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/****************************************************************************
Copyright ( c ) 2014 - 2016 Chukong Technologies Inc .
Copyright ( c ) 2017 - 2019 Xiamen Yaji Software Co . , Ltd .
http : //www.cocos2d-x.org
Permission is hereby granted , free of charge , to any person obtaining a copy
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all copies or substantial portions of the Software .
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LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE .
Code based GamePlay3D ' s Camera : http : //gameplay3d.org
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# pragma once
# include "2d/CCNode.h"
# include "3d/CCFrustum.h"
# include "renderer/CCQuadCommand.h"
# include "renderer/CCCustomCommand.h"
NS_CC_BEGIN
class Scene ;
class CameraBackgroundBrush ;
/**
* Note :
* Scene creates a default camera . And the default camera mask of Node is 1 , therefore it can be seen by the default camera .
* During rendering the scene , it draws the objects seen by each camera in the added order except default camera . The default camera is the last one being drawn with .
* It ' s usually a good idea to render 3 D objects in a separate camera .
* And set the 3 d camera flag to CameraFlag : : USER1 or anything else except DEFAULT . Dedicate The DEFAULT camera for UI , because it is rendered at last .
* You can change the camera order to get different result when depth test is not enabled .
* For each camera , transparent 3 d sprite is rendered after opaque 3 d sprite and other 2 d objects .
*/
enum class CameraFlag
{
DEFAULT = 1 ,
USER1 = 1 < < 1 ,
USER2 = 1 < < 2 ,
USER3 = 1 < < 3 ,
USER4 = 1 < < 4 ,
USER5 = 1 < < 5 ,
USER6 = 1 < < 6 ,
USER7 = 1 < < 7 ,
USER8 = 1 < < 8 ,
} ;
/**
* Defines a camera .
*/
class CC_DLL Camera : public Node
{
friend class Scene ;
friend class Director ;
friend class EventDispatcher ;
public :
/**
* The type of camera .
*/
enum class Type
{
PERSPECTIVE = 1 ,
ORTHOGRAPHIC = 2
} ;
public :
/**
* Creates a perspective camera .
*
* @ param fieldOfView The field of view for the perspective camera ( normally in the range of 40 - 60 degrees ) .
* @ param aspectRatio The aspect ratio of the camera ( normally the width of the viewport divided by the height of the viewport ) .
* @ param nearPlane The near plane distance .
* @ param farPlane The far plane distance .
*/
static Camera * createPerspective ( float fieldOfView , float aspectRatio , float nearPlane , float farPlane ) ;
/**
* Creates an orthographic camera .
*
* @ param zoomX The zoom factor along the X - axis of the orthographic projection ( the width of the ortho projection ) .
* @ param zoomY The zoom factor along the Y - axis of the orthographic projection ( the height of the ortho projection ) .
* @ param nearPlane The near plane distance .
* @ param farPlane The far plane distance .
*/
static Camera * createOrthographic ( float zoomX , float zoomY , float nearPlane , float farPlane ) ;
/** create default camera, the camera type depends on Director::getProjection, the depth of the default camera is 0 */
static Camera * create ( ) ;
/**
* Get the visiting camera , the visiting camera shall be set on Scene : : render
*/
static const Camera * getVisitingCamera ( ) ;
static const Viewport & getDefaultViewport ( ) ;
static void setDefaultViewport ( const Viewport & vp ) ;
/**
* Get the default camera of the current running scene .
*/
static Camera * getDefaultCamera ( ) ;
/**
* Gets the type of camera .
*
* @ return The camera type .
*/
Camera : : Type getType ( ) const { return _type ; }
/**get & set Camera flag*/
CameraFlag getCameraFlag ( ) const { return _cameraFlag ; }
void setCameraFlag ( CameraFlag flag ) { _cameraFlag = flag ; }
/**
* Make Camera looks at target
*
* @ param target The target camera is point at
* @ param up The up vector , usually it ' s Y axis
*/
virtual void lookAt ( const Vec3 & target , const Vec3 & up = Vec3 : : UNIT_Y ) ;
/**
* Gets the camera ' s projection matrix .
*
* @ return The camera projection matrix .
*/
const Mat4 & getProjectionMatrix ( ) const ;
/**
* Gets the camera ' s view matrix .
*
* @ return The camera view matrix .
*/
const Mat4 & getViewMatrix ( ) const ;
/**get view projection matrix*/
const Mat4 & getViewProjectionMatrix ( ) const ;
/* convert the specified point in 3D world-space coordinates into the screen-space coordinates.
*
* Origin point at left top corner in screen - space .
* @ param src The world - space position .
* @ return The screen - space position .
*/
Vec2 project ( const Vec3 & src ) const ;
/* convert the specified point in 3D world-space coordinates into the GL-screen-space coordinates.
*
* Origin point at left bottom corner in GL - screen - space .
* @ param src The 3 D world - space position .
* @ return The GL - screen - space position .
*/
Vec2 projectGL ( const Vec3 & src ) const ;
/**
* Convert the specified point of screen - space coordinate into the 3 D world - space coordinate .
*
* Origin point at left top corner in screen - space .
* @ param src The screen - space position .
* @ return The 3 D world - space position .
*/
Vec3 unproject ( const Vec3 & src ) const ;
/**
* Convert the specified point of GL - screen - space coordinate into the 3 D world - space coordinate .
*
* Origin point at left bottom corner in GL - screen - space .
* @ param src The GL - screen - space position .
* @ return The 3 D world - space position .
*/
Vec3 unprojectGL ( const Vec3 & src ) const ;
/**
* Convert the specified point of screen - space coordinate into the 3 D world - space coordinate .
*
* Origin point at left top corner in screen - space .
* @ param size The window size to use .
* @ param src The screen - space position .
* @ param dst The 3 D world - space position .
*/
void unproject ( const Size & size , const Vec3 * src , Vec3 * dst ) const ;
/**
* Convert the specified point of GL - screen - space coordinate into the 3 D world - space coordinate .
*
* Origin point at left bottom corner in GL - screen - space .
* @ param size The window size to use .
* @ param src The GL - screen - space position .
* @ param dst The 3 D world - space position .
*/
void unprojectGL ( const Size & size , const Vec3 * src , Vec3 * dst ) const ;
/**
* Is this aabb visible in frustum
*/
bool isVisibleInFrustum ( const AABB * aabb ) const ;
/**
* Get object depth towards camera
*/
float getDepthInView ( const Mat4 & transform ) const ;
/**
* set depth , camera with larger depth is drawn on top of camera with smaller depth , the depth of camera with CameraFlag : : DEFAULT is 0 , user defined camera is - 1 by default
*/
void setDepth ( int8_t depth ) ;
/**
* get depth , camera with larger depth is drawn on top of camera with smaller depth , the depth of camera with CameraFlag : : DEFAULT is 0 , user defined camera is - 1 by default
*/
int8_t getDepth ( ) const { return _depth ; }
/**
get rendered order
*/
int getRenderOrder ( ) const ;
/**
* Get the frustum ' s far plane .
*/
float getFarPlane ( ) const { return _farPlane ; }
/**
* Get the frustum ' s near plane .
*/
float getNearPlane ( ) const { return _nearPlane ; }
//override
virtual void onEnter ( ) override ;
virtual void onExit ( ) override ;
/**
Before rendering scene with this camera , the background need to be cleared . It clears the depth buffer with max depth by default . Use setBackgroundBrush to modify the default behavior
*/
void clearBackground ( ) ;
/**
Apply the FBO , RenderTargets and viewport .
*/
void apply ( ) ;
/**
* Whether or not the viewprojection matrix was updated since the last frame .
* @ return True if the viewprojection matrix was updated since the last frame .
*/
bool isViewProjectionUpdated ( ) const { return _viewProjectionUpdated ; }
/**
* set the background brush . See CameraBackgroundBrush for more information .
* @ param clearBrush Brush used to clear the background
*/
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virtual void setBackgroundBrush ( CameraBackgroundBrush * clearBrush ) ;
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/**
* Get clear brush
*/
CameraBackgroundBrush * getBackgroundBrush ( ) const { return _clearBrush ; }
virtual void visit ( Renderer * renderer , const Mat4 & parentTransform , uint32_t parentFlags ) override ;
bool isBrushValid ( ) ;
CC_CONSTRUCTOR_ACCESS :
Camera ( ) ;
~ Camera ( ) ;
/**
* Set the scene , this method shall not be invoke manually
*/
void setScene ( Scene * scene ) ;
/**set additional matrix for the projection matrix, it multiplies mat to projection matrix when called, used by WP8*/
void setAdditionalProjection ( const Mat4 & mat ) ;
/** init camera */
bool initDefault ( ) ;
bool initPerspective ( float fieldOfView , float aspectRatio , float nearPlane , float farPlane ) ;
bool initOrthographic ( float zoomX , float zoomY , float nearPlane , float farPlane ) ;
void applyViewport ( ) ;
protected :
static Camera * _visitingCamera ;
static Viewport _defaultViewport ;
Scene * _scene = nullptr ; //Scene camera belongs to
Mat4 _projection ;
mutable Mat4 _view ;
mutable Mat4 _viewInv ;
mutable Mat4 _viewProjection ;
Vec3 _up ;
Camera : : Type _type ;
float _fieldOfView = 0.f ;
float _zoom [ 2 ] = { 0.f } ;
float _aspectRatio = 0.f ;
float _nearPlane = 0.f ;
float _farPlane = 0.f ;
mutable bool _viewProjectionDirty = true ;
bool _viewProjectionUpdated = false ; //Whether or not the viewprojection matrix was updated since the last frame.
CameraFlag _cameraFlag = CameraFlag : : DEFAULT ; // camera flag
mutable Frustum _frustum ; // camera frustum
mutable bool _frustumDirty = true ;
int8_t _depth = - 1 ; //camera depth, the depth of camera with CameraFlag::DEFAULT flag is 0 by default, a camera with larger depth is drawn on top of camera with smaller depth
CameraBackgroundBrush * _clearBrush = nullptr ; //brush used to clear the back ground
} ;
NS_CC_END