1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "Reflection/BsIReflectable.h" |
7 | #include "Math/BsMatrix4.h" |
8 | #include "Math/BsVector3.h" |
9 | #include "Math/BsVector2.h" |
10 | #include "Math/BsVector2I.h" |
11 | #include "Math/BsAABox.h" |
12 | #include "Math/BsQuaternion.h" |
13 | #include "Math/BsRay.h" |
14 | #include "CoreThread/BsCoreObject.h" |
15 | #include "Math/BsConvexVolume.h" |
16 | #include "Renderer/BsRenderSettings.h" |
17 | #include "Scene/BsSceneActor.h" |
18 | |
19 | namespace bs |
20 | { |
21 | /** @addtogroup Renderer-Internal |
22 | * @{ |
23 | */ |
24 | |
25 | /** Signals which portion of a Camera is dirty. */ |
26 | enum class CameraDirtyFlag |
27 | { |
28 | // First few bits reserved by ActorDirtyFlag |
29 | RenderSettings = 1 << 4, |
30 | Viewport = 1 << 31 |
31 | }; |
32 | |
33 | /** @} */ |
34 | /** @addtogroup Implementation |
35 | * @{ |
36 | */ |
37 | |
38 | /** Common base class for both sim and core thread implementations of Camera. */ |
39 | class BS_CORE_EXPORT CameraBase : public SceneActor |
40 | { |
41 | public: |
42 | virtual ~CameraBase() = default; |
43 | |
44 | /** @copydoc SceneActor::setTransform */ |
45 | void setTransform(const Transform& transform) override; |
46 | |
47 | /** |
48 | * Determines the camera horizontal field of view. This determines how wide the camera viewing angle is along the |
49 | * horizontal axis. Vertical FOV is calculated from the horizontal FOV and the aspect ratio. |
50 | */ |
51 | virtual void setHorzFOV(const Radian& fovy); |
52 | |
53 | /** @copydoc setHorzFOV() */ |
54 | virtual const Radian& getHorzFOV() const; |
55 | |
56 | /** |
57 | * Determines the distance from the frustum to the near clipping plane. Anything closer than the near clipping plane will |
58 | * not be rendered. Decreasing this value decreases depth buffer precision. |
59 | */ |
60 | virtual void setNearClipDistance(float nearDist); |
61 | |
62 | /** @copydoc setNearClipDistance() */ |
63 | virtual float getNearClipDistance() const; |
64 | |
65 | /** |
66 | * Determines the distance from the frustum to the far clipping plane. Anything farther than the far clipping plane will |
67 | * not be rendered. Increasing this value decreases depth buffer precision. |
68 | */ |
69 | virtual void setFarClipDistance(float farDist); |
70 | |
71 | /** @copydoc setFarClipDistance() */ |
72 | virtual float getFarClipDistance() const; |
73 | |
74 | /** Determines the current viewport aspect ratio (width / height). */ |
75 | virtual void setAspectRatio(float ratio); |
76 | |
77 | /** @copydoc setAspectRatio() */ |
78 | virtual float getAspectRatio() const; |
79 | |
80 | /** Manually set the extents of the frustum that will be used when calculating the projection matrix. This will |
81 | * prevents extents for being automatically calculated from aspect and near plane so it is up to the caller to keep |
82 | * these values accurate. |
83 | * |
84 | * @param[in] left The position where the left clip plane intersect the near clip plane, in view space. |
85 | * @param[in] right The position where the right clip plane intersect the near clip plane, in view space. |
86 | * @param[in] top The position where the top clip plane intersect the near clip plane, in view space. |
87 | * @param[in] bottom The position where the bottom clip plane intersect the near clip plane, in view space. |
88 | */ |
89 | virtual void setFrustumExtents(float left, float right, float top, float bottom); |
90 | |
91 | /** |
92 | * Resets frustum extents so they are automatically derived from other values. This is only relevant if you have |
93 | * previously set custom extents. |
94 | */ |
95 | virtual void resetFrustumExtents(); |
96 | |
97 | /** Returns the extents of the frustum in view space at the near plane. */ |
98 | virtual void getFrustumExtents(float& outleft, float& outright, float& outtop, float& outbottom) const; |
99 | |
100 | /** |
101 | * Returns the standard projection matrix that determines how are 3D points projected to two dimensions. The layout |
102 | * of this matrix depends on currently used render system. |
103 | * |
104 | * @note |
105 | * You should use this matrix when sending the matrix to the render system to make sure everything works |
106 | * consistently when other render systems are used. |
107 | */ |
108 | virtual const Matrix4& getProjectionMatrixRS() const; |
109 | |
110 | /** Returns the inverse of the render-system specific projection matrix. See getProjectionMatrixRS(). */ |
111 | virtual const Matrix4& getProjectionMatrixRSInv() const; |
112 | |
113 | /** |
114 | * Returns the standard projection matrix that determines how are 3D points projected to two dimensions. Returned |
115 | * matrix is standard following right-hand rules and depth range of [-1, 1]. In case you need a render-system specific |
116 | * projection matrix call getProjectionMatrixRS(). |
117 | */ |
118 | virtual const Matrix4& getProjectionMatrix() const; |
119 | |
120 | /** Returns the inverse of the projection matrix. See getProjectionMatrix(). */ |
121 | virtual const Matrix4& getProjectionMatrixInv() const; |
122 | |
123 | /** Gets the camera view matrix. Used for positioning/orienting the camera. */ |
124 | virtual const Matrix4& getViewMatrix() const; |
125 | |
126 | /** Returns the inverse of the view matrix. See getViewMatrix(). */ |
127 | virtual const Matrix4& getViewMatrixInv() const; |
128 | |
129 | /** |
130 | * Sets whether the camera should use the custom view matrix. When this is enabled camera will no longer calculate |
131 | * its view matrix based on position/orientation and caller will be resonsible to keep the view matrix up to date. |
132 | */ |
133 | virtual void setCustomViewMatrix(bool enable, const Matrix4& viewMatrix = Matrix4::IDENTITY); |
134 | |
135 | /** Returns true if a custom view matrix is used. */ |
136 | virtual bool isCustomViewMatrixEnabled() const { return mCustomViewMatrix; } |
137 | |
138 | /** |
139 | * Sets whether the camera should use the custom projection matrix. When this is enabled camera will no longer |
140 | * calculate its projection matrix based on field of view, aspect and other parameters and caller will be resonsible |
141 | * to keep the projection matrix up to date. |
142 | */ |
143 | virtual void setCustomProjectionMatrix(bool enable, const Matrix4& projectionMatrix = Matrix4::IDENTITY); |
144 | |
145 | /** Returns true if a custom projection matrix is used. */ |
146 | virtual bool isCustomProjectionMatrixEnabled() const { return mCustomProjMatrix; } |
147 | |
148 | /** Returns a convex volume representing the visible area of the camera, in local space. */ |
149 | virtual const ConvexVolume& getFrustum() const; |
150 | |
151 | /** Returns a convex volume representing the visible area of the camera, in world space. */ |
152 | virtual ConvexVolume getWorldFrustum() const; |
153 | |
154 | /** Returns the bounding of the frustum. */ |
155 | const AABox& getBoundingBox() const; |
156 | |
157 | /** |
158 | * Determines the type of projection used by the camera. Projection type controls how is 3D geometry projected onto a |
159 | * 2D plane. |
160 | */ |
161 | virtual void setProjectionType(ProjectionType pt); |
162 | |
163 | /** @copydoc setProjectionType() */ |
164 | virtual ProjectionType getProjectionType() const; |
165 | |
166 | /** |
167 | * Sets the orthographic window height, for use with orthographic rendering only. |
168 | * |
169 | * @param[in] w Width of the window in world units. |
170 | * @param[in] h Height of the window in world units. |
171 | * |
172 | * @note |
173 | * Calling this method will recalculate the aspect ratio, use setOrthoWindowHeight() or setOrthoWindowWidth() alone |
174 | * if you wish to preserve the aspect ratio but just fit one or other dimension to a particular size. |
175 | */ |
176 | virtual void setOrthoWindow(float w, float h); |
177 | |
178 | /** |
179 | * Determines the orthographic window height, for use with orthographic rendering only. The width of the window |
180 | * will be calculated from the aspect ratio. Value is specified in world units. |
181 | */ |
182 | virtual void setOrthoWindowHeight(float h); |
183 | |
184 | /** @copydoc setOrthoWindowHeight() */ |
185 | virtual float getOrthoWindowHeight() const; |
186 | |
187 | /** |
188 | * Determines the orthographic window width, for use with orthographic rendering only. The height of the window |
189 | * will be calculated from the aspect ratio. Value is specified in world units. |
190 | */ |
191 | virtual void setOrthoWindowWidth(float w); |
192 | |
193 | /** @copydoc setOrthoWindowWidth() */ |
194 | virtual float getOrthoWindowWidth() const; |
195 | |
196 | /** |
197 | * Determines a priority that determines in which orders the cameras are rendered. This only applies to cameras rendering |
198 | * to the same render target. Higher value means the camera will be rendered sooner. |
199 | */ |
200 | void setPriority(INT32 priority) { mPriority = priority; _markCoreDirty(); } |
201 | |
202 | /** @copydoc setPriority() */ |
203 | INT32 getPriority() const { return mPriority; } |
204 | |
205 | /** Determines layer bitfield that is used when determining which object should the camera render. */ |
206 | void setLayers(UINT64 layers) { mLayers = layers; _markCoreDirty(); } |
207 | |
208 | /** @copydoc setLayers() */ |
209 | UINT64 getLayers() const { return mLayers; } |
210 | |
211 | /** |
212 | * Determines number of samples to use when rendering to this camera. Values larger than 1 will enable MSAA |
213 | * rendering. |
214 | */ |
215 | void setMSAACount(UINT32 count) { mMSAA = count; _markCoreDirty(); } |
216 | |
217 | /** @copydoc setMSAACount() */ |
218 | UINT32 getMSAACount() const { return mMSAA; } |
219 | |
220 | /** |
221 | * Settings that control rendering for this view. They determine how will the renderer process this view, which |
222 | * effects will be enabled, and what properties will those effects use. |
223 | */ |
224 | void setRenderSettings(const SPtr<RenderSettings>& settings) |
225 | { mRenderSettings = settings; _markCoreDirty((ActorDirtyFlag)CameraDirtyFlag::RenderSettings); } |
226 | |
227 | /** @copydoc setRenderSettings() */ |
228 | const SPtr<RenderSettings>& getRenderSettings() const { return mRenderSettings; } |
229 | |
230 | /** |
231 | * Converts a point in world space to screen coordinates. |
232 | * |
233 | * @param[in] worldPoint 3D point in world space. |
234 | * @return 2D point on the render target attached to the camera's viewport, in pixels. |
235 | */ |
236 | Vector2I worldToScreenPoint(const Vector3& worldPoint) const; |
237 | |
238 | /** |
239 | * Converts a point in world space to normalized device coordinates. |
240 | * |
241 | * @param[in] worldPoint 3D point in world space. |
242 | * @return 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. |
243 | */ |
244 | Vector2 worldToNdcPoint(const Vector3& worldPoint) const; |
245 | |
246 | /** |
247 | * Converts a point in world space to view space coordinates. |
248 | * |
249 | * @param[in] worldPoint 3D point in world space. |
250 | * @return 3D point relative to the camera's coordinate system. |
251 | */ |
252 | Vector3 worldToViewPoint(const Vector3& worldPoint) const; |
253 | |
254 | /** |
255 | * Converts a point in screen space to a point in world space. |
256 | * |
257 | * @param[in] screenPoint 2D point on the render target attached to the camera's viewport, in pixels. |
258 | * @param[in] depth Depth to place the world point at, in world coordinates. The depth is applied to the |
259 | * vector going from camera origin to the point on the near plane. |
260 | * @return 3D point in world space. |
261 | */ |
262 | Vector3 screenToWorldPoint(const Vector2I& screenPoint, float depth = 0.5f) const; |
263 | |
264 | /** |
265 | * Converts a point in screen space (pixels corresponding to render target attached to the camera) to a point in |
266 | * world space. |
267 | * |
268 | * @param[in] screenPoint Point to transform. |
269 | * @param[in] deviceDepth Depth to place the world point at, in normalized device coordinates. |
270 | * @return 3D point in world space. |
271 | */ |
272 | Vector3 screenToWorldPointDeviceDepth(const Vector2I& screenPoint, float deviceDepth = 0.5f) const; |
273 | |
274 | /** |
275 | * Converts a point in screen space to a point in view space. |
276 | * |
277 | * @param[in] screenPoint 2D point on the render target attached to the camera's viewport, in pixels. |
278 | * @param[in] depth Depth to place the world point at, in device depth. The depth is applied to the |
279 | * vector going from camera origin to the point on the near plane. |
280 | * @return 3D point relative to the camera's coordinate system. |
281 | */ |
282 | Vector3 screenToViewPoint(const Vector2I& screenPoint, float depth = 0.5f) const; |
283 | |
284 | /** |
285 | * Converts a point in screen space to normalized device coordinates. |
286 | * |
287 | * @param[in] screenPoint 2D point on the render target attached to the camera's viewport, in pixels. |
288 | * @return 2D point in normalized device coordinates ([-1, 1] range), relative to |
289 | * the camera's viewport. |
290 | */ |
291 | Vector2 screenToNdcPoint(const Vector2I& screenPoint) const; |
292 | |
293 | /** |
294 | * Converts a point in view space to world space. |
295 | * |
296 | * @param[in] viewPoint 3D point relative to the camera's coordinate system. |
297 | * @return 3D point in world space. |
298 | */ |
299 | Vector3 viewToWorldPoint(const Vector3& viewPoint) const; |
300 | |
301 | /** |
302 | * Converts a point in view space to screen space. |
303 | * |
304 | * @param[in] viewPoint 3D point relative to the camera's coordinate system. |
305 | * @return 2D point on the render target attached to the camera's viewport, in pixels. |
306 | */ |
307 | Vector2I viewToScreenPoint(const Vector3& viewPoint) const; |
308 | |
309 | /** |
310 | * Converts a point in view space to normalized device coordinates. |
311 | * |
312 | * @param[in] viewPoint 3D point relative to the camera's coordinate system. |
313 | * @return 2D point in normalized device coordinates ([-1, 1] range), relative to |
314 | * the camera's viewport. |
315 | */ |
316 | Vector2 viewToNdcPoint(const Vector3& viewPoint) const; |
317 | |
318 | /** |
319 | * Converts a point in normalized device coordinates to world space. |
320 | * |
321 | * @param[in] ndcPoint 2D point in normalized device coordinates ([-1, 1] range), relative to |
322 | * the camera's viewport. |
323 | * @param[in] depth Depth to place the world point at. The depth is applied to the |
324 | * vector going from camera origin to the point on the near plane. |
325 | * @return 3D point in world space. |
326 | */ |
327 | Vector3 ndcToWorldPoint(const Vector2& ndcPoint, float depth = 0.5f) const; |
328 | |
329 | /** |
330 | * Converts a point in normalized device coordinates to view space. |
331 | * |
332 | * @param[in] ndcPoint 2D point in normalized device coordinates ([-1, 1] range), relative to |
333 | * the camera's viewport. |
334 | * @param[in] depth Depth to place the world point at. The depth is applied to the |
335 | * vector going from camera origin to the point on the near plane. |
336 | * @return 3D point relative to the camera's coordinate system. |
337 | */ |
338 | Vector3 ndcToViewPoint(const Vector2& ndcPoint, float depth = 0.5f) const; |
339 | |
340 | /** |
341 | * Converts a point in normalized device coordinates to screen space. |
342 | * |
343 | * @param[in] ndcPoint 2D point in normalized device coordinates ([-1, 1] range), relative to |
344 | * the camera's viewport. |
345 | * @return 2D point on the render target attached to the camera's viewport, in pixels. |
346 | */ |
347 | Vector2I ndcToScreenPoint(const Vector2& ndcPoint) const; |
348 | |
349 | /** |
350 | * Converts a point in screen space to a ray in world space. |
351 | * |
352 | * @param[in] screenPoint 2D point on the render target attached to the camera's viewport, in pixels. |
353 | * @return Ray in world space, originating at the selected point on the camera near plane. |
354 | */ |
355 | Ray screenPointToRay(const Vector2I& screenPoint) const; |
356 | |
357 | /** |
358 | * Projects a point in view space to normalized device coordinates. Similar to viewToNdcPoint() but preserves |
359 | * the depth component. |
360 | * |
361 | * @param[in] point 3D point relative to the camera's coordinate system. |
362 | * @return 3D point in normalized device coordinates ([-1, 1] range), relative to the |
363 | * camera's viewport. Z value range depends on active render API. |
364 | */ |
365 | Vector3 projectPoint(const Vector3& point) const; |
366 | |
367 | /** Un-projects a point in normalized device space to view space. |
368 | * |
369 | * @param[in] point 3D point in normalized device coordinates ([-1, 1] range), relative to the |
370 | * camera's viewport. Z value range depends on active render API. |
371 | * @return 3D point relative to the camera's coordinate system. |
372 | */ |
373 | Vector3 unprojectPoint(const Vector3& point) const; |
374 | |
375 | static const float INFINITE_FAR_PLANE_ADJUST; /**< Small constant used to reduce far plane projection to avoid inaccuracies. */ |
376 | |
377 | protected: |
378 | CameraBase(); |
379 | |
380 | /** Calculate projection parameters that are used when constructing the projection matrix. */ |
381 | virtual void calcProjectionParameters(float& left, float& right, float& bottom, float& top) const; |
382 | |
383 | /** Recalculate frustum if dirty. */ |
384 | virtual void updateFrustum() const; |
385 | |
386 | /** Recalculate frustum planes if dirty. */ |
387 | virtual void updateFrustumPlanes() const; |
388 | |
389 | /** |
390 | * Update view matrix from parent position/orientation. |
391 | * |
392 | * @note Does nothing when custom view matrix is set. |
393 | */ |
394 | virtual void updateView() const; |
395 | |
396 | /** Checks if the frustum requires updating. */ |
397 | virtual bool isFrustumOutOfDate() const; |
398 | |
399 | /** Notify camera that the frustum requires to be updated. */ |
400 | virtual void invalidateFrustum() const; |
401 | |
402 | /** Returns a rectangle that defines the viewport position and size, in pixels. */ |
403 | virtual Rect2I getViewportRect() const = 0; |
404 | |
405 | protected: |
406 | UINT64 mLayers = 0xFFFFFFFFFFFFFFFF; /**< Bitfield that can be used for filtering what objects the camera sees. */ |
407 | |
408 | ProjectionType mProjType = PT_PERSPECTIVE; /**< Type of camera projection. */ |
409 | Radian mHorzFOV = Degree(90.0f); /**< Horizontal field of view represents how wide is the camera angle. */ |
410 | float mFarDist = 500.0f; /**< Clip any objects further than this. Larger value decreases depth precision at smaller depths. */ |
411 | float mNearDist = 0.05f; /**< Clip any objects close than this. Smaller value decreases depth precision at larger depths. */ |
412 | float mAspect = 1.33333333333333f; /**< Width/height viewport ratio. */ |
413 | float mOrthoHeight = 5; /**< Height in world units used for orthographic cameras. */ |
414 | INT32 mPriority = 0; /**< Determines in what order will the camera be rendered. Higher priority means the camera will be rendered sooner. */ |
415 | bool mMain = false; /**< Determines does this camera render to the main render surface. */ |
416 | |
417 | bool mCustomViewMatrix = false; /**< Is custom view matrix set. */ |
418 | bool mCustomProjMatrix = false; /**< Is custom projection matrix set. */ |
419 | UINT8 mMSAA = 1; /**< Number of samples to render the scene with. */ |
420 | |
421 | SPtr<RenderSettings> mRenderSettings; /**< Settings used to control rendering for this camera. */ |
422 | |
423 | bool mFrustumExtentsManuallySet = false; /**< Are frustum extents manually set. */ |
424 | |
425 | mutable Matrix4 mProjMatrixRS = BsZero; /**< Cached render-system specific projection matrix. */ |
426 | mutable Matrix4 mProjMatrix = BsZero; /**< Cached projection matrix that determines how are 3D points projected to a 2D viewport. */ |
427 | mutable Matrix4 mViewMatrix = BsZero; /**< Cached view matrix that determines camera position/orientation. */ |
428 | mutable Matrix4 mProjMatrixRSInv = BsZero; |
429 | mutable Matrix4 mProjMatrixInv = BsZero; |
430 | mutable Matrix4 mViewMatrixInv = BsZero; |
431 | |
432 | mutable ConvexVolume mFrustum; /**< Main clipping planes describing cameras visible area. */ |
433 | mutable bool mRecalcFrustum : 1; /**< Should frustum be recalculated. */ |
434 | mutable bool mRecalcFrustumPlanes : 1; /**< Should frustum planes be recalculated. */ |
435 | mutable bool mRecalcView : 1; /**< Should view matrix be recalculated. */ |
436 | mutable float mLeft, mRight, mTop, mBottom; /**< Frustum extents. */ |
437 | mutable AABox mBoundingBox; /**< Frustum bounding box. */ |
438 | }; |
439 | |
440 | /** Templated common base class for both sim and core thread implementations of Camera. */ |
441 | template<bool Core> |
442 | class TCamera : public CameraBase |
443 | { |
444 | using ViewportType = CoreVariantType<Viewport, Core>; |
445 | |
446 | public: |
447 | virtual ~TCamera() = default; |
448 | |
449 | /** Returns the viewport used by the camera. */ |
450 | SPtr<ViewportType> getViewport() const { return mViewport; } |
451 | |
452 | /** Enumerates all the fields in the type and executes the specified processor action for each field. */ |
453 | template<class P> |
454 | void rttiEnumFields(P p); |
455 | |
456 | protected: |
457 | /** Viewport that describes a 2D rendering surface. */ |
458 | SPtr<ViewportType> mViewport; |
459 | }; |
460 | |
461 | /** @} */ |
462 | |
463 | /** @addtogroup Renderer-Internal |
464 | * @{ |
465 | */ |
466 | |
467 | /** |
468 | * Camera determines how is world geometry projected onto a 2D surface. You may position and orient it in space, set |
469 | * options like aspect ratio and field or view and it outputs view and projection matrices required for rendering. |
470 | */ |
471 | class BS_CORE_EXPORT Camera : public IReflectable, public CoreObject, public TCamera<false> |
472 | { |
473 | public: |
474 | /** |
475 | * Determines whether this is the main application camera. Main camera controls the final render surface that is |
476 | * displayed to the user. |
477 | */ |
478 | void setMain(bool main); |
479 | |
480 | /** @copydoc setMain() */ |
481 | bool isMain() const { return mMain; } |
482 | |
483 | /** Retrieves an implementation of a camera handler usable only from the core thread. */ |
484 | SPtr<ct::Camera> getCore() const; |
485 | |
486 | /** Creates a new camera that renders to the specified portion of the provided render target. */ |
487 | static SPtr<Camera> create(); |
488 | |
489 | /** |
490 | * @name Internal |
491 | * @{ |
492 | */ |
493 | |
494 | /** @copydoc CoreObject::initialize */ |
495 | void initialize() override; |
496 | |
497 | /** @copydoc CoreObject::destroy */ |
498 | void destroy() override; |
499 | |
500 | /** @} */ |
501 | protected: |
502 | /** @copydoc CameraBase */ |
503 | Rect2I getViewportRect() const override; |
504 | |
505 | /** @copydoc CoreObject::createCore */ |
506 | SPtr<ct::CoreObject> createCore() const override; |
507 | |
508 | /** @copydoc CameraBase::_markCoreDirty */ |
509 | void _markCoreDirty(ActorDirtyFlag flag = ActorDirtyFlag::Everything) override; |
510 | |
511 | /** @copydoc CoreObject::syncToCore */ |
512 | CoreSyncData syncToCore(FrameAlloc* allocator) override; |
513 | |
514 | /** @copydoc CoreObject::getCoreDependencies */ |
515 | void getCoreDependencies(Vector<CoreObject*>& dependencies) override; |
516 | |
517 | /** Creates a new camera without initializing it. */ |
518 | static SPtr<Camera> createEmpty(); |
519 | |
520 | /************************************************************************/ |
521 | /* RTTI */ |
522 | /************************************************************************/ |
523 | public: |
524 | friend class CameraRTTI; |
525 | static RTTITypeBase* getRTTIStatic(); |
526 | RTTITypeBase* getRTTI() const override; |
527 | }; |
528 | |
529 | namespace ct |
530 | { |
531 | /** @copydoc bs::Camera */ |
532 | class BS_CORE_EXPORT Camera : public CoreObject, public TCamera<true> |
533 | { |
534 | public: |
535 | ~Camera(); |
536 | |
537 | /** @copydoc bs::Camera::setMain() */ |
538 | bool isMain() const { return mMain; } |
539 | |
540 | /** Sets an ID that can be used for uniquely identifying this object by the renderer. */ |
541 | void setRendererId(UINT32 id) { mRendererId = id; } |
542 | |
543 | /** Retrieves an ID that can be used for uniquely identifying this object by the renderer. */ |
544 | UINT32 getRendererId() const { return mRendererId; } |
545 | |
546 | protected: |
547 | friend class bs::Camera; |
548 | |
549 | Camera(SPtr<RenderTarget> target = nullptr, |
550 | float left = 0.0f, float top = 0.0f, float width = 1.0f, float height = 1.0f); |
551 | |
552 | Camera(const SPtr<Viewport>& viewport); |
553 | |
554 | /** @copydoc CoreObject::initialize */ |
555 | void initialize() override; |
556 | |
557 | /** @copydoc CameraBase */ |
558 | Rect2I getViewportRect() const override; |
559 | |
560 | /** @copydoc CoreObject::syncToCore */ |
561 | void syncToCore(const CoreSyncData& data) override; |
562 | |
563 | UINT32 mRendererId; |
564 | }; |
565 | } |
566 | |
567 | /** @} */ |
568 | } |
569 | |