Component::OnDrawGizmos();

    Camera *sceneCam = Scene::GetCamera();
    float distScale = Vector3::Distance(sceneCam->transform->GetPosition(),
                                        transform->GetPosition());

    Gizmos::SetDrawWireframe(false);
    Gizmos::SetReceivesLighting(true);
    Gizmos::SetPosition(transform->GetPosition());
    Gizmos::SetRotation(transform->GetRotation());
    Gizmos::SetScale(Vector3::One * 0.02f * distScale);
    Gizmos::SetColor(GetClearColor());
    Gizmos::RenderCustomMesh(Camera::s_camMesh);

    if (gameObject->IsSelected())
    {
        Gizmos::SetColor(Color::Red);
        Gizmos::SetReceivesLighting(false);

        if (GetProjectionMode() == ProjectionMode::Perspective)
        {
            Gizmos::RenderFrustum(transform->GetForward(), transform->GetUp(),
                                  transform->GetPosition(),
                                  GetZNear(), GetZFar(),
                                  GetFovDegrees(), GetAspectRatio());
        }
        else
        {
            Box orthoBox;
            orthoBox.SetMin(transform->GetPosition() + Vector3(-GetOrthoWidth(), -GetOrthoHeight(), -GetZNear()));
            orthoBox.SetMax(transform->GetPosition() + Vector3( GetOrthoWidth(),  GetOrthoHeight(), -GetZFar()));
            Gizmos::SetRotation(transform->GetRotation());
            Gizmos::RenderSimpleBox(orthoBox);
        }
    }
}
示例#6
0
文件: view.cpp 项目: EspyEspurr/game
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpViews()
{
	VPROF("CViewRender::SetUpViews");

	// Initialize view structure with default values
	float farZ = GetZFar();

    // Set up the mono/middle view.
    CViewSetup &view = m_View;

	view.zFar				= farZ;
	view.zFarViewmodel	    = farZ;
	// UNDONE: Make this farther out? 
	//  closest point of approach seems to be view center to top of crouched box
	view.zNear			    = GetZNear();
	view.zNearViewmodel	    = 1;
	view.fov				= default_fov.GetFloat();

	view.m_bOrtho			= false;
    view.m_bViewToProjectionOverride = false;
	view.m_eStereoEye		= STEREO_EYE_MONO;

	// Enable spatial partition access to edicts
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	// You in-view weapon aim.
	bool bCalcViewModelView = false;
	Vector ViewModelOrigin;
	QAngle ViewModelAngles;

	if ( engine->IsHLTV() )
	{
		HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#if defined( REPLAY_ENABLED )
	else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
	{
		ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#endif
	else
	{
		// FIXME: Are there multiple views? If so, then what?
		// FIXME: What happens when there's no player?
		if (pPlayer)
		{
			pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );

			// If we are looking through another entities eyes, then override the angles/origin for view
			int viewentity = render->GetViewEntity();

			if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
			{
				C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
				if ( ve )
				{
					VectorCopy( ve->GetAbsOrigin(), view.origin );
					VectorCopy( ve->GetAbsAngles(), view.angles );
				}
			}

			// There is a viewmodel.
			bCalcViewModelView = true;
			ViewModelOrigin = view.origin;
			ViewModelAngles = view.angles;
		}
		else
		{
			view.origin.Init();
			view.angles.Init();
		}

		// Even if the engine is paused need to override the view
		// for keeping the camera control during pause.
		g_pClientMode->OverrideView( &view );
	}

	// give the toolsystem a chance to override the view
	ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );

	if ( engine->IsPlayingDemo() )
	{
		if ( cl_demoviewoverride.GetFloat() > 0.0f )
		{
			// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
			CalcDemoViewOverride( view.origin, view.angles );
		}
		else
		{
			s_DemoView = view.origin;
			s_DemoAngle = view.angles;
		}
	}

	//Find the offset our current FOV is from the default value
	float fDefaultFov = default_fov.GetFloat();
	float flFOVOffset = fDefaultFov - view.fov;

	//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
	view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;

	if ( UseVR() )
	{
		// Let the headtracking read the status of the HMD, etc.
		// This call can go almost anywhere, but it needs to know the player FOV for sniper weapon zoom, etc
		if ( flFOVOffset == 0.0f )
		{
			g_ClientVirtualReality.ProcessCurrentTrackingState ( 0.0f );
		}
		else
		{
			g_ClientVirtualReality.ProcessCurrentTrackingState ( view.fov );
		}

		HeadtrackMovementMode_t hmmOverrideMode = g_pClientMode->ShouldOverrideHeadtrackControl();
		g_ClientVirtualReality.OverrideView( &m_View, &ViewModelOrigin, &ViewModelAngles, hmmOverrideMode );

		// left and right stereo views should default to being the same as the mono/middle view
		m_ViewLeft = m_View;
		m_ViewRight = m_View;
		m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
		m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;

		g_ClientVirtualReality.OverrideStereoView( &m_View, &m_ViewLeft, &m_ViewRight );
	}
	else
	{
		// left and right stereo views should default to being the same as the mono/middle view
		m_ViewLeft = m_View;
		m_ViewRight = m_View;
		m_ViewLeft.m_eStereoEye = STEREO_EYE_LEFT;
		m_ViewRight.m_eStereoEye = STEREO_EYE_RIGHT;
	}

	if ( bCalcViewModelView )
	{
		Assert ( pPlayer != NULL );
		pPlayer->CalcViewModelView ( ViewModelOrigin, ViewModelAngles );
	}

	// Disable spatial partition access
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );

	// Enable access to all model bones
	C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
	C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()

	// Compute the world->main camera transform
    // This is only done for the main "middle-eye" view, not for the various other views.
	ComputeCameraVariables( view.origin, view.angles, 
		&g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );

	// set up the hearing origin...
	AudioState_t audioState;
	audioState.m_Origin = view.origin;
	audioState.m_Angles = view.angles;
	audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );

	ToolFramework_SetupAudioState( audioState );

    // TomF: I wonder when the audio tools modify this, if ever...
    Assert ( view.origin == audioState.m_Origin );
    Assert ( view.angles == audioState.m_Angles );
	view.origin = audioState.m_Origin;
	view.angles = audioState.m_Angles;

	engine->SetAudioState( audioState );

	g_vecPrevRenderOrigin = g_vecRenderOrigin;
	g_vecPrevRenderAngles = g_vecRenderAngles;
	g_vecRenderOrigin = view.origin;
	g_vecRenderAngles = view.angles;

#ifdef DBGFLAG_ASSERT
	s_DbgSetupOrigin = view.origin;
	s_DbgSetupAngles = view.angles;
#endif
}
示例#7
0
文件: view.cpp 项目: torbensko/HAL
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpView()
{
    VPROF("CViewRender::SetUpView");
    // Initialize view structure with default values
    float farZ = GetZFar();

    m_View.zFar				= farZ;
    m_View.zFarViewmodel	= farZ;
    // UNDONE: Make this farther out?
    //  closest point of approach seems to be view center to top of crouched box
    m_View.zNear			= GetZNear();
    m_View.zNearViewmodel	= 1;
    m_View.fov				= default_fov.GetFloat();

    m_View.m_bOrtho			= false;

    // Enable spatial partition access to edicts
    partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );

    C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

    if ( engine->IsHLTV() )
    {
        HLTVCamera()->CalcView( m_View.origin, m_View.angles, m_View.fov );
    }
    else
    {
        // FIXME: Are there multiple views? If so, then what?
        // FIXME: What happens when there's no player?
        if (pPlayer)
        {
            pPlayer->CalcView( m_View.origin, m_View.angles, m_View.zNear, m_View.zFar, m_View.fov );

            // If we are looking through another entities eyes, then override the angles/origin for m_View
            int viewentity = render->GetViewEntity();

            if ( !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
            {
                C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
                if ( ve )
                {
                    VectorCopy( ve->GetAbsOrigin(), m_View.origin );
                    VectorCopy( ve->GetAbsAngles(), m_View.angles );
                }
            }

            pPlayer->CalcViewModelView( m_View.origin, m_View.angles );
        }

        // Even if the engine is paused need to override the view
        // for keeping the camera control during pause.
        g_pClientMode->OverrideView( &m_View );
    }

    // give the toolsystem a chance to override the view
    ToolFramework_SetupEngineView( m_View.origin, m_View.angles, m_View.fov );

    if ( engine->IsPlayingDemo() )
    {
        if ( cl_demoviewoverride.GetFloat() > 0.0f )
        {
            // Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
            CalcDemoViewOverride( m_View.origin, m_View.angles );
        }
        else
        {
            s_DemoView = m_View.origin;
            s_DemoAngle = m_View.angles;
        }
    }

    //Find the offset our current FOV is from the default value
    float flFOVOffset = default_fov.GetFloat() - m_View.fov;

    //Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
    m_View.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;

    // Disable spatical partition access
    partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );

    // Enable access to all model bones
    C_BaseAnimating::PopBoneAccess( "OnRenderStart->CViewRender::SetUpView" ); // pops the (true, false) bone access set in OnRenderStart
    C_BaseAnimating::PushAllowBoneAccess( true, true, "CViewRender::SetUpView->OnRenderEnd" ); // pop is in OnRenderEnd()

    // Compute the world->main camera transform
    ComputeCameraVariables( m_View.origin, m_View.angles,
                            &g_vecVForward, &g_vecVRight, &g_vecVUp, &g_matCamInverse );

    // set up the hearing origin...
    AudioState_t audioState;
    audioState.m_Origin = m_View.origin;
    audioState.m_Angles = m_View.angles;
    audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( m_View.origin );

    ToolFramework_SetupAudioState( audioState );

    m_View.origin = audioState.m_Origin;
    m_View.angles = audioState.m_Angles;

    engine->SetAudioState( audioState );

    g_vecPrevRenderOrigin = g_vecRenderOrigin;
    g_vecPrevRenderAngles = g_vecRenderAngles;
    g_vecRenderOrigin = m_View.origin;
    g_vecRenderAngles = m_View.angles;

#ifdef _DEBUG
    s_DbgSetupOrigin = m_View.origin;
    s_DbgSetupAngles = m_View.angles;
#endif
}
示例#8
0
文件: view.cpp 项目: Randdalf/bliink
//-----------------------------------------------------------------------------
// Sets up the view parameters
//-----------------------------------------------------------------------------
void CViewRender::SetUpView()
{
	ASSERT_LOCAL_PLAYER_RESOLVABLE();
	int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();

	m_bAllowViewAccess = true;
	VPROF("CViewRender::SetUpView");
	// Initialize view structure with default values
	float farZ = GetZFar();

	CViewSetup &view = GetView();

	view.zFar				= farZ;
	view.zFarViewmodel	= farZ;
	// UNDONE: Make this farther out? 
	//  closest point of approach seems to be view center to top of crouched box
	view.zNear			= GetZNear();
	view.zNearViewmodel	= 1;
	view.fov				= default_fov.GetFloat();

	view.m_bOrtho			= false;

	// Enable spatial partition access to edicts
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	bool bNoViewEnt = false;
	if( pPlayer == NULL )
	{
		pPlayer = GetSplitScreenViewPlayer( nSlot );
		bNoViewEnt = true;
	}

	if ( g_bEngineIsHLTV )
	{
		HLTVCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#if defined( REPLAY_ENABLED )
	else if ( engine->IsReplay() )
	{
		ReplayCamera()->CalcView( view.origin, view.angles, view.fov );
	}
#endif
	else
	{
		// FIXME: Are there multiple views? If so, then what?
		// FIXME: What happens when there's no player?
		if (pPlayer)
		{
			pPlayer->CalcView( view.origin, view.angles, view.zNear, view.zFar, view.fov );

			// If we are looking through another entities eyes, then override the angles/origin for GetView()
			int viewentity = render->GetViewEntity();

			if ( !bNoViewEnt && !g_nKillCamMode && (pPlayer->entindex() != viewentity) )
			{
				C_BaseEntity *ve = cl_entitylist->GetEnt( viewentity );
				if ( ve )
				{
					VectorCopy( ve->GetAbsOrigin(), view.origin );
					VectorCopy( ve->GetAbsAngles(), view.angles );
				}
			}

			pPlayer->CalcViewModelView( view.origin, view.angles );

			// Is this the proper place for this code?
			if ( cl_camera_follow_bone_index.GetInt() >= -1 && input->CAM_IsThirdPerson() )
			{
				VectorCopy( g_cameraFollowPos, view.origin );
			}
		}

		// Even if the engine is paused need to override the view
		// for keeping the camera control during pause.
		GetClientMode()->OverrideView( &GetView() );
	}

	// give the toolsystem a chance to override the view
	ToolFramework_SetupEngineView( view.origin, view.angles, view.fov );

	if ( engine->IsPlayingDemo() )
	{
		if ( cl_demoviewoverride.GetFloat() > 0.0f )
		{
			// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
			CalcDemoViewOverride( view.origin, view.angles );
		}
		else
		{
			s_DemoView = view.origin;
			s_DemoAngle = view.angles;
		}
	}

	// Disable spatial partition access
	partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );

	//Find the offset our current FOV is from the default value
	float flFOVOffset = default_fov.GetFloat() - view.fov;

	//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
	view.fovViewmodel = GetClientMode()->GetViewModelFOV() - flFOVOffset;

	// Compute the world->main camera transform
	ComputeCameraVariables( view.origin, view.angles, 
		&g_vecVForward[ nSlot ], &g_vecVRight[ nSlot ], &g_vecVUp[ nSlot ], &g_matCamInverse[ nSlot ] );

	// set up the hearing origin...
	AudioState_t audioState;
	audioState.m_Origin = view.origin;
	audioState.m_Angles = view.angles;
	audioState.m_bIsUnderwater = pPlayer && pPlayer->AudioStateIsUnderwater( view.origin );

	ToolFramework_SetupAudioState( audioState );

	view.origin = audioState.m_Origin;
	view.angles = audioState.m_Angles;

	GetClientMode()->OverrideAudioState( &audioState );
	engine->SetAudioState( audioState );

	g_vecPrevRenderOrigin[ nSlot ] = g_vecRenderOrigin[ nSlot ];
	g_vecPrevRenderAngles[ nSlot ] = g_vecRenderAngles[ nSlot ];
	g_vecRenderOrigin[ nSlot ] = view.origin;
	g_vecRenderAngles[ nSlot ] = view.angles;

#ifdef DBGFLAG_ASSERT
	s_DbgSetupOrigin[ nSlot ] = view.origin;
	s_DbgSetupAngles[ nSlot ] = view.angles;
#endif

	m_bAllowViewAccess = false;
}
示例#9
0
void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
{

	float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
	gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar());
}