metaforce/Runtime/GuiSys/CGuiCamera.cpp

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#include "CGuiCamera.hpp"
#include "CGuiFrame.hpp"
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#include "Graphics/CGraphics.hpp"
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#include "CGuiWidgetDrawParms.hpp"
namespace urde
{
CGuiCamera::CGuiCamera(const CGuiWidgetParms& parms,
float left, float right,
float top, float bottom,
float znear, float zfar)
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: CGuiWidget(parms), xb8_projtype(EProjection::Orthographic),
m_proj(left, right, top, bottom, znear, zfar)
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{}
CGuiCamera::CGuiCamera(const CGuiWidgetParms& parms,
float fov, float aspect,
float znear, float zfar)
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: CGuiWidget(parms), xb8_projtype(EProjection::Perspective),
m_proj(fov, aspect, znear, zfar)
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{}
zeus::CVector3f CGuiCamera::ConvertToScreenSpace(const zeus::CVector3f& vec) const
{
zeus::CVector3f local = RotateTranslateW2O(vec);
if (local.isZero())
return {-1.f, -1.f, 1.f};
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zeus::CMatrix4f mat = CGraphics::CalculatePerspectiveMatrix(m_proj.xbc_fov, m_proj.xc0_aspect,
m_proj.xc4_znear, m_proj.xc8_zfar,
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false);
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return mat.multiplyOneOverW(local);
}
void CGuiCamera::Draw(const CGuiWidgetDrawParms& parms) const
{
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if (xb8_projtype == EProjection::Perspective)
CGraphics::SetPerspective(m_proj.xbc_fov, m_proj.xc0_aspect, m_proj.xc4_znear, m_proj.xc8_zfar);
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else
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CGraphics::SetOrtho(m_proj.xbc_left, m_proj.xc0_right, m_proj.xc4_top, m_proj.xc8_bottom,
m_proj.xcc_znear, m_proj.xd0_zfar);
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CGraphics::SetViewPointMatrix(GetGuiFrame()->GetAspectTransform() *
zeus::CTransform::Translate(parms.x4_cameraOffset) * x34_worldXF);
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CGuiWidget::Draw(parms);
}
std::shared_ptr<CGuiWidget> CGuiCamera::Create(CGuiFrame* frame, CInputStream& in, CSimplePool* sp)
{
CGuiWidgetParms parms = ReadWidgetHeader(frame, in);
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EProjection proj = EProjection(in.readUint32Big());
std::shared_ptr<CGuiCamera> ret = {};
switch (proj)
{
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case EProjection::Perspective:
{
float fov = in.readFloatBig();
float aspect = in.readFloatBig();
float znear = in.readFloatBig();
float zfar = in.readFloatBig();
ret = std::make_shared<CGuiCamera>(parms, fov, aspect, znear, zfar);
break;
}
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case EProjection::Orthographic:
{
float left = in.readFloatBig();
float right = in.readFloatBig();
float top = in.readFloatBig();
float bottom = in.readFloatBig();
float znear = in.readFloatBig();
float zfar = in.readFloatBig();
ret = std::make_shared<CGuiCamera>(parms, left, right, top, bottom, znear, zfar);
break;
}
break;
}
frame->SetFrameCamera(ret->shared_from_this());
ret->ParseBaseInfo(frame, in, parms);
return ret;
}
}