metaforce/Runtime/GuiSys/CGuiCamera.cpp

83 lines
2.6 KiB
C++

#include "CGuiCamera.hpp"
#include "CGuiFrame.hpp"
#include "Graphics/CGraphics.hpp"
#include "CGuiWidgetDrawParms.hpp"
namespace urde
{
CGuiCamera::CGuiCamera(const CGuiWidgetParms& parms,
float left, float right,
float top, float bottom,
float znear, float zfar)
: CGuiWidget(parms),
xfc_left(left), x100_right(right),
x104_top(top), x108_bottom(bottom),
x10c_znear(znear), x110_zfar(zfar)
{}
CGuiCamera::CGuiCamera(const CGuiWidgetParms& parms,
float fov, float aspect,
float znear, float zfar)
: CGuiWidget(parms),
xfc_fov(fov), x100_aspect(aspect),
x104_znear(znear), x108_zfar(zfar)
{}
zeus::CVector3f CGuiCamera::ConvertToScreenSpace(const zeus::CVector3f& vec) const
{
zeus::CVector3f local = RotateTranslateW2O(vec);
if (local.isZero())
return {-1.f, -1.f, 1.f};
zeus::CMatrix4f mat = CGraphics::CalculatePerspectiveMatrix(xfc_fov, x100_aspect,
x104_znear, x108_zfar,
false);
return mat.multiplyOneOverW(local);
}
void CGuiCamera::Draw(const CGuiWidgetDrawParms& parms) const
{
if (xf8_proj == EProjection::Perspective)
CGraphics::SetPerspective(xfc_fov, x100_aspect, x104_znear, x108_zfar);
else
CGraphics::SetOrtho(xfc_left, x100_right, x104_top, x108_bottom, x10c_znear, x110_zfar);
CGraphics::SetViewPointMatrix(zeus::CTransform::Translate(parms.x4_cameraOffset) * x34_worldXF);
CGuiWidget::Draw(parms);
}
CGuiCamera* CGuiCamera::Create(CGuiFrame* frame, CInputStream& in, bool flag)
{
CGuiWidgetParms parms = ReadWidgetHeader(frame, in, flag);
EProjection proj = EProjection(in.readUint32Big());
CGuiCamera* ret = nullptr;
switch (proj)
{
case EProjection::Perspective:
{
float fov = in.readFloatBig();
float aspect = in.readFloatBig();
float znear = in.readFloatBig();
float zfar = in.readFloatBig();
ret = new CGuiCamera(parms, fov, aspect, znear, zfar);
break;
}
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 = new CGuiCamera(parms, left, right, top, bottom, znear, zfar);
break;
}
break;
}
frame->SetFrameCamera(ret);
return ret;
}
}